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I need to go search for a graphical mod for ringworlds later today, I'm reminded again of just how weird and ugly the vanilla model is. The dividers between the habitable sections just don't look right.
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# ? Apr 10, 2019 15:45 |
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# ? May 25, 2024 02:51 |
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Aethernet posted:Just tie it to numbers of City Districts rather than districts per se, to force you to specialise your worlds more than you do now. Right now, my worlds are frequently initially given over to mining and a couple of city districts before gradually becoming megaforges as they pop up - which means I don't need to worry too much about actually picking a speciality.
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# ? Apr 10, 2019 15:46 |
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Small planets aren't as much of an issue now since tech and unity costs only scale per districts.
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# ? Apr 10, 2019 15:51 |
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Splicer posted:mumble grumble small planets mumble ratios grumble Weight small planets to have more rare resources or room for energy/farm/mining districts.
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# ? Apr 10, 2019 16:20 |
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If you set a general to a planet, they take the first army in the list... which is the first army to die from orbital bombardment, seems like this should be changed to a random army on the planet?
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# ? Apr 10, 2019 16:25 |
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Darkrenown posted:My original plan was to make all the precursors as interesting as the Cybrex, and the First League seemed the logical ones to get a city planet since something similar was mentioned in their lore, but then Ecumenopolis' ended up being rather better than a broken Ringworld and various other tasks took up my time so the others didn't get an update. I would really like to get back to the others at some point though. This is from a couple pages back, but i had a thought about the problem with the First League chain being so overpowered. Part of the problem is Ecumenopoli being so radically different. However, having radically different planets like that is great, and Id rather see other megastructures buffed rather than cool ones "leveled out". For the First League specifically, Fen Habbanis is a unique ecumenopolis because it has the "ruined arcologies" blockers. The other thing that makes it unique is that it gives you an ecumenopolis without using an ascension perk, which is huge. Even at 1000 energy a pop, the blockers are only a nuisance past the early game. The rational and quick solution to this would be to lock the "ruined arcology" blocker clearing tech behind the Arcology Project perk. That way, you only get a gimped (but still quite useful) Fen Habbanis unless you snag the perk.
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# ? Apr 10, 2019 18:50 |
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LogisticEarth posted:This is from a couple pages back, but i had a thought about the problem with the First League chain being so overpowered. Part of the problem is Ecumenopoli being so radically different. However, having radically different planets like that is great, and Id rather see other megastructures buffed rather than cool ones "leveled out". First time I got Fen Habbanis I was surprised that this wasnt already how it works. Even just 4-5 arcologies worth of alloys is a big, big deal early on.
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# ? Apr 10, 2019 19:14 |
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LogisticEarth posted:The rational and quick solution to this would be to lock the "ruined arcology" blocker clearing tech behind the Arcology Project perk. That way, you only get a gimped (but still quite useful) Fen Habbanis unless you snag the perk. Oh hell no. Just give the others something useful and interesting (like the ruined Colossus idea someone posted earlier), and make the Cybrex ring world intact, but full of blockers like Fen Habbanis.
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# ? Apr 10, 2019 19:14 |
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Is there a reason the one-system minor in my federation is squatting in the president's office? edit: and is there a way to fix it?
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# ? Apr 10, 2019 19:20 |
Chef Boyardeez Nuts posted:Is there a reason the one-system minor in my federation is squatting in the president's office? Clearly, Brexit is the only option.
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# ? Apr 10, 2019 19:30 |
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I'm finally, finally getting the hang of this game. Playing the Commonwealth again, I convinced some pacifists to be my vassal. Then I integrated them into my empire which enslaved the entire population. Kinda feel like they should have seen that coming. Better than being dead I guess. And god drat one of the slavery policies is turning them into food so maybe not. This game sure is something.
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# ? Apr 10, 2019 19:35 |
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SettingSun posted:I'm finally, finally getting the hang of this game. Playing the Commonwealth again, I convinced some pacifists to be my vassal. Then I integrated them into my empire which enslaved the entire population. Kinda feel like they should have seen that coming. Better than being dead I guess. And god drat one of the slavery policies is turning them into food so maybe not. This game sure is something. In my last (only) hive mind game, I ended up consolidating all of the pops from my conquered territory on a single size 24 gaia world I named The Ranch. After taking the relevant ascension perks you can also g-mod them to be delicious, nerve-stapled quick-breeding moo-cows I kinda want to play a game where the background is as close to that planet I just described, but given enough time for one of the species to regain sentience
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# ? Apr 10, 2019 19:51 |
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THE loving MOON posted:In my last (only) hive mind game, I ended up consolidating all of the pops from my conquered territory on a single size 24 gaia world I named The Ranch. After taking the relevant ascension perks you can also g-mod them to be delicious, nerve-stapled quick-breeding moo-cows
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# ? Apr 10, 2019 20:03 |
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Zurai posted:Why waste a huge Gaia world on your cattle? A habitat or tiny world works just as well! Because I had a bunch of different species to gather together and I didn't have nerve-stapling quite yet. Initially the move was to make it easier to manage all of those understandably unhappy pops in one place rather than dealing with a bunch of hosed up planets. Later it was just because the planet just was conceptually horrifying and I wanted to go all-in on it
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# ? Apr 10, 2019 20:13 |
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Zurai posted:Why waste a huge Gaia world on your cattle? A habitat or tiny world works just as well! I just use the first heavily populated world I conquer, sure it's less habitability for them, but it's fewer clicks for me!
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# ? Apr 10, 2019 20:23 |
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LogisticEarth posted:This is from a couple pages back, but i had a thought about the problem with the First League chain being so overpowered. Part of the problem is Ecumenopoli being so radically different. However, having radically different planets like that is great, and Id rather see other megastructures buffed rather than cool ones "leveled out". Clearing the Ruined Arcology blockers is actually 1000 energy AND 1000 minerals base, though that's still not enough to significantly slow developing it. I turned my Feb Habbanis III into a Forge World, used the absurd return you get selling alloys to fund turning most of the rest of my planets into Tech Worlds, and even from a start where I was blocked in by Xenophobes, a Marauder Clan, two FEes, and quickly force vassalized by the powerful local "democratic crusaders", by the mid-game date I'd set at 2325 I was researching nearly all repeatable techs and had a military to match Fallen Empires. So of course the one I'd set my sights on next with their own Ecumonopolis Awakened
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# ? Apr 10, 2019 20:44 |
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Chef Boyardeez Nuts posted:Is there a reason the one-system minor in my federation is squatting in the president's office? You can click the federation button to see the relative scores. Most likely that minor has a shitload of technology.
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# ? Apr 10, 2019 20:55 |
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The thing with ecu and why they shouldn't be nerfed is that they're one of the few things you can build that feel both weighty and cool. The other mega-buildings are kinda here or there; the sensor one is cool for giving you absolute and complete information, but most of the others are just "a thing you can already do but better, but so expensive it doesn't matter." And ecus still have the downside of being purely for production, not extraction, so you still have to actually feed that populace and provide them with materials. Ecus change the game, but frankly, shouldn't all mega-buildings do that?
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# ? Apr 10, 2019 21:19 |
LogisticEarth posted:This is from a couple pages back, but i had a thought about the problem with the First League chain being so overpowered. Part of the problem is Ecumenopoli being so radically different. However, having radically different planets like that is great, and Id rather see other megastructures buffed rather than cool ones "leveled out". It's made even worse by how easy it's to get blocker clearing discounts. Edict+governor is already -50%, opening domination gets you to -83%, and if you grab mastery of nature you can remove those 1000 energy/1000 minerals blockers for free.
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# ? Apr 10, 2019 21:31 |
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Make every cleared blocker spawn a hostile Xenomorph.
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# ? Apr 10, 2019 21:34 |
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genericnick posted:Make every cleared blocker spawn a hostile Xenomorph. Making it so you have to actually reclaim it on the ground level would legitimately be an interesting thing to add, now that you mention it.
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# ? Apr 10, 2019 21:47 |
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Autism Sneaks posted:Clearing the Ruined Arcology blockers is actually 1000 energy AND 1000 minerals base, though that's still not enough to significantly slow developing it. It costs 1900 minerals and 1000 energy for the arcology district, maintenance 5 energy. Assuming the +2 housing and 4 clerk jobs from the first are about equivalent to the 20 less energy upkeep for the latter, the arcology + tile blocker is actually cheaper by raw material cost. Splicer fucked around with this message at 23:32 on Apr 10, 2019 |
# ? Apr 10, 2019 22:02 |
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ughhh they still haven't fixed Dyson Spheres clipping into or becoming entirely enveloped by their star, this bothers me more than it should!
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# ? Apr 10, 2019 23:20 |
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yikes, just had an insane bug where i lost like 30 years of ironman progress because i quit a game to desktop on january 1 game time, and it broke my cloud save somehow...
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# ? Apr 11, 2019 00:50 |
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ulmont posted:You can click the federation button to see the relative scores. Most likely that minor has a shitload of technology. That's not it, our once and future Federation president is the re-educated spinoff of the luddites who figured out wormholes six decades after I did
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# ? Apr 11, 2019 04:54 |
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ProfessorCirno posted:The thing with ecu and why they shouldn't be nerfed is that they're one of the few things you can build that feel both weighty and cool. The other mega-buildings are kinda here or there; the sensor one is cool for giving you absolute and complete information, but most of the others are just "a thing you can already do but better, but so expensive it doesn't matter." And ecus still have the downside of being purely for production, not extraction, so you still have to actually feed that populace and provide them with materials. Ecus change the game, but frankly, shouldn't all mega-buildings do that? Ecu don't need to be nerfed, just fen habbanis
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# ? Apr 11, 2019 05:20 |
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Aethernet posted:Can we not all just agree that planets are currently boring and need a fundamental revamp? thats not a normal heart rhythm maybe if you're like 85 and have a AV block
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# ? Apr 11, 2019 05:27 |
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At the moment the current emergency FTL timer is set to 30 days. Was this chosen for a specific reason or was it somewhat random? Currently, I'd say that it's on the too long side of things. one of the problems I kinda have at the moment with the war system is that blobbing is the order of the day (isn't it always?), but currently there isn't anything to alleviate it. Space has very few terrain features that can be used to tip the odds. Also, there are no tactical options that allow you to inflict any attrition to the enemy unless you happen to be really close in combat power, no more than 10% or so, and even that is a very dicey proposition as all battles seem to be all-out slugging matches. I feel like there should be an option to set your fleet's posture in terms of FTL jump out, which two possibilities. The first would be setting at what point your ships will start doing auto-FTL checks, with none (no retreat/genocidals) current default, the loss of all armor, or the loss of 50% armor. You'd need to perhaps put into some conditionals here, to stop disruptors from causing "first hit to hull" checks causing too quick jump outs. The second would be to reduce the fleet jump out time by at least half, and the option to set it to go off automatically if still fighting against an enemy with higher combat power. Currently, if you attack a 12k fleet with a 10k fleet, you'll just so quickly get your poo poo kicked in that the enemy fleet will be down maybe 1 or 2k but you'll loose half of your fleet. This kinda needs to change so that it is possible to launch raiding attacks on the enemy fleet to weaken it in preparation of a pitched battle later. This would also be a nice thing where you are facing a blob, like the kind that FE or AE have, where you can't afford to split up your fleet in the event that you get jumped by the doomstack, as much as you would like to split up to cover more space. A third optional possibility that could be cool would be allowing the setting of missile armed ships to do hit-and-jump attacks with their fire focused on a number of targets to ensure they get some kills per pass. Strike craft could also factor into this. Oh and an auto-pause option with a notification (or even a pop up) for when a fleet detects a hugely superior force 1 jump away or in the same system. The little stars on icons right now often doesn't give an accurate picture at all. is that three star fleet the 20k remnants from an earlier fight, or is it the 100k doomstack? nfi unless you mouse over, and keeping track of it can be a challenge when gateways and wormholes get involved. I wonder if any of this is moddable for testing purposes... Edit: i just had an idea for a "conscription" civic or policy where during wartime, all unemployed pops are automatically made into soldiers for the duration of the conflict, plus 12 months with reduced job priority so you have the time to draw down your forces and build jobs for them. Xerxes17 fucked around with this message at 11:07 on Apr 11, 2019 |
# ? Apr 11, 2019 11:02 |
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Dev diary today plz darkrenown tyia
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# ? Apr 11, 2019 11:45 |
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Gyshall posted:Dev diary today plz darkrenown tyia https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-143-changes-to-megastructures.1166479/ Megastructures now gated by just tech, not a perk, except Dyson, Decompressor and Ring World. Everything still needs mega-engineering though.
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# ? Apr 11, 2019 12:07 |
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Are many other people still getting the constant map stutter with each daily tick? I tried the game out again and it's slightly better than a few months ago but still not really playable. I was able to play just fine at release and the game is fun so would really like to be able to see the new content.
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# ? Apr 11, 2019 12:13 |
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Aethernet posted:Everything still needs mega-engineering though. This sucks unless it stops requiring three end-of-tree techs.
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# ? Apr 11, 2019 12:20 |
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Aethernet posted:https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-143-changes-to-megastructures.1166479/ e: actually remove the Voidborne requirement from master builders and I'll graciously submit my approval e2: remove mega engineering entirely and attach it to the individual mega techs instead and I'll actually be happy Splicer fucked around with this message at 12:37 on Apr 11, 2019 |
# ? Apr 11, 2019 12:30 |
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I'm playing as a Driven Assimilator for the first time since 2.2, and I'm finally playing with the Machine Worlds perk. In 2.1, I preferred terraforming everything to a Gaia world, but now it's really tempting to have unlimited mining districts on a planet. I thought I had seen that biological/cybernetic pops could live on a machine world, or that Darkrenown had attempted to make this change, but I'm not able to resettle any cybernetic pops to a machine world. The strange thing is that this looks like it's intended to work: I'm particularly confused by the false values under the "all must be true" clause. I don't know what "exists" refers to: the pop, the planet, both? Both of those exist. It's even stranger that the planet owner isn't identified as having machine intelligence authority or the driven assimilator civic, and both of those are definitely true. I'm playing 2.2.7 with a few mods which may or may not be relevant, like "overpowered civics", but my understanding is that adding new civics shouldn't affect the existing ones. That also wouldn't explain why the "machine intelligence" check is evaluating to false.
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# ? Apr 11, 2019 12:31 |
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Splicer posted:This is the exact opposite of what I wanted Later in the thread he talks about potentially just giving everyone the tech and making Master Builders a bigger buff to build speed, and potentially making habitats open to all. I agree though; this seems like fiddling around the edges rather than making megastructures more like a true civilisational project. I am reminded of playing Pharoh for some reason.
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# ? Apr 11, 2019 12:33 |
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Aethernet posted:Later in the thread he talks about potentially just giving everyone the tech and making Master Builders a bigger buff to build speed, and potentially making habitats open to all. e: nevermind I remembered the dev responses button Splicer fucked around with this message at 12:44 on Apr 11, 2019 |
# ? Apr 11, 2019 12:38 |
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I guess that megastructure change is okay. Going back to the First League thing I do wish each precursor had a special type of planet that you could get. One of them could get a Gaia world but I dunno what else you could do with it, I still think that'd be a fun way around it. Even if it was just one had a Dyson Sphere and one had a Matter Compressor.
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# ? Apr 11, 2019 12:48 |
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Lysidas posted:I thought I had seen that biological/cybernetic pops could live on a machine world, or that Darkrenown had attempted to make this change, but I'm not able to resettle any cybernetic pops to a machine world. The strange thing is that this looks like it's intended to work: I talked about making Cyborgs like living on machine worlds, but it was too late in the patch cycle for non-vital changes. Resettlement does seem messed up to machine worlds though, or the tooltip is very unclear.
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# ? Apr 11, 2019 12:54 |
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Xerxes17 posted:At the moment the current emergency FTL timer is set to 30 days. Was this chosen for a specific reason or was it somewhat random? Currently, I'd say that it's on the too long side of things. Emergency ftl timer is somewhat randomly set at 1 month, but while it feels just a tad long having it too short makes it a nightmare to actually be winning wars. Once you're out of the early game I usually don't feel like it is too long myself. Keep in mind that the timer starts from your first engagement, so stuff like a screening fleet catching your fleet and tying them up while a heavy hitter catches up to engage would be impossible with too short of a timer. There are actually several terrain things in the game, but aren't readily apparent. Stations can apply system wide buffs/debuffs which can be pretty effective overall. Special stars have system wide effects as well: stuff like -movement, -shields, -disengage chance. Finally, smaller fleets get a fire rate bonus based on difference in sizes: this shouldn't be enough to win a fight out-right, but can allow you to inflict disproportionate losses on the larger fleet. My personal pet idea would be to alloy players to spend influence and resources to build up sectors, basically allowing players to create their own terrain in space.
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# ? Apr 11, 2019 12:58 |
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# ? May 25, 2024 02:51 |
Xerxes17 posted:At the moment the current emergency FTL timer is set to 30 days. Was this chosen for a specific reason or was it somewhat random? Currently, I'd say that it's on the too long side of things. Are you suggesting a 15 day emergency jump timer? Wouldn't that mean battleships/titans (without No Retreat) could always jump away before corvettes could get in range unless they were attacking a star base with the +100% jump timer building? And just in general that seems like it would make it very difficult to kill anything before they jumped away.
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# ? Apr 11, 2019 12:58 |