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Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

M_Sinistrari posted:

I am still reading through the thread, but any suggestions on DLC to prioritize getting? I do plan on eventually picking up all of it, but would like to focus on the substantial ones first.

Utopia is the only essential one. The rest add content either in the form of new things to play as (Robots, Megacorps, etc) or things to find and/or fight throughout the game(More events, new types of events, space mongols, etc).

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M_Sinistrari
Sep 5, 2008

Do you like scary movies?



Cynic Jester posted:

Utopia is the only essential one. The rest add content either in the form of new things to play as (Robots, Megacorps, etc) or things to find and/or fight throughout the game(More events, new types of events, space mongols, etc).

Okay. Pretty much as I was reading through the descriptions, it's pretty easy to get carried away with thinking on the possibilities like Fungoids + Megacorps = Magic Mushroom Megachurch.

I've also learned that this game is very much like Civ in "Just a few turns" rapidly becomes "The sun's up already??".

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

M_Sinistrari posted:

In light of the Steam sale price, I finally picked up Stellaris. I've been looking for a more modern version of Masters of Orion 2, after hearing how iffy the revamp of that one is, and watching some Youtubes on this, I figured to give it a go. So far I have no clue what the hell I'm doing but having a lot of fun while being clueless. My only other experience with a Paradox game is Crusader Kings 2 where I still can't explain some of the outcomes I've ended up with there.

I am still reading through the thread, but any suggestions on DLC to prioritize getting? I do plan on eventually picking up all of it, but would like to focus on the substantial ones first.
It's worth signing up to the paradox store to buy dlc as it has the same sales as steam and gives your a steam key too, but more money goes directly to the developer. The exception would be if you want to drop a whole bunch right now on this bundle for everything but distant stars and megacorp with a small extra discount:
https://store.steampowered.com/bundle/6186/Stellaris_Ascension_Pack/

Cage Kicker
Feb 20, 2009

End of the fiscal year, bitch.
MP's got time to order pens for year year, hooah?


SKILCRAFT KREW Reppin' Quality Blind Made



Lipstick Apathy
This has been on my wishlist forever and I grabbed it for :10bux: as soon as I had the chance. Thanks a lot jerks for the space game heroin. Losing multiple days to this is the best decision ever

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
https://twitter.com/dmoregard/status/1146433225147015169?s=19

2.3.3 tomorrow.

Also, Moregard really needs to get someone to tell him how to do teasers.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Aethernet posted:

https://twitter.com/dmoregard/status/1146433225147015169?s=19

2.3.3 tomorrow.

Also, Moregard really needs to get someone to tell him how to do teasers.
I've been caught up with some other things the past week or two.... do we know if 2.3.3 will still be post-DLC support?

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

AAAAA! Real Muenster posted:

I've been caught up with some other things the past week or two.... do we know if 2.3.3 will still be post-DLC support?

I believe so - I think they're trying to get a good semi-stable release out before they all gently caress off for the rest of July.

Baron von der Loon
Feb 12, 2009

Awesome!

M_Sinistrari posted:

I've also learned that this game is very much like Civ in "Just a few turns" rapidly becomes "The sun's up already??".
Whenever I play this game in the evening on a workday, I have a mandatory rule that I can only play it with the charger unplugged. When the battery is depleted, I quit.

That one time where I stayed up till 5am on a Wednesday taught me that I need some way to keep myself in check.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

ulmont posted:

I believe so - I think they're trying to get a good semi-stable release out before they all gently caress off for the rest of July.
Cool, thanks. Ive been hoping some of the rougher edges from the recent DLC would be fixed up now that I have a couple days off coming up.

Nuclearmonkee
Jun 10, 2009


PittTheElder posted:

Terraforming exists bub.

Also habitability modification, robots, migration treaties or stealing pops through conquest or abduction. My only Gaia seed species is one that relies on abducting a few dozen pops as slaves to do all the worker jobs to get a strong jump start. Lack of pop growth has to made up for by booming tech really hard and snapping up more planets that the slaves can work while stealing as much as you can.

A bit dicey growing those slave planets too big until droids or gene modding since you can’t stick your big dumb ruler pops down there unless they have a smidgen of hab. Alternatively you can have an acquired species set as residency you can spread around to rule over the slaves and do the non worker jobs until you get the tech to no longer require their services.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Aethernet posted:

https://twitter.com/dmoregard/status/1146433225147015169?s=19

2.3.3 tomorrow.

Also, Moregard really needs to get someone to tell him how to do teasers.

Nice. They'd gone so quiet I assumed Sweden was on summer vacation already.

M_Sinistrari
Sep 5, 2008

Do you like scary movies?



Baron von der Loon posted:

Whenever I play this game in the evening on a workday, I have a mandatory rule that I can only play it with the charger unplugged. When the battery is depleted, I quit.

That one time where I stayed up till 5am on a Wednesday taught me that I need some way to keep myself in check.

Yeah, I'm designating this one to a "I'm off tomorrow" rule. With the time off I planned for this week, I should get a lot of the 'oooh new game' urge out of my system by Monday.

TMMadman
Sep 9, 2003

by Fluffdaddy

Baron von der Loon posted:

Whenever I play this game in the evening on a workday, I have a mandatory rule that I can only play it with the charger unplugged. When the battery is depleted, I quit.

That one time where I stayed up till 5am on a Wednesday taught me that I need some way to keep myself in check.

This doesn't work with a desktop.

Also I ended up taking 3 hour nap before going to work and then stayed up just as late the next day.

:negative:

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Guys, I have a solution for your just-one-more-genocide woes:

have children

That'll teach you how much you need sleep, no matter how much the Gropulons need to suffer.

M_Sinistrari
Sep 5, 2008

Do you like scary movies?



Aethernet posted:

Guys, I have a solution for your just-one-more-genocide woes:

have children

That'll teach you how much you need sleep, no matter how much the Gropulons need to suffer.

While my kids have moved off to college, when they were little, that just showed me how much I can still do running on fumes of sleep.

Horace Kinch
Aug 15, 2007

I play windowed so I can watch the hours pass me by in the lower right corner.

Accretionist
Nov 7, 2012
I BELIEVE IN STUPID CONSPIRACY THEORIES
Is there a 'recommend solution' to the invincible fleet bug in Ironman mode?

Ironman is starting to feel less 'no backsies' than 'unfixable bugs'

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Accretionist posted:

Is there a 'recommend solution' to the invincible fleet bug in Ironman mode?

Ironman is starting to feel less 'no backsies' than 'unfixable bugs'

Quit and reload.

Accretionist
Nov 7, 2012
I BELIEVE IN STUPID CONSPIRACY THEORIES
Power Cycling really does fix everything

Deuce
Jun 18, 2004
Mile High Club
Is there some compelling reason that the immediate action upon defeating an aggressor is to open our borders to them?

Complications
Jun 19, 2014

Deuce posted:

Is there some compelling reason that the immediate action upon defeating an aggressor is to open our borders to them?
Gameplay mechanics. A fleet caught inside a closed border despawns and spends years returning to your capital. This can be very inconvenient if there are faster ways and you have need of that fleet sooner.

Deuce
Jun 18, 2004
Mile High Club

Complications posted:

Gameplay mechanics. A fleet caught inside a closed border despawns and spends years returning to your capital. This can be very inconvenient if there are faster ways and you have need of that fleet sooner.

So make the fleet jump to the nearest friendly system, or nearest starport, or reduce that transit time.

Complications
Jun 19, 2014

Deuce posted:

So make the fleet jump to the nearest friendly system, or nearest starport, or reduce that transit time.
That would be a logical thing to do, yes.

THE FUCKING MOON
Jan 19, 2008

Aethernet posted:

Quit and reload.

Yeah this. For really important all or nothing engagements I tend to watch up close just to make sure it's not happening. I had it just happen on this game, but I caught it early enough that I could back out.

Mostly it seems to happen late game during engagements with FE or crisis fleets for me, especially when one or more fleets join in a fight that's already in progress. Had it happen while camping the unbidden portal once and it set me back years. :saddowns:

Deuce
Jun 18, 2004
Mile High Club
My entire empire has decided that nobody wants to be a farmer. Food production steadily plummets. Prioritizing farmer jobs does nothing. FINE. ALL OF YOU CAN STARVE FOR ALL I CARE.

Best Friends
Nov 4, 2011

It turns out modeling an entire society at the population level is not, in fact, easier to make work than tiles.

Staltran
Jan 3, 2013

Fallen Rib
It's just an UI issue, you need to disable jobs so they have to work as farmers. The job assignment UI just sucks. If it would let you click and drag pops to jobs it would be much better (especially for getting gene/robomodded pops work the jobs they're specialized for).

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Deuce posted:

My entire empire has decided that nobody wants to be a farmer. Food production steadily plummets. Prioritizing farmer jobs does nothing. FINE. ALL OF YOU CAN STARVE FOR ALL I CARE.

You have too many non-farmer jobs. You probably built a lot of specialist jobs, which everbody obviously prefers to being a nerf herder, so they'd rather do that. When opening up new jobs, always be sure your economy can take the manual labor promoting upwards.

If you do disable those specialist jobs to force people to be farmers, keep in mind they'd rather be unemployed for a while before they reduce themselves to farm work, so that change isn't going to take effect immediately. Use the market to cover shortfalls in the meantime.

turn off the TV
Aug 4, 2010

moderately annoying

Patch 2.3.3 is out on the test branch although there aren't any notes yet.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

quote:

Admiral XP
We’ve tweaked how admirals get XP from patrolling and combat. Admirals will now get XP according to the max piracy value as opposed to previously only checking current piracy. XP from combat should also be increased due to fixing a bug with how ship value, in terms of XP, was calculated. Disengaged ships now also provide some XP, not just destroyed ships. In general it should now be easier to level up your admirals.

Archaeology Site Rewards
We’ve improved a lot of rewards for the archaeological sites to make them more unique, more fun and in some cases stronger.

Grand Herald
Although we like how the Grand Herald can change the game quite a lot, we think it was a bit too common and too easy to get so early on. The Grand Herald site now spawns less frequently and the site difficulty is higher. When you complete the site, there is a chance that you find the Grand Herald in a weakened state. In that case it will be possible to restore it to its full glory.

Full patch notes:

###################
# Ancient Relics Story Pack Features
###################
* A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

###################
# General
###################
* Updated localisation for all languages

###################
# Balance
###################
* Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
* More archaeological site events will grant minor artifacts
* Zroni chain grants Psionic Theory tech option for non-gestalts
* The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
* Adjusted the rate at which Admirals gain XP when patrolling and when in combat
* Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
* Disengaged ship now also give xp, they have their own define.
* Zro is slightly more common
* Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
* Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
* Finishing Arc Sites may yield Technology Research Options/Boosts
* Lowered the chance of archaeology sites being discovered when planets are surveyed
* Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

###################
# UI
###################
* Added MP DLC ownership icon for Ancient Relics
* Fixed line break in Zro Deposits causing unnecessary truncation of text
* Fixed displayed Army Recruitment time not including build speed modifiers
* You should no longer be able to see the orders of the fleets of other empires
* Fixed the resources going haywire in the trade view. Hopefully for the last time
* Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

###################
# AI
###################
* Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
* AI empires will finish tradition trees before starting new ones
* Changed AI weight for consecration decision, so that it's actually used
* AI will now build city districts on planets if needed even if not many pops live there
* AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
* Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
* AI no longer needlessly upgrades starbases if they still have unused module or building slots
* Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet

###################
# Modding
###################
* add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
* Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
* min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
* Added `steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect
* The `on_arrival_effect` is now properly called with a fleet scope
* Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
* Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = <relic_key> / is_last_received_relic = <relic_key>

###################
# Stability
###################
* Fixed a freeze when editing trade routes from a system you stole
* Fixed a crash when using mature galaxy in observer mode

###################
# Bugfixes
###################
* Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
* Increased weighting of favorited jobs so that they're properly prioritized
* Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
* Fixed automation not working on planet capitals or new colonies if you don't change the designation
* Conquered habitats will now convert districts that are not permitted by their new empire type
* Fixed so that rogue servitor AI will no longer just build organic sanctuaries
* All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
* In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
* Fixed overflow issues in AI diplomacy due to relative strength calculations
* The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
* Disabled map-ping for finished arch sites
* Admiral XP is based on the total cost of ships instead of just minerals
* Fix for all buildings swapping issues
* Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
* Changed so that arch sites and certain events use the correct GFX files
* Fixed Growth species disappearing every other month in some cases
* Ship build speed modifiers are no longer applied twice
* Fixed Build Speed modifier being applied twice to buildings
* Fixed some new Tutorial Lines not playing VO
* The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
* Deficit modifiers are properly applied again
* Master Builders no longer ever affects Habitat size
* Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
* Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
* Maintenance Drones again have a positive weight for the Emotion emulators trait
* Fixed ships not going MIA when they can't return because they don't have access
* Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees

Anno fucked around with this message at 14:26 on Jul 4, 2019

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

DatonKallandor posted:

You have too many non-farmer jobs. You probably built a lot of specialist jobs, which everbody obviously prefers to being a nerf herder, so they'd rather do that. When opening up new jobs, always be sure your economy can take the manual labor promoting upwards.

If you do disable those specialist jobs to force people to be farmers, keep in mind they'd rather be unemployed for a while before they reduce themselves to farm work, so that change isn't going to take effect immediately. Use the market to cover shortfalls in the meantime.

You have to wonder about this. They'll take anyone, not even a CV required. And everyone can switch so easily. They must have wonderful training programs or they're very resistant to mistakes. An education/training requirement would slow things down even more, though. Hmm.

quote:

Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet

Hmm. Hives being able to build research 'early'(Before 10 pops) was a boon. Unless it's referring to something else.

Bloodly fucked around with this message at 14:37 on Jul 4, 2019

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

quote:

Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet
Stealth gene lab boost (I like it).

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I am sad we can no longer divine an enemy fleet's destination by just looking at them - it was very helpful in avoiding the whack-a-mole warfare this game was infamous for in earlier versions.

But I am happy they fixed both the caravaneers not roaming and presapients not appearing. Those were sticking points for me in 2.3.2 that made me not want to start a new game. I will have to give this beta patch a spin once I get home.

Baron von der Loon
Feb 12, 2009

Awesome!

quote:

* Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia 
I don't recall doing anything like this before. How do I activate that?

Edit: Found it on the wiki. Hadn't heard of this before. This will give my idle scientists something to do, and at the very least may solve having to hire level 1 scientists whenever one dies. Is this a huge boost for research?


Stellaris Wiki posted:

Science ships can also assist the research of a planet. Upon activation, the science ship will orbit the planet and boost its research output depending on the skill level of the scientist on board.

Baron von der Loon fucked around with this message at 14:39 on Jul 4, 2019

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Guilliman posted:

Why not:
- Max building slots is based on planet size. (4 + planet_size/2). Size 8 planet = 8 slots, size 24 planet = 16 slots
- Buildings with no pop job being filled are set to "inactive" and have no upkeep (or 1 energy upkeep). Rather than being destroyed like they are now...

That way, building slots are not weird in number on small versus large planets. The player can build as they like and have resources. And upkeep is a non-issue, even at 1energy/building.

You can't really tell which building is being filled or not though, jobs of a type are pooled. You could do it indirectly, like if you have 3/9 jobs filled and you have 3 buildings giving 3 jobs each you could assume 2 buildings are thus empty, but it's not really easy to follow when multiple buildings give the same jobs in different amounts.

I do agree buildings should not be ruined from a lack of pops, but that's a different thing.

Splicer posted:

I don't quite follow what you mean here. I though it was on the pop, or rather the job. An unfilled researcher job doesn't consume resources, does it? Or do you mean building upkeep?

Yeah, an empty researcher job slot costs nothing, but you'd be paying upkeep on the building. At least in the early game you don't want empty buildings sucking up your energy.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Preston Waters posted:

Boy, howdy, it sure is nice that all these caravan fleets just want to hang out in my home system, but I'm kind of tired of them spamming events the whole time BECAUSE THEY NEVER LEAVE MY TERRITORY

so they just ABDUCT 3 POPS LIKE OVER AND OVER AGAIN while all I can get is a GODDAMN MEASLY 50 INFLUENCE ONE IN A WHILE

fffffffffffffffffffffffffffffuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu :suicide:



edit: how do i fix the glitch where they wont loving leave my home system for the love of god

Get the new beta patch that just came out :)

Vavrek
Mar 2, 2013

I like your style hombre, but this is no laughing matter. Assault on a police officer. Theft of police property. Illegal possession of a firearm. FIVE counts of attempted murder. That comes to... 29 dollars and 40 cents. Cash, cheque, or credit card?
That is a very reasonable Grand Herald nerf, I say the morning after I got the fully functional ship in an MP game with friends.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

quote:

* Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible

This just got me thinking about what a primitive civilisation developing on a ringworld would even think of space-flight. To get to space all you'd have to do would be climb the ringwall and jump off but presumably most of the mass in the system has been swept up to build the ringworld so there's not actually anything to visit.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

quote:

You should no longer be able to see the orders of the fleets of other empires

Someone said this upthread, but this is an amazing change to get rid of an effect I certainly never repeatedly abused.

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Baron von der Loon posted:

I don't recall doing anything like this before. How do I activate that?
Take an idle scientist in a ship, right click on a planet and select "Assist Research". It'll add a boost to the sciencers on the planet.

Darkrenown posted:

Yeah, an empty researcher job slot costs nothing, but you'd be paying upkeep on the building. At least in the early game you don't want empty buildings sucking up your energy.
Keep the upkeep and add a small passive production to every building on top of the job creation? Same for districts. Fluff is that each building has a small amount of passive automation (or squishy organic self awareness for hiveminds) or is being used casually by the population

Splicer fucked around with this message at 15:50 on Jul 4, 2019

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