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bitterandtwisted posted:I supported someone's independence from the Khanate and now the Khan's dead I don't seem able to revoke that. Is that a known bug? Has the successor to the Khanate appeared yet? Various versions of those can still hold vassals, and the game might not let you revoke until the successor state is in place.
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# ? Jul 6, 2019 19:04 |
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# ? May 24, 2024 22:49 |
Aethernet posted:Has the successor to the Khanate appeared yet? Various versions of those can still hold vassals, and the game might not let you revoke until the successor state is in place. Appeared and got quickly wiped out
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# ? Jul 6, 2019 19:05 |
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bitterandtwisted posted:Appeared and got quickly wiped out Must be a bug then. There's probably a console command you can find on the wiki to remove the guarantee, unless you're playing Ironman.
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# ? Jul 6, 2019 20:21 |
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Even if it's Ironman, you can alter the save file, run repair commands in-game with Ironman disabled, and re-ironman it.
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# ? Jul 6, 2019 20:26 |
One of my federation allies proposed going to war against that guy and the game let me so problem solved
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# ? Jul 6, 2019 21:17 |
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It's fun to watch the AI get magic free ships appear out of nowhere, and it's extra fun when one of those spawns happens to be invulnerable. It was just three corvettes, but I just had to tank them continuously until I wiped out the enemy faction entirely.
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# ? Jul 6, 2019 22:46 |
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I found Cockroach Earth in my latest game, but I can't Uplift them, because they don't appear in any of the menus that you need to use to Uplift them. There's another pre-sapient species that's there though, so I think it's because there's another species that uses the roach portrait and they're somehow overwriting the cockroaches.
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# ? Jul 6, 2019 22:47 |
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Deuce posted:It's fun to watch the AI get magic free ships appear out of nowhere, and it's extra fun when one of those spawns happens to be invulnerable. It was just three corvettes, but I just had to tank them continuously until I wiped out the enemy faction entirely.
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# ? Jul 6, 2019 23:19 |
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Complications posted:Saving, quitting, and reloading didn't fix the problem? I'll try that next time it happens. edit: disregard. Deuce fucked around with this message at 06:01 on Jul 7, 2019 |
# ? Jul 6, 2019 23:34 |
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How are people setting up their refinery habitats? I've been spending an hour on district / housing / job tetris and I can't get things to even out, and I'm refusing to let it go. I've got nothing else to do because I'm waiting on the prethoryn queen to show up.
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# ? Jul 7, 2019 03:51 |
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I just use planets for refining, there's usually loads of extra building slots on rural worlds. But a refinery habitat should be easy I'd think, it'll just be two housing districts, the refineries, and then whatever districts you were going to build anyway? PittTheElder fucked around with this message at 04:25 on Jul 7, 2019 |
# ? Jul 7, 2019 04:23 |
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The excavation of "Gas Giant Structure" provided a history of which I should have seen the conclusion coming from a mile away. I'll spoiler it just in case folks here haven't found it. Basically, you find this giant space station / structure in orbit around a gas giant. The description says that it's on an unrecoverable terminal orbit which will tear it apart (or make it implode I guess) within the next thousand years, but it's not so deep within the atmosphere that an expedition is impossible. After the first check, you learn that the interior, while dark and lifeless, has revealed the station to be some kind of luxurious "Pleasure Palace." There are endless rows of slot machines, hundreds of extravagant bars and restaurants, and of course, thousands of dead, mummified alien bodies of like two dozen different species, most of which are clustered around the escape pods. The next chapter tells you that the name of the massive station was known as the "The Star Petal" and that it was renowned luxury resort circa 1,000 years ago that would be pulled via a fleet of small tugs to a new exotic and scenic location every year. Also, this ritzy resort had multiple wings that were exclusive to the hedonist lifestyle. Or maybe I made that last sentence up, but that's what I had a mental image of when I found out... The concluding chapter's revelation is that a massive stray asteroid drilled the station so hard that it knocked it clean off its orbit with no chance to recover. Despite the station's powerful orbital-maintenance thrusters firing at maximum, they were inadequate to prevent Not a bad way to go... as long as the hedonism thing is true... https://www.youtube.com/watch?v=YVtEX1J7tXQ Preston Waters fucked around with this message at 04:28 on Jul 7, 2019 |
# ? Jul 7, 2019 04:25 |
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Shugojin posted:I had it happen with multiple systems in the same game. Yea this just happened for me as well. Seems like 2.3.3 beta patch hosed it up.
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# ? Jul 7, 2019 06:05 |
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*twiddles thumbs waiting on purging the final species, crime rampant on numerous conquered worlds and long-neglected empire* *starts replacing every building on planets with crime with precincts* Can't have crime if everyone is a cop *thinking guy meme*
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# ? Jul 7, 2019 06:13 |
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Uhh, the Fallen Empire robits have been purged. There's nobody left. One of the trade groups still shows up in the contact list, along with the shroud. I have a sentry array. There aren't any fuckin ships other than mine! Unless the enigmatic cache counts. Trying to get the Xenophobe Empire purging all sapients achievement. Galaxy Species window shows nobody but me alive.
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# ? Jul 7, 2019 06:38 |
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Make sure you check the l cluster and also blow up any pre spaceflight races hanging out.
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# ? Jul 7, 2019 06:42 |
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Grapplejack posted:Make sure you check the l cluster and also blow up any pre spaceflight races hanging out. L cluster belongs to me. Four species show up in the Galaxy Species list with 0 pops. And the traders who don't seem to have any enclaves.
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# ? Jul 7, 2019 06:59 |
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Duodecimal posted:How are people setting up their refinery habitats? In my opinion, habitats are better for trading and research, refinery planets are where it's at.
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# ? Jul 7, 2019 11:37 |
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Libluini posted:In my opinion, habitats are better for trading and research, refinery planets are where it's at. Agreed. I normally max out whatever resource district is highest, then the remaining housing is used for whatever I need the most. I normally have three refinery worlds, to avoid having to think which resource I need more of.
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# ? Jul 7, 2019 12:05 |
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Habitats in nebulae should get increased refinery and alloy plant efficiency or a special building that does the same due to sucking raw materials out of space itself.
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# ? Jul 7, 2019 12:23 |
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And habitats built around research deposits should get something related to that deposit. My first tech habitat was built around an engineering deposit and I was bitterly disappointed to not even get a small bonus to engineering research on that habitat.
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# ? Jul 7, 2019 12:58 |
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Splicer posted:Habitats in nebulae should get increased refinery and alloy plant efficiency or a special building that does the same due to sucking raw materials out of space itself. You should be able to build a megastructure that slowly absorbs a nebula, decreasing its size, but spews out rare resources.
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# ? Jul 7, 2019 13:01 |
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Aethernet posted:You should be able to build a megastructure that slowly absorbs a nebula, decreasing its size, but spews out rare resources. Hell, what about a megastructure which slowly churns through system after system and slowly creates a new nebula?
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# ? Jul 7, 2019 13:07 |
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I, too, got a disconnected Rubricator system and cannot Experimental Subspace Drive over to it because it is not explored Also when I activated my Last Baol artifact it didnt do anything.
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# ? Jul 7, 2019 13:15 |
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AAAAA! Real Muenster posted:
Did you read what the artifact says? Check any colony you own, you should have a planetary decision ready to turn it into a gaia world.
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# ? Jul 7, 2019 14:22 |
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Refinery habitats are for doubling the output of orbital mote/crystal/gas mines. I just fill out the remaining space with the mineral converters too. But I'm winding up with wobbly Jenga towers of drone storage and maintenance buildings. The real coup was finding a way to get five gas wells on the Irass system node. Ten gasses from five buildings which means unlocking five slots with twenty-five pops for only five jobs.
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# ? Jul 7, 2019 14:28 |
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Also, disconnected systems. I'm fishing for the outside context achievement and Sol was also unconnected. I reverted to release version after that.
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# ? Jul 7, 2019 14:38 |
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Unconnected systems can be reached via jump drive!
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# ? Jul 7, 2019 14:50 |
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Libluini posted:Hell, what about a megastructure which slowly churns through system after system and slowly creates a new nebula? What about a megastructure that does both at the same time, and permanently eliminates unemployment in your society?
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# ? Jul 7, 2019 14:55 |
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Krazyface posted:What about a megastructure that does both at the same time, and permanently eliminates unemployment in your society? You could call it the Soylent Green Engine!
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# ? Jul 7, 2019 15:01 |
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They really *really* need to fix that buildings explode when automatic resettlement-upon-conquering a world pulls a planet below a building threshold. Realistically buildings shouldnt explode for a pop moving out for any reason. Guilliman posted:Did you read what the artifact says? Deuce posted:Unconnected systems can be reached via jump drive!
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# ? Jul 7, 2019 16:17 |
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ESN are not jumpdrives The new habitability penalties are harsh as gently caress, was playing devouring swarm and didn't really think about what planet type the primitives were living on when I took it and transfered some pops there to start growing. First building slot was a spawning pool, second had to be maintenance depot, and third, and fourth because the amenity drain was absolutely enormous and the planet, while producing enough to go net positive was barely worth it.
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# ? Jul 7, 2019 16:34 |
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That's not jump drive.Martout posted:
I mean I really like that habitability matters so much now, especially for growth. What it really makes clear is that robots desperately need a balance patch. PittTheElder fucked around with this message at 17:11 on Jul 7, 2019 |
# ? Jul 7, 2019 17:08 |
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Gobbeldygook posted:I killed the first wave of the scourge before the second arrived, so the event was just...over. I got a message for victory over the scourge and shortly afterwards a message announcing the second wave would arrive soon but they never did. Aethernet posted:That this is a debate you really shouldn't reopen.
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# ? Jul 7, 2019 18:09 |
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Martout posted:ESN are not jumpdrives PittTheElder posted:That's not jump drive. Regardless, it sucks to have three unconnected systems near me, one of which spawned because of the Rubricator, and I cannot access them for 100+ years because I need a special tech to get to them. PittTheElder posted:
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# ? Jul 7, 2019 18:58 |
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AAAAA! Real Muenster posted:I have never tried to Jump Drive to an unexplored system before and assumed it didnt work, because non-scientist-piloted-science-ships cannot enter unexplored systems. This leads me to believe that I am assuming incorrectly? Or is there something specific that I will have to do? Jump a science vessel there.
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# ? Jul 7, 2019 20:51 |
Duodecimal posted:How are people setting up their refinery habitats? Just fill the district slots with trade and housing for max building slots so you can fit as many rare resource extractors/refineries as possible
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# ? Jul 7, 2019 20:55 |
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Oh no, a Marauder spawn! I sure hope they're not going to be a prob- Makes their "gonna gently caress you UP, son!" transmissions all the more hilarious.
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# ? Jul 7, 2019 21:15 |
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Finished my first game after like 40 or 50 hours (my play time is screwed up from the time Steam thought it was running all the time). I gotta say the victory screen is kinda underwhelming so I don't think I'll play out games where I've clearly won. I dunno if that's how paradox games normally are as I've never actually finished a game of CK2 or EU. I barely managing to stop the scourge and then defeat the mishar which made for some exciting times but the last 5 years was just letting the game run and ignoring popups. A screen with just the stats you already know isn't much. Like in Civ the charts/graphs/timelines give you a chance to reflect on the game you just finished in a way that a score screen doesn't. The hall of fame also makes it feel more worthwhile to finish up a game. Beyond that kind of timeline with how naturally Stellaris creates story lines I'd love to see a screen that tried to summarize the story of your game (I'd buy it in a dlc).
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# ? Jul 7, 2019 23:26 |
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# ? May 24, 2024 22:49 |
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FuzzySlippers posted:A screen with just the stats you already know isn't much. Like in Civ the charts/graphs/timelines give you a chance to reflect on the game you just finished in a way that a score screen doesn't. The hall of fame also makes it feel more worthwhile to finish up a game. Beyond that kind of timeline with how naturally Stellaris creates story lines I'd love to see a screen that tried to summarize the story of your game (I'd buy it in a dlc). There is a mod that can do that. I've never used it myself, though, so I've no idea how much it impacts performance. https://www.reddit.com/r/Stellaris/comments/c3fwri/stellaris_dashboard_update_add_61_graphs_and_a/
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# ? Jul 8, 2019 04:37 |