|
"Universal compatibility" and "Genocidal" seem like an odd combination
|
# ? Jul 21, 2019 22:15 |
|
|
# ? May 25, 2024 05:05 |
|
I haven't touched the game or followed it at all since the planet revamp where they removed tiles. How is it to play currently?
|
# ? Jul 21, 2019 22:15 |
|
TheCog posted:I haven't touched the game or followed it at all since the planet revamp where they removed tiles. How is it to play currently? Decent, becoming a chore in the late game
|
# ? Jul 21, 2019 22:24 |
|
The Cheshire Cat posted:Was it a fallen empire? They always do that. Often the difference between surrender and status quo is just that your leader gets to live. It was! In fact, here's their home system before: And here's them after: Proportionality should be a guideline in war, shouldn't it?
|
# ? Jul 21, 2019 22:44 |
|
Vavrek posted:In contrast, my current colonization algorithm: https://steamcommunity.com/sharedfiles/filedetails/?id=1811403399 Makes habitats and ringworld segments autocolonise when finished and lets you build your habitats and dyson spheres and matter decompressors over mining stations Beta testing appreciated
|
# ? Jul 21, 2019 22:55 |
|
I picked up Utopia and Apocalypse DLC and I'm trying to come up with a close enough zombie empire. Some of the fungoid portraits work fine for the look, but I'm still sorting out traits and ethos. I was thinking going post-apocalyptic for the tomb world perk but I'm probably going to have to go Hive mind for the Devouring Swarm option with the Hunger Casus Belli.
|
# ? Jul 21, 2019 23:01 |
|
I like using the bears with the fungus growing out of them as a hive mind. Call yourself cordyceps, be a standard hivemind and just integrate/infest all the other life forms.
|
# ? Jul 21, 2019 23:08 |
|
Accretionist posted:It was! That makes me sad, those are some nice planets you just erased. I usually do the neutron sweep so I can colonize after I remove everything.
|
# ? Jul 21, 2019 23:35 |
|
Accretionist posted:It was! I'd normally keep the planets, but if they killed the chosen one, gently caress those hedonist nerds and the rock they lived on.
|
# ? Jul 22, 2019 00:20 |
|
I did, finally, get the zroni after glowering at various planets never popping the excavation and it tbh kinda sucks but at least I saw the story and that's what I wanted Now back to whatever
|
# ? Jul 22, 2019 02:08 |
|
Splicer posted:Here's my cool thing: Oh, neat. I'll start up a UI-mod-only game with this to give it some proper testing.
|
# ? Jul 22, 2019 03:35 |
|
Vavrek posted:Oh, neat. I'll start up a UI-mod-only game with this to give it some proper testing. I will be extremely pleased if this flips AIs which build habitats from paper tigers to being at least speedbumps!
|
# ? Jul 22, 2019 04:56 |
|
When I did the zroni chain it left planetary features that made like 5 zro on all the planets, so when I colonized them all I was raking in like 20-30 zro a month, which is a lot.
|
# ? Jul 22, 2019 06:26 |
|
Accretionist posted:It was! Life for a life. And since the Chosen One is immortal, their life is technically infinite.. The debt is far from paid.
|
# ? Jul 22, 2019 07:46 |
|
You conquer their last planet and build a habitat in their home system. You stick them all on it and don't let them emigrate. Make them look at it.
|
# ? Jul 22, 2019 07:47 |
|
Vavrek posted:Oh, neat. I'll start up a UI-mod-only game with this to give it some proper testing. Splicer fucked around with this message at 08:59 on Jul 22, 2019 |
# ? Jul 22, 2019 08:26 |
|
Barono posted:When I did the zroni chain it left planetary features that made like 5 zro on all the planets, so when I colonized them all I was raking in like 20-30 zro a month, which is a lot. Yeah, and you get them immediately, meaning you can dump them on the market for a whole lot of energy in the decades before it's useful.
|
# ? Jul 22, 2019 08:29 |
|
One of the most annoying things in Stellaris for me that's existed since the very start is if you lose sight of a fleet because they've blown up a station and you don't have sensor views to it, your own fleet just stops moving altogether. I really wish there was a command that said something like "Blow this up and carry on chasing the fleet if you can see it". I know I can just move to the place instead of saying 'attack', but it's so easy to not do that if you've got a big list of orders that then get hosed up.
|
# ? Jul 22, 2019 13:26 |
|
Yep combined with how rear end blastingly slow they made sublight speed and traversing across big empires before experimental navigation it's kinda infuriating thinking that my fleets are moving towards the big alien invasion when in all actuality they've been hanging out over a random star system on the way for the last 3 months
|
# ? Jul 22, 2019 14:04 |
|
Taear posted:One of the most annoying things in Stellaris for me that's existed since the very start is if you lose sight of a fleet because they've blown up a station and you don't have sensor views to it, your own fleet just stops moving altogether.
|
# ? Jul 22, 2019 14:14 |
|
I'm still getting the issue with pops that if two specialists are working a job at a Consumer Goods factory and I use the building "Replace" button to build an Alloy Foundry, the new building gets worked by two pops who were just promoted from Worker status, and the two employees of the CG Factory are now unemployed. I'm really surprised that this is still happening.
|
# ? Jul 22, 2019 14:16 |
|
Doltos posted:Yep combined with how rear end blastingly slow they made sublight speed and traversing across big empires before experimental navigation it's kinda infuriating thinking that my fleets are moving towards the big alien invasion when in all actuality they've been hanging out over a random star system on the way for the last 3 months Yep. God, yep. Another thing which I've posted about before is that I'm still not getting my custom empires in my games. I've got about 15 and they're all set to be able to spawn but they never do. I don't want to make it so they're always there (It's nice to just have one or two) but I want it to be a surprise. When I play multiplayer they're still there though. I don't get it. Of the 15 I've seen ONE in my games. And that's in the whole time the game has been out. That same one has been in a few games (they're a blood court) but that's it.
|
# ? Jul 22, 2019 14:56 |
Taear posted:Yep. God, yep. There was a bug (that, as far as I know, still exists) where multiple custom empires that used the same star type would not spawn. So if you picked Random Binary A for Empire #1, and Random Binary A for Empire #2, only one of them could spawn. I went back and just set all my customs to "random" and now they all appear again.
|
|
# ? Jul 22, 2019 15:19 |
|
ConfusedUs posted:There was a bug (that, as far as I know, still exists) where multiple custom empires that used the same star type would not spawn. So if you picked Random Binary A for Empire #1, and Random Binary A for Empire #2, only one of them could spawn. Na they're all random other than one, they always have been. It's weird, I've had the issue since day one and I really haven't got a clue what's up with it. It almost feels like the game is going "We need to generate an [empire type]" and it picks from a list but my empire choices are like option C in a Victoria event. So option one is 80%, then 19%, then 1%. Because there were only three Blood Courts I got my one sometimes, but with any other empire type it never ever happens.
|
# ? Jul 22, 2019 15:48 |
|
The AI decisions to start a war seem... very regular. Playing DE on Grand Admiral. The same two empires attack me in short succession. Win the war, some time later... same two empires attacking in the same order.
|
# ? Jul 22, 2019 16:26 |
|
After a war there's a 10 year peace and they're sure enough that they can take you that they're attacking as soon as it ends.
|
# ? Jul 22, 2019 16:36 |
|
AAAAA! Real Muenster posted:I'm still getting the issue with pops that if two specialists are working a job at a Consumer Goods factory and I use the building "Replace" button to build an Alloy Foundry, the new building gets worked by two pops who were just promoted from Worker status, and the two employees of the CG Factory are now unemployed. I'm really surprised that this is still happening. Ohhh, is THAT what's going on? I wondered why I sometimes had a handful of unemployed specialists on some of my well-developed planets but never on the newer ones. I don't replace buildings until a planet is almost or completely full, so that's almost certainly the cause.
|
# ? Jul 22, 2019 17:46 |
|
Splicer posted:After a war there's a 10 year peace and they're sure enough that they can take you that they're attacking as soon as it ends. And they loving love, LOVE humiliation wars. So they'll roll right back in again. The only way to stop it is political entanglements, so a defensive pact or etc.
|
# ? Jul 22, 2019 17:47 |
|
Zurai posted:Ohhh, is THAT what's going on? I wondered why I sometimes had a handful of unemployed specialists on some of my well-developed planets but never on the newer ones. I don't replace buildings until a planet is almost or completely full, so that's almost certainly the cause.
|
# ? Jul 22, 2019 18:01 |
|
Taear posted:Yep. God, yep. As far as I can tell there's no good way to set a mix between random empires and preset empires. What I do is make a loving ton of preset empires, set them all to always spawn, and then make the galaxy only have say a third of them - that makes the AI only pick a third, and it picks those randomly. If you want random AI empires in the mix you could pump up the number of primitives, some of those will turn into empires before too long. It's imperfect, but it's the best way I can think to accomplish what you want. Stellaris confession time: I kind of like the relatively boring domestic management. Clicking on tiles, slightly tweaking production flows, making sure all my pops are well cared for. It's kinda zen. Sometimes I play games with no AI empires and just grow my borders and manage my colonies.
|
# ? Jul 22, 2019 19:53 |
|
Digital Osmosis posted:Stellaris confession time: I kind of like the relatively boring domestic management. Clicking on tiles, slightly tweaking production flows, making sure all my pops are well cared for. It's kinda zen. Sometimes I play games with no AI empires and just grow my borders and manage my colonies. You're not alone. I've played a couple "I am the Precursors" games, myself.
|
# ? Jul 22, 2019 20:04 |
|
I sometimes wish the game was more about that and less about building a big pile of ships to smash into other big piles of ships. If instead you had to manage force deployments across your empire to respond to a variety of pressures. I guess maybe something like hearts of iron but not crap.
|
# ? Jul 22, 2019 20:13 |
|
Digital Osmosis posted:As far as I can tell there's no good way to set a mix between random empires and preset empires. What I do is make a loving ton of preset empires, set them all to always spawn, and then make the galaxy only have say a third of them - that makes the AI only pick a third, and it picks those randomly. If you want random AI empires in the mix you could pump up the number of primitives, some of those will turn into empires before too long. It's imperfect, but it's the best way I can think to accomplish what you want. I wish that there was a need to play the same empire with two different people. One doing war micro, diplomatic awareness, etc and one playing Factorio/Sims.
|
# ? Jul 22, 2019 20:14 |
|
Yeah I could do with some more internal politics to manage. I'd love factions being more in-depth, sector governors having their own agendas that you have to balance against the good of the empire as a whole, etc. I don't know if that's in the design vision for the game but I really would like it.
|
# ? Jul 22, 2019 20:16 |
|
Zurai posted:You're not alone. I've played a couple "I am the Precursors" games, myself.
|
# ? Jul 22, 2019 20:18 |
|
Now I want to make a David Brin Scenario with one advanced machine civilization and your normal one. Primitives are up. Can your Progenitors defeat the Machine Order? (Bonus points for verisimilitude if you start with several more empires, but let them all be destroyed by the machines before your victory.)
|
# ? Jul 22, 2019 20:21 |
|
Zurai posted:Yeah I could do with some more internal politics to manage. I'd love factions being more in-depth, sector governors having their own agendas that you have to balance against the good of the empire as a whole, etc. I don't know if that's in the design vision for the game but I really would like it. While I'd be alright with factions requiring more things (quests and that sort of stuff) having sector governors with their own agendas would just make me never use them, it's really not worth the hassle.
|
# ? Jul 22, 2019 20:36 |
|
Zurai posted:Ohhh, is THAT what's going on? I wondered why I sometimes had a handful of unemployed specialists on some of my well-developed planets but never on the newer ones. I don't replace buildings until a planet is almost or completely full, so that's almost certainly the cause. I've also seen specialists become unemployed when a different pop better at the job displaces them. For example, an intelligent pop finishes growing, it then takes a researcher job from a pop with no bonuses, who then becomes an unemployed specialist.
|
# ? Jul 22, 2019 20:50 |
|
If done right it's a positive addition to the game because it gives you interesting choices that don't involve wars or ship design or any of that stuff, and it's certainly a staple of the space opera genre that they seem to be basing the feel of the game around. It would also provide a counterbalance to massive empires spanning a whole quadrant of a galaxy by forcing them to deal with more governors representing more of the empire's total resources. A smaller, more efficient empire with more of its power base concentrated in its core sector would be more agile and able to leverage its resources more quickly than a gigantic empire with a dozen governors who all want a piece of the pie. This would also provide a vector for civil wars to actually happen in the game rather than one isolated AI colony declaring itself its own empire once every other game. That's all Stellaris 4.0 stuff at the most plausible, though, and likely just pie in the sky. I'm daydreaming what could be rather than actually demanding change.
|
# ? Jul 22, 2019 20:52 |
|
|
# ? May 25, 2024 05:05 |
|
Zurai posted:If done right it's a positive addition to the game because it gives you interesting choices that don't involve wars or ship design or any of that stuff, and it's certainly a staple of the space opera genre that they seem to be basing the feel of the game around. It would also provide a counterbalance to massive empires spanning a whole quadrant of a galaxy by forcing them to deal with more governors representing more of the empire's total resources. A smaller, more efficient empire with more of its power base concentrated in its core sector would be more agile and able to leverage its resources more quickly than a gigantic empire with a dozen governors who all want a piece of the pie. This would also provide a vector for civil wars to actually happen in the game rather than one isolated AI colony declaring itself its own empire once every other game. I'm absolutely down with that happening to the AI but not to me. I think a lot of people feel that way in a game like this.
|
# ? Jul 22, 2019 20:52 |