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GunnerJ
Aug 1, 2005

Do you think this is funny?

Admiral Joeslop posted:

I've seen some people talking about not being able to update their mods with the new launcher so here's how I did it.



Under your Documents folder there should be a file named "mods_registery.json". I use Notepad++ to open the file.

Thanks for pointing this out, I had found a much worse work-around for my problem but this hinted at a better one: if you delete "mods_registery.json" and launch the game, it will remake the file with up-to-date info.

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Admiral Joeslop
Jul 8, 2010




GunnerJ posted:

Thanks for pointing this out, I had found a much worse work-around for my problem but this hinted at a better one: if you delete "mods_registery.json" and launch the game, it will remake the file with up-to-date info.

Well, that's even better!

I looked over the patch notes for 2.4 (as I haven't played since probably 2.2, whenever Megacorps came out) and it looks like there isn't really much gameplay change? So probably most 2.3 guides are still relevant?

Horace Kinch
Aug 15, 2007

The only real gameplay change I've noticed is neighbors leapfrogging outposts to jack territory you may be trying to expand to. It gets old if you're trying to be diplomatic because the only way to stop that poo poo is to pay the extra influence to cut them off or risk pissing them off by closing your borders.

Complications
Jun 19, 2014

I just close my borders so I can chokepoint star clusters and accept that friends are something that happens in the midgame.

Baron Porkface
Jan 22, 2007


Lessons learned from an under-performing Criminal Heritage ragequit:

-Don't spam your first neighbors with criminal branches, you need to close them before wardeccing.
-Don't spam branches in geeneral until midgame, you need that influence for other things and an under 50 planet isn't rewarding anyways.
- Stop caring about empire sprawl, even as a megacorp. it's just an influence, tech and cash penalty
-Overwhelming Fleet Power means overwhelming; idiot.

-Best Start: 1.5 tech, 2x primitives, 1.5 crisis strength, midgame 2300, endgame 2375, victory 2450.

Baron Porkface fucked around with this message at 06:44 on Oct 22, 2019

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Electro-Boogie Jack posted:

All the Federations stuff sounds cool, but I hope they're also spending some time working under the hood to spruce up diplomacy in general. You spend so much of the time in Stellaris not really interacting with other empires in a meaningful way, and with so few ways to influence other empires.

It's really frustrating as a player who enjoys federations when you've seen -2 acceptance for a person to join you but there's really nothing else you can do to get it into the positive. You're already rivals with anyone they're rivalled with and you've already dropped a gigantic pile of money on them.

What annoys me the most is let us say you've got a side that shows -46 to join and -50 of that is down to your war policy. You change it, then try and recruit them....and it's gone to -1000 because they hate one of your allies.
Tell me that FIRST thanks!

Bofast
Feb 21, 2011

Grimey Drawer

Taear posted:

We're talking like.....56 months of time and not since the last autosave.

Ok, that's definitely weird. I don't think an ironman game should even have save data from that far back? Sounds like it's possibly messing up saving in the first place for you (and some other people).

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Bofast posted:

Ok, that's definitely weird. I don't think an ironman game should even have save data from that far back? Sounds like it's possibly messing up saving in the first place for you (and some other people).

It's not messing up saving - if I quit and reload the game as I'm playing (so not the next day) I load fine.
I'll say that sometimes the cloud/non-cloud saves are different but the gap isn't that big, not AGES back.

My original thought is that it was loading the older of the two every time and instantly saving, so it overwrote the newest save, but I've seen some people say it loads old ironman games of other species that they've deleted.

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
Have they said yet whether you'll be able to merge federations in the brave new world? Always been a bugbear of mine.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Combine to form the hug box Voltron!

Splicer
Oct 16, 2006

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

Aethernet posted:

Have they said yet whether you'll be able to merge federations in the brave new world? Always been a bugbear of mine.
My realistic wish list: This, being able to threaten to join or leave wars in some manner, some way to address the "-1000 because gently caress this guy" situations like peace talks or what have you.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I hope theres more in there to subvert or break up federations as well; I always liked playing the lone wolf and that doesn't fly in MP games or bigger games where the AI gets federation happy too fast.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Aethernet posted:

Have they said yet whether you'll be able to merge federations in the brave new world? Always been a bugbear of mine.

If you mean merge federations as in merging the members of the federation into a single empire, the Federations trailer shows a map with a bunch of different states merging into just a single Federation (although that could just be a federations map mode). They've also talked in the past about wanting federations to be able to pull a United Federation of Planets and unify through internal laws.

If you mean two different federations merging, I haven't seen anything to imply that.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Even if you can't merge two federations I'd like to be able to lure people from other federations into my superior federation with promises of blackjack and hookers

Meme Poker Party
Sep 1, 2006

by Azathoth

Taear posted:

as a player who enjoys federations


Wha????

Jack Trades
Nov 30, 2010


There are dozens of us. DOZENS!

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Honestly I wouldn’t be surprised if “players who enjoy Federations is a plurality or a majority”. Remember when Wiz posted that their internal metrics showed that despite dumb memes, most people played Xenophiles even when it was a bad ethic?

Most people probably aren’t super concerned with being optimal.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Yeah, I do a lot of federations because I like making space friends. I'm looking forward to potentially being able to make space friends without also signing up to Nintendo hard mode.

And yeah sign me up for team talk about breeding semisapient meat cattle while actually playing freedom loving science mans, pacifist alien huggers and, very occasionally, stern but caring space dads

Splicer fucked around with this message at 15:40 on Oct 22, 2019

Elias_Maluco
Aug 23, 2007
I need to sleep
Also, is a cool feature, per se. Just the implementation needs work, and it seems thats what they are doing

Baronjutter
Dec 31, 2007

"Tiny Trains"

Only slightly related, but I recently went back to MOO2 after a deep unmet need for a good 4X and quickly remembered that this was a "solved puzzle" since the 90's. A few very easy AI exploits and ship design issues meant that beyond the early/mid game any remotely competent human ship designer can make single ships able to just go to town with entire fleets of enemy ships.

Then I found there's an actual active modding community for moo2, a game from 1996.
http://moo2mod.com/

They have a very easy to use launcher that comes pre-packed with the most popular improvements. From a fan patch to fix some bugs and improve the base game, to mods that really dig into the game's balance issues. Playing with the main mod I was shocked to see the AI out-play me at normal, designing competent ships and responding to my cheesy tactics by actually using the correct counters.

The mod launcher installs perfectly with a variety of versions, specially the current GOG version. If you've had a hankering for MOO2 but haven't found it a challenge since the late 90's, try this poo poo out.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
That's the thing, I have so many options for space murder games, what drew me to Stellaris was the promise of space diplomacy and space people management. And yet the space diplomacy aspect has been bare bones at best, and space diplomatic warfare is nonexistent.

So you know, moderately hype for patch.

AnEdgelord
Dec 12, 2016
Kinda sad that we havent heard about an espionage system yet but maybe they want to get the new diplomatic update up and running so they can fully integrate the spy stuff with it

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID

Captain Oblivious posted:

Honestly I wouldn’t be surprised if “players who enjoy Federations is a plurality or a majority”. Remember when Wiz posted that their internal metrics showed that despite dumb memes, most people played Xenophiles even when it was a bad ethic?

Most people probably aren’t super concerned with being optimal.

Out of curiosity, what ideologies are optimal? Like, ignoring role playing, are xenophobes better than xenophiles or materialistics better than spiritual, etc?

Fister Roboto
Feb 21, 2008

It depends entirely on the type of game you want to play. Xenophile is meant for empires that focus on trade and diplomacy, xenophobe is for fast early expansion and pop growth. There isn't one that's objectively the best in all situations.

Cynic Jester
Apr 11, 2009

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

Fhqwhgads posted:

Out of curiosity, what ideologies are optimal? Like, ignoring role playing, are xenophobes better than xenophiles or materialistics better than spiritual, etc?

Stellaris is a game about snowballing hard and Xenophobes have the strongest early bonuses by a mile. Not just compared to Xenophiles, but compared to all the other ideologies. Any ideology which restricts your ability to micro-manage your population (or effectively does so through factions) is also bad, because moving pops around in the early game is absurdly stronger than not doing so. That it's also relatively easy to shift your ideology away from Xenophobe in the mid game when it loses steam in favor of a stronger ideology isn't great either. Of course, actually playing the game optimally is an awful experience and I don't recommend anyone do so. You can only do so many Fanatic Xenophobe/Militarist runs before eye-gouging commences.

AnEdgelord posted:

Kinda sad that we havent heard about an espionage system yet but maybe they want to get the new diplomatic update up and running so they can fully integrate the spy stuff with it

I really don't want an espionage system. The very best 4x espionage systems I can think of are all inoffensive at best and the worst ones make the game miserable and quickly get modded out.

hobbesmaster
Jan 28, 2008

You can do the pop movement stuff as an egalitarian if you push hard into robots at least.

AnEdgelord
Dec 12, 2016
The best Ideology is Robots with Driven Assimalators

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

AnEdgelord posted:

Kinda sad that we havent heard about an espionage system yet but maybe they want to get the new diplomatic update up and running so they can fully integrate the spy stuff with it
Why? Why would you be sad about this? Please name a good espionage system that could be implemented in Stellaris that would actively make the game better and not be annoying, fiddly, and ultimately pointless?

hobbesmaster
Jan 28, 2008

Maybe if it just got you information, or maybe "infiltrators" just get you some sort of resources out of thin air by infiltrating planets using something like the corporate interface. (ie, one infiltrator provides vision on the system and an energy or unity or science or whatever which isn't stolen)

Fister Roboto
Feb 21, 2008

hobbesmaster posted:

You can do the pop movement stuff as an egalitarian if you push hard into robots at least.

Also the influence cost for allowing resettlement isn't that high, and easily compensated for by the influence bonus you get from being egalitarian. Not to mention the specialist out put bonus which is really nice.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Espionage systems are literally always bad.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

AAAAA! Real Muenster posted:

Why? Why would you be sad about this? Please name a good espionage system that could be implemented in Stellaris that would actively make the game better and not be annoying, fiddly, and ultimately pointless?

Total War: Three Kingdoms's spy system is actually pretty nice. It isn't something that Stellaris could just implement wholesale as the game currently exists, but it also isn't super far away.

That said, I wouldn't mind if espionage continues to not be a thing. As you imply, there are vastly more terrible or just useless espionage systems in gaming than actually good ones.

Meme Poker Party
Sep 1, 2006

by Azathoth
Espionage systems are usually stupid bullshit in these types of games. Therefore I have no doubt they'll eventually want to add it in because, just like ship design, "our metrics say players expect it".

PittTheElder
Feb 13, 2012

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

hobbesmaster posted:

Maybe if it just got you information, or maybe "infiltrators" just get you some sort of resources out of thin air by infiltrating planets using something like the corporate interface. (ie, one infiltrator provides vision on the system and an energy or unity or science or whatever which isn't stolen)

Yeah this would be really good, information gathering that gave you some of the sort of ledger information that other Paradox games give would be great.

But if you're listening Paradox devs, for the love of god don't make it do more than that.

Horace Kinch
Aug 15, 2007

Fhqwhgads posted:

Out of curiosity, what ideologies are optimal? Like, ignoring role playing, are xenophobes better than xenophiles or materialistics better than spiritual, etc?

There's really no wrong answer. Make your decision based around how you'd like to play. That said in my own personal opinion, playing Spiritualist is putting the game on easy-mode. You get a discount on edicts (extremely strong, but expensive buffs that last a minimum of 10 in-game years) and gain unity at an astronomic rate which results in lots of skill trees and ascension perks. The passive bonuses will skyrocket you ahead of other empires, and that's before realizing you have the option to become psychics, who simply do everything better.

Militarist - Getting in fights. -10/20% claim cost makes conquering/subjugating rival empires much easier. Your ships will also gain +10/20% fire rate.
Pacifist - Not getting in fights. A flat +5/10% stability means your colonies are going to produce more goods for less effort. The bonus admin capacity is negligible but pacifist does open up some very strong civics such as Agrarian Idyll and Inward Perfection.

Spiritualist - Religion, gains a fuckload (+10/20%) of unity if maxing out the ascension tree is appealing to you. Edicts also cost slightly less. Can become psychic.
Materialist - Science, strong emphasis on robotics and +5/10% bonuses to research speed. Pays 10/20% less upkeep on robots.

Authoritarian - Pinko Commies. The proletariat will produce 5/10% more basic resources and you'll gain +0.5/1 influence at the end of the month.
Egalitarian - Democracy and Freedom. Specialist jobs will produce 5/10% more advanced resources and you'll gain 25/50% more faction support. Factions are a garbage game mechanic that can either shower you in increased influence gain or completely cripple influence gain, forcing you to start a new game. Flip that coin at your own risk.

Xenophile - Aliens are your friends! You're more trusting of aliens and you'll gain +10/20% more trade value and pay 25/50% less influence to maintain treaties. You also have a more positive opinion of literally everyone to help speed along space diplomacy.
Xenophobe - gently caress aliens. You hate everyone. You get a 20/40% influence discount for building starbases and a +10/20% boost to pop growth. You have a significantly reduced opinion of literally everyone to help speed along their conquest/enslavement/genocide.

Simply mix & match until you get a playstyle you're comfy with. I strongly recommend picking a fanatic ideology+basic ideology instead of basic ideology+basic ideology+basic ideology. Otherwise you're going to wind up with multiple factions and keeping them all happy is a chore and all you'll have to show for it is drastically reduced influence gain.

Horace Kinch fucked around with this message at 18:33 on Oct 22, 2019

Fister Roboto
Feb 21, 2008

And Tyler Too! posted:

Xenophobe - gently caress aliens.

Xenophile is also gently caress aliens.

PittTheElder
Feb 13, 2012

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

Fhqwhgads posted:

Out of curiosity, what ideologies are optimal? Like, ignoring role playing, are xenophobes better than xenophiles or materialistics better than spiritual, etc?

Fan. Xenophobe/Militarist is basically the strongest combo going. Spiritualist is also insanely good, but it carries a (minor) faction happiness penalty to doing robot stuff which is why in a straight power ranking it's worse than militarist, but it's still super good.

But of course Robots are the strongest of all, and they don't even have ethos!

hobbesmaster
Jan 28, 2008

And Tyler Too! posted:

Authoritarian - Pinko Commies. The proletariat will produce 5/10% more basic resources and you'll gain +0.5/1 influence at the end of the month.
Egalitarian - Democracy and Freedom. Specialist jobs will produce 5/10% more advanced resources and you'll gain 25/50% more faction support. Factions are a garbage game mechanic that can either shower you in increased influence gain or completely cripple influence gain, forcing you to start a new game. Flip that coin at your own risk.

Communism is actually fanatic egalitarian.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

And Tyler Too! posted:


Xenophile - Aliens are your friends! You're more trusting of aliens and you'll gain +10/20% more trade value and pay 25/50% less influence to maintain treaties. You also have a more positive opinion of literally everyone to help speed along space diplomacy.


In addition to this, you get the option to research how to pacify most of the alien wild life wandering across the map. Just in case you don't want to blow up the wandering space critters. (Also you can turn those 3-9k fleet strength mother systems into effective early-mid game barriers for people you don't like. They still have to fight them when invading your space. :v: )

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Splicer
Oct 16, 2006

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

hobbesmaster posted:

Maybe if it just got you information, or maybe "infiltrators" just get you some sort of resources out of thin air by infiltrating planets using something like the corporate interface. (ie, one infiltrator provides vision on the system and an energy or unity or science or whatever which isn't stolen)
I'd basically like espionage to be the stuff you can get through trade agreements, but involuntarily and with the AI getting pissy at you if you get caught.

Research agreement -> Infiltrate sciences
Communications -> Tap Communications
Sensor link -> Tap Sensor network
Trade -> Get free resources, only usable against rivals <- The "I don't care about espionage" option
Opinion bonuses from gifts -> Propaganda

I'd also in theory like to be able to use propaganda to influence how an AI empire feels about another empire, and promote/suppress factions from other empires (and have the same happen to me), but the game would need to give you way more levers for faction appeasement for that to be on the receiving end of.

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