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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. 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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# ? Oct 22, 2019 02:20 |
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# ? May 25, 2024 14:38 |
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?
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# ? Oct 22, 2019 03:27 |
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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.
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# ? Oct 22, 2019 04:01 |
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I just close my borders so I can chokepoint star clusters and accept that friends are something that happens in the midgame.
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# ? Oct 22, 2019 04:27 |
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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 |
# ? Oct 22, 2019 06:36 |
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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!
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# ? Oct 22, 2019 09:12 |
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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).
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# ? Oct 22, 2019 09:13 |
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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.
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# ? Oct 22, 2019 09:26 |
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Have they said yet whether you'll be able to merge federations in the brave new world? Always been a bugbear of mine.
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# ? Oct 22, 2019 09:42 |
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Combine to form the hug box Voltron!
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# ? Oct 22, 2019 10:00 |
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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.
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# ? Oct 22, 2019 10:59 |
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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.
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# ? Oct 22, 2019 13:33 |
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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.
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# ? Oct 22, 2019 13:54 |
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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
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# ? Oct 22, 2019 14:06 |
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Taear posted:as a player who enjoys federations Wha????
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# ? Oct 22, 2019 15:12 |
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Chomp8645 posted:Wha???? There are dozens of us. DOZENS!
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# ? Oct 22, 2019 15:17 |
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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.
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# ? Oct 22, 2019 15:24 |
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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 |
# ? Oct 22, 2019 15:37 |
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Also, is a cool feature, per se. Just the implementation needs work, and it seems thats what they are doing
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# ? Oct 22, 2019 15:44 |
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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.
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# ? Oct 22, 2019 15:47 |
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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.
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# ? Oct 22, 2019 15:53 |
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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
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# ? Oct 22, 2019 16:19 |
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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? Out of curiosity, what ideologies are optimal? Like, ignoring role playing, are xenophobes better than xenophiles or materialistics better than spiritual, etc?
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# ? Oct 22, 2019 16:45 |
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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.
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# ? Oct 22, 2019 16:54 |
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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.
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# ? Oct 22, 2019 16:59 |
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You can do the pop movement stuff as an egalitarian if you push hard into robots at least.
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# ? Oct 22, 2019 17:02 |
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The best Ideology is Robots with Driven Assimalators
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# ? Oct 22, 2019 17:11 |
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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
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# ? Oct 22, 2019 17:22 |
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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)
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# ? Oct 22, 2019 17:30 |
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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.
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# ? Oct 22, 2019 17:31 |
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Espionage systems are literally always bad.
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# ? Oct 22, 2019 17:36 |
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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.
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# ? Oct 22, 2019 17:37 |
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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".
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# ? Oct 22, 2019 17:38 |
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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.
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# ? Oct 22, 2019 17:55 |
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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 |
# ? Oct 22, 2019 18:30 |
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And Tyler Too! posted:Xenophobe - gently caress aliens. Xenophile is also gently caress aliens.
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# ? Oct 22, 2019 18:37 |
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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!
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# ? Oct 22, 2019 18:38 |
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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. Communism is actually fanatic egalitarian.
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# ? Oct 22, 2019 18:44 |
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And Tyler Too! posted:
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. )
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# ? Oct 22, 2019 18:48 |
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# ? May 25, 2024 14:38 |
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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) 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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# ? Oct 22, 2019 18:51 |