|
Yami Fenrir posted:
CainsDescendant posted:
DasNeonLicht posted:If I build more than one trade hub at a starbase, does each trade hub increase collection range by +1? This is one of the things I PM'd to Darkrenown a while back that he said he would forward it to their UX guy, and he said the message was received, but I guess the UX guy has bigger fish to fry. The UI here just needs a little work/the description just needs to be improved a tiny bit and it would be fine. Instead, its bad, has been bad since it was added, and has been ignored since it was added, with no hint of ever being fixed.
|
# ? Nov 29, 2019 19:37 |
|
|
# ? May 26, 2024 05:26 |
|
DasNeonLicht posted:If I build more than one trade hub at a starbase, does each trade hub increase collection range by +1? Yes.
|
# ? Nov 29, 2019 19:38 |
|
Yami Fenrir posted:This. That's real bad and shouldn't happen. I think someone predicted that though. DatonKallandor posted:I'm predicting Lithoid auto-build AI building farms until a hotfix. But still, it's a cool feature. Hoping they end up doing the same for Plantoids (use food instead of minerals) after the big DLC. Hm...
|
# ? Nov 29, 2019 20:30 |
|
Cool way to fix automation / scaling issues in your game: Quarantine / refuse discussion of sectors and automation for 2 years, quit and go to a new project, have the new guy treat this feature like the plague it is [edit]At least let me make a template or a 'upgrade to THIS configuration' placeholder that gets built out over time. I can create one of those for each type of resource planet and just select it to let the automation build it. Or just let me fake upgrade buildings without the resources / tech and then when available it gets built. And no, you shouldn't get charged up front, you should get charged when the upgrade is available. Ham Sandwiches fucked around with this message at 20:38 on Nov 29, 2019 |
# ? Nov 29, 2019 20:36 |
|
I didn't have any issues with Lithoid automation building food. I was using just planetary automation and setting the planet specialization myself and it worked ok, not great but I didn't see mass food production with 10-15 automated worlds
|
# ? Nov 29, 2019 20:58 |
|
I believe I was using the sector automation. I vaguely remember people saying it's a lot worse than the planetary one?
|
# ? Nov 29, 2019 22:59 |
|
DasNeonLicht posted:If I build more than one trade hub at a starbase, does each trade hub increase collection range by +1? Yes. I would recommend building a main trade value collection starbase 1 jump from your home system and build as many trade hub modules as you can fit at any given size. As you upgrade it, it can collect a bigger and bigger part of your core empire trade value and the 1 jump trade lane to the home system does not cause any piracy. Makes the earlier game a little simpler.
|
# ? Nov 29, 2019 22:59 |
|
The way trade works is the following: Each trade hub does increase the collection range, as mentioned. this starts with 0 hubs, aka the starbase system itself. So it'll collect up to 6 systems away. You want to avoid having long snakey lines. Because this means a lot of trade is going through chokepoints, which attracts piracy. You can sometimes re-route trade routes via the trade view but it's super fiddly. Additionally, bastions help you fight against piracy. Any gun module will give you 5 trade protection AND a wider trade potection range (+1 each, just like the trade hubs) Additionally, both trade and protection WILL trace through gateways and wormholes. So in the midgame you can actually just build gateways close to bastions and your trade hub to reduce number of trade starbases needed and overlap protection to make piracy nonexistent.
|
# ? Nov 29, 2019 23:06 |
|
Yami Fenrir posted:I believe I was using the sector automation. I vaguely remember people saying it's a lot worse than the planetary one? It is, but by the time you are ready to automate everything to stop the micro, your economy is already so robust that a 20% hit to efficiency is ignorable.
|
# ? Nov 29, 2019 23:20 |
|
Someone recently mentioned you can't claim through wormholes, I think? What was the situation with that, because I just did that perfectly fine(and had claims laid in turn by the enemy).
|
# ? Nov 29, 2019 23:21 |
|
Yami Fenrir posted:The way trade works is the following: Each trade hub does increase the collection range, as mentioned. this starts with 0 hubs, aka the starbase system itself. So it'll collect up to 6 systems away. Since trade collection seems to go through gateways, if you place gateways well enough you should eventually be able to have a single starbase collecting from the entire empire.
|
# ? Nov 29, 2019 23:23 |
|
My territory seems pretty small, but a colony at one end is listed as being in a frontier sector. It appears to be connected as much as any of them.
|
# ? Nov 29, 2019 23:24 |
|
Captain Invictus posted:Someone recently mentioned you can't claim through wormholes, I think? What was the situation with that, because I just did that perfectly fine(and had claims laid in turn by the enemy).
|
# ? Nov 29, 2019 23:44 |
|
Dick Trauma posted:My territory seems pretty small, but a colony at one end is listed as being in a frontier sector. It appears to be connected as much as any of them. Frontier Sector just means it hasn't been placed in a sector yet so you can create a new sector by clicking a button in that colony's UI. Up to 4 hyperlane jumps from a sector capital planet is usually included in the sector, but sometimes sectors collide and cut each other off from reaching specific systems. You can enable the display of sectors in the lower right of the screen, among the other map mode buttons. Edit: this seems to be how the sector system works: Sometimes you can fix things like these by deleting the sector that's blocking other sectors and setting them up in the order you want them to have priority, but when the Core sector is involved this is not possible, as the Core sector cannot be deleted. You might still be able to fix it by moving your capital (and so probably your Core sector) elsewhere, but it's usually easier to just make a new sector for that one single system. Bofast fucked around with this message at 00:04 on Nov 30, 2019 |
# ? Nov 29, 2019 23:48 |
|
AAAAA! Real Muenster posted:That was me - another empire came through the wormhole and established ownership of the wormhole system on my end (thus a 1 system island of their space on my end of the wormhole). I can claim that system just fine, but I cannot claim anything on the other side of it.
|
# ? Nov 29, 2019 23:53 |
|
cock hero flux posted:I feel like stellaris has suffered from them trying to give a poo poo about multiplayer and they should instead throw in a bunch of completely unbalanced bullshit so that people can roleplay whatever hosed up space society they want. If they did that and then fixed performance I'd be happy enough with it. This and the limits on the spaceborne starting option makes me want to try to get STARS! working again.
|
# ? Nov 30, 2019 00:00 |
|
The spaceborne origin seems cool as hell but habitats are pretty drat expensive so I'm hoping they get a huge discount on building more.
|
# ? Nov 30, 2019 00:20 |
binge crotching posted:It is, but by the time you are ready to automate everything to stop the micro, your economy is already so robust that a 20% hit to efficiency is ignorable. IME the automation is perfectly capable of crashing a robust economy and forcing you to unfuck it manually.
|
|
# ? Nov 30, 2019 00:37 |
|
I really love how there's mods for pretty much any gameplay tweak you want
|
# ? Nov 30, 2019 00:40 |
|
Yami Fenrir posted:You want to avoid having long snakey lines. Because this means a lot of trade is going through chokepoints, which attracts piracy. You can sometimes re-route trade routes via the trade view but it's super fiddly. This is backwards. You do want to make it one snakey line, and then drop a starbase on every system in that line.
|
# ? Nov 30, 2019 01:39 |
|
Staltran posted:IME the automation is perfectly capable of crashing a robust economy and forcing you to unfuck it manually. This has happened to me on almost every game. Like others have said: fix the automation in the game and I think a lot of Stellaris' problems can be at least ignored. I tried another "Player runs the core sector while A.I. manages the frontier sectors" game with one of the human factions and, again, the A.I. was ignoring consumer goods and energy and having a ball creating multiple luxury houses, mining sectors and precinct buildings when they were not needed. Also it upgraded every rare-resource requirement building possible as soon as the research was done, leading to extreme deficits. I've never actually seen it build a rare-resource building on its own.
|
# ? Nov 30, 2019 01:51 |
|
By the way, what sort of performance were people getting before that now is much worse? Back when I started playing the game around Utopia's release, War in Heaven actually made the game unplayable because it would either play for a few seconds and then lock up for 10 seconds, or the game would just CTD. Now with my huge galaxies and 16 starting empires I can definitely get into endgame and still be playable.
|
# ? Nov 30, 2019 03:35 |
|
on fastest speed at the start of a game I'll get ~10 days per second, months just fly by, and it's great. late game is a tenth of that, sometimes a twentieth of that.
|
# ? Nov 30, 2019 04:48 |
|
Staltran posted:IME the automation is perfectly capable of crashing a robust economy and forcing you to unfuck it manually. I think from messing around with modding is one of the big causes of it being such a mess is there’s no way to get a %age production surplus or deficit, just absolute values and stockpiles. You can’t do stuff like ‘If energy consumption > 80% energy production, build generator’.
|
# ? Nov 30, 2019 09:47 |
|
Man, if I could at least make templates and force the AI to follow them. As it is, the automation in Stellaris scares me too much, I prefer microing 40+ planets instead Never thought I would find a 4x game with automation worse than Master of Orion III, but here we are
|
# ? Nov 30, 2019 12:45 |
|
Talkie Toaster posted:I think from messing around with modding is one of the big causes of it being such a mess is there’s no way to get a %age production surplus or deficit, just absolute values and stockpiles. You can’t do stuff like ‘If energy consumption > 80% energy production, build generator’.
|
# ? Nov 30, 2019 12:51 |
|
Libluini posted:Man, if I could at least make templates and force the AI to follow them. As it is, the automation in Stellaris scares me too much, I prefer microing 40+ planets instead 1) If there are homeless pops or no free housing it will skip ahead to the first queued item you can afford that provides housing 2) If there are no homeless pops but there are unemployed pops or 0 free jobs it will skip ahead to the first queued item you can afford that provides jobs of the required tier or higher 3) If none of the above apply, do nothing until the start of next month and check again. Shift clicking skips the queuing process and just sets it building. A little icon shows up on a planet in the outliner if it has stuff queued that it can't afford yet.
|
# ? Nov 30, 2019 13:08 |
|
Splicer posted:Splicer's Awesome "Automation" idea: You can queue up whatever, things only costs resources when they actually start to build. The queue has a checkbox saying "intelligent build y/n". If intelligent build is off it will slowly chock down the list, just building whatever you told it to (unless you run out of resources). With intelligent build on: See, I'm totally behind this, but I sympathise with people who might not want to design an algorithm to play a space roleplay game properly. Stellaris is awkwardly caught between the Efficient Astro Optimisers and the Fun In Space crowd, and it's a difficult balancing act.
|
# ? Nov 30, 2019 13:29 |
|
Aethernet posted:See, I'm totally behind this, but I sympathise with people who might not want to design an algorithm to play a space roleplay game properly. e: So I find a new mining planet, I queue up a robot factory and mine booster and a bunch of mines and then wander off for a couple of decades knowing it won't waste minerals on the mines until it actually needs to build them, and I can otherwise ignore the planet until I see an unemployed or homeless pop alert in a few decades. Splicer fucked around with this message at 13:46 on Nov 30, 2019 |
# ? Nov 30, 2019 13:39 |
|
Splicer posted:Oh that's not what I was going for at all. The player doesn't need to work out algorithms, the intelligent build button just means it won't build any buildings the planet has no use for yet. Sounds great, as long as the intelligent build button is locked behind a tutorial that forces players to learn what it does before they complain that the game isn't doing what it's told.
|
# ? Nov 30, 2019 13:50 |
|
Bofast posted:Yes. Thank you for this advice. I never stopped to consider all those +1s stack, but I eventually figured it out that you want to make collection / protection radiuses as big as possible My frontier is still a work in progress, but I almost entirely eliminated piracy in my main sectors and got my starbase count under control (those penalties are spicy) through a combination of dedicated trade collection stations and gently caress-off huge 6x hanger/gun/missile space fortresses. Feels good. Thanks again
|
# ? Nov 30, 2019 16:57 |
|
DasNeonLicht posted:Thank you for this advice. I never stopped to consider all those +1s stack, but I eventually figured it out that you want to make collection / protection radiuses as big as possible Glad to hear it
|
# ? Nov 30, 2019 17:06 |
|
If you're just building stations for trade protection the hangars are twice as good as missiles or guns afaict.
|
# ? Nov 30, 2019 17:36 |
|
I don't get why Outliner is saying the planet doesn't have enough housing.
|
# ? Dec 1, 2019 05:01 |
|
Farmer Crack-rear end posted:
It says -0, at least one of your pops on the planet takes slightly more than 1.0 housing reducing in a fraction that is truncated to 0
|
# ? Dec 1, 2019 05:11 |
|
Also there are definitely holes in the tutorial mode, my sprawl is higher than my admin capacity and VIR hasn't said a drat thing about it.hobbesmaster posted:It says -0, at least one of your pops on the planet takes slightly more than 1.0 housing reducing in a fraction that is truncated to 0 lol why the gently caress would a pop be taking slightly more than 1.0 housing
|
# ? Dec 1, 2019 05:19 |
|
The species trait solitary would do it.
|
# ? Dec 1, 2019 05:24 |
|
Farmer Crack-rear end posted:Also there are definitely holes in the tutorial mode, my sprawl is higher than my admin capacity and VIR hasn't said a drat thing about it. Nation of fatties
|
# ? Dec 1, 2019 05:56 |
|
Entorwellian posted:Nation of fatties Petition to rename the Solitary trait, please Paradox do the needful
|
# ? Dec 1, 2019 07:44 |
|
|
# ? May 26, 2024 05:26 |
|
Farmer Crack-rear end posted:Also there are definitely holes in the tutorial mode, my sprawl is higher than my admin capacity and VIR hasn't said a drat thing about it. Your sprawl is always going to be higher than your admin capacity but once you have enough planets settled it hardly matters. Stellaris is a game of snowballing (assuming you suffer no disasters or anomalies backfiring).
|
# ? Dec 1, 2019 08:17 |