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Some Origins were tied to older DLC though right? I think a bit over half were Federations related but others like the meteor rocks were tied to other DLC.
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# ? Mar 17, 2020 11:22 |
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# ? May 25, 2024 15:36 |
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Based on an old dev diary https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-160-origins-full-reveal.1279766/ e: They changed Remnants to Ancient Relics, which makes sense. 3 base game, 3 Utopia, 5 misc, 7 Federations Prosperous Unification: Start with 4 additional Pops and 2 additional Districts. (Available to everyone) Galactic Doorstep: Start with a dormant Gateway in your home system, which can be investigated and reactivated. (Available to everyone) Lost Colony: Another empire with the same species as you will exist somewhere in the galaxy. (Available to everyone) Mechanist: Start with 8 Pops being robots, and the ability to build more. (Utopia) Syncretic Evolution: Start the game with 12 Pops being of another species. (Utopia) Tree of Life: Only for Hive Minds. Start with a powerful Tree of Life on your homeworld. Disastrous if you would somehow lose control of it. Colony ships also plant a sapling on new colonies. (Utopia) Resource Consolidation: Machines only. Start with a Machine World as your homeworld. (Synthetic Dawn) Life-Seeded: Start on a Gaia World. (Apocalypse) Post-Apocalyptic: Start on a Tomb World. (Apocalypse) Remnants: Start on a Relic World. (Ancient Relics) Calamitous Birth: Lithoid Only. Start with a Massive Crater on your Homeworld. You are also able to build Meteorite Colony Ships, which colonize planets in a more dramatic fashion. (Lithoids) Shattered Ring: Start on a Shattered Ring World. Your empire lives on the only intact section of the ancient megastructure, and it is possible to repair most of the other sections. (Federations) Void Dwellers: Start on a Habitat above your destroyed, former homeworld, and with 2 more habitats in your home system. Completely adapted to living in habitats, and start with the technology to build new ones, but also suffers a penalty to living on regular planets. (Federations) Scion: Start as the vassal of a Fallen Empire. (Federations) On the Shoulder of Giants: Investigate a series of Archaeological Sites related to a mysterious benefactor. (Federations) Common Ground: Start with as the leader of a Galactic Union federation, and with The Federation tradition unlocked. (Federations) Hegemon: Start with as the leader of a Hegemony federation, and with The Federation tradition unlocked. (Federations) Doomsday: Your homeworld is doomed and it will explode after 64 years, so you need to find a new home for your species. (Federations) Splicer fucked around with this message at 13:36 on Mar 17, 2020 |
# ? Mar 17, 2020 11:38 |
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code:
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# ? Mar 17, 2020 11:39 |
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I'm waiting to see what people think over the weekend, but: if they really have fixed a lot of legacy bugs, not introduced new worse bugs, improved the AI a lot, and improved performance at all -- then I'll buy at full price. I don't even care about the new features. I am happy to see them shift focus a bit.
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# ? Mar 17, 2020 12:09 |
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New music fuckin slaps
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# ? Mar 17, 2020 12:13 |
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Splicer posted:Remnants: Start on a Relic World. (Federations) This is what they said, but doesn't appear to be the case - I'm playing with this start but don't have the DLC!
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# ? Mar 17, 2020 12:38 |
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pmchem posted:I'm waiting to see what people think over the weekend, but: if they really have fixed a lot of legacy bugs, not introduced new worse bugs, improved the AI a lot, and improved performance at all -- then I'll buy at full price. I don't even care about the new features. I am happy to see them shift focus a bit. Performance etc is in the 2.6 patch, thankfully. You can try it yourself.
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# ? Mar 17, 2020 12:50 |
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MrL_JaKiri posted:This is what they said, but doesn't appear to be the case - I'm playing with this start but don't have the DLC! From the looks of it it is available if you have the Ancient Relics DLC.
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# ? Mar 17, 2020 12:51 |
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Splicer posted:When rockboys came out they added a new tag thing to make it easy for events etc. to check what your phenotype is. There's a bunch of events where they really should have added rock specific options, like the one where a bunch of alive rocks are astonished to find an alive rock. i've been playing exclusively rocks since it came out and i always get a chuckle from that one as my rocky boys
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# ? Mar 17, 2020 13:20 |
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Does this mean all mods are broken until they get updated for 2.6? Not sure how that works. The only one I really liked/needed was the pop resettle mod, but I think migration was 'fixed' in this patch?
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# ? Mar 17, 2020 13:27 |
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nekoxid posted:From the looks of it it is available if you have the Ancient Relics DLC.
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# ? Mar 17, 2020 13:35 |
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Ring start: Start with a Ring. You can only build 5 Districts on the one you start with. The Ring has 3 segments-the fourth is irreparable. You have a special feature that will pay the upkeep of your Districts on the 'homeworld'. But you still need to pay full price for the districts. Thankfully, your initial blockers(Three 'Decrepit Tunnels'), once cleared, will give a wodge of minerals and Rare Resources. Bloodly fucked around with this message at 14:17 on Mar 17, 2020 |
# ? Mar 17, 2020 13:51 |
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Anyone else picked up Federations from Humble Store and has had problems getting the key?
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# ? Mar 17, 2020 13:55 |
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I started a game as driven assimilators with the machine world start and whoops can't build agricultural districts I guess we're... trading? For food?
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# ? Mar 17, 2020 13:57 |
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Void Dwellers: You have a mineral, energy, and research habitat. The mineral habitat has your starting alloy and consumer goods factories on it, which is a nice touch. e: I have absolutely no idea what to do. My usual starting formula is meaningless here. Which is pretty great tbh.
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# ? Mar 17, 2020 14:02 |
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It was cool at the time, but I'm happy to finally say goodbye to the cracked planet main menu screen of Apocalypse.
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# ? Mar 17, 2020 14:29 |
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Found some interesting stuff in the localization files:code:
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# ? Mar 17, 2020 14:31 |
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Can confirm combat AI seems broken; fleets sat on their capital and refused to move for the duration of the war despite being 2-3 times my strength.
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# ? Mar 17, 2020 14:41 |
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Anyone else appreciate that the Docile trait symbol is a capybara Edit: Also feeling overwhelmed by how much customisation is available with Origins now. Thinking of making a Barbary Corsairs-style Despoilers that starts as a Fallen Empire puppet. Blooming Brilliant fucked around with this message at 14:46 on Mar 17, 2020 |
# ? Mar 17, 2020 14:43 |
Aethernet posted:Can confirm combat AI seems broken; fleets sat on their capital and refused to move for the duration of the war despite being 2-3 times my strength. The patch notes mention the combat AI favoring chokepoints and capital for parking the fleet; this seems to be an extreme/broken version of that.
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# ? Mar 17, 2020 14:50 |
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Lunsku posted:Anyone else picked up Federations from Humble Store and has had problems getting the key? Delay with keys, support came back to me and got it now.
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# ? Mar 17, 2020 14:50 |
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Vassals still aren't fixed. Goddamnit.
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# ? Mar 17, 2020 14:51 |
Aethernet posted:Can confirm combat AI seems broken; fleets sat on their capital and refused to move for the duration of the war despite being 2-3 times my strength. canepazzo posted:The patch notes mention the combat AI favoring chokepoints and capital for parking the fleet; this seems to be an extreme/broken version of that. Actually looks like 2.6.1 has those fixes. ################### # AI ################### * Contingency will now be able to handle the case of not being spawned next to the empire it wants to destroy. * AI should now consider enemies on the path to target and abort if there's too much resistance on the way. * Fleets with passive repair effects should no longer be considered busy by Fleet AI. * Fixed AI ignoring hostile forces in occupied and systems within sensor range. * Made AI try to beef up offensive fleets up to a fraction of their offensive fleet power. * AI will now commit between 75% and 100% of fleet power to offensive missions if available. * Added a define for base offensive commitment. * Made AI merge fleet groups when possible. * Fixed edge case in average fleet power estimation when AI borders a Leviathan. * Fixed edge case bug when AI is 100% committed to offense but ends up splitting between all owned systems. * Default AI will now only consider capital and chokepoints as candidates to park defensive fleets. * AI will compute how many offensive fleets based upon the strength of allies and enemies at war. * Crisis AI will compute how many offensive fleets based upon the strength of their biggest foe. * AI debug tooltips will now show the minimum fleet power estimated for objective completion. * AI is no longer completely locked in to waiting for resources to get the highest prio one (counting all planets). * Non-Xenophobe Authoritarian AIs will enslave properly again.
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# ? Mar 17, 2020 14:56 |
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Fhqwhgads posted:Does this mean all mods are broken until they get updated for 2.6? Not sure how that works. The only one I really liked/needed was the pop resettle mod, but I think migration was 'fixed' in this patch? You can load them anyway but whether or not they'll actually work will vary by mod.
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# ? Mar 17, 2020 14:56 |
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Started a game with humanity and the Galactic Doorstep(slightly inspired with Mass Effect), and I have to say that I'm digging the little events that have happened at the start. I wonder how randomised these will be.
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# ? Mar 17, 2020 14:57 |
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Aethernet posted:Can confirm combat AI seems broken; fleets sat on their capital and refused to move for the duration of the war despite being 2-3 times my strength. Is that on the 2.6.1 beta or 2.6.0? e;f,b. Splicer posted:Void Dwellers: You have a mineral, energy, and research habitat. The mineral habitat has your starting alloy and consumer goods factories on it, which is a nice touch. Yeah if you figure out a good build let me know. I'm thinking all-in on increasing specialist production to pump those alloys out.
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# ? Mar 17, 2020 14:58 |
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That uh... that seems like a bad bet?
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# ? Mar 17, 2020 15:08 |
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Natural 20 posted:Vassals still aren't fixed. Goddamnit.
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# ? Mar 17, 2020 15:10 |
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Natural 20 posted:Vassals still aren't fixed. Goddamnit. for the love of god
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# ? Mar 17, 2020 15:16 |
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Any PDX devs here? Can we get a randomization toggle for primitive species generation slider?
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# ? Mar 17, 2020 15:16 |
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My first game put me between a doomed race and Lithoids with a Tree of Life. In 20 years the former hasn't found another colony to settle, and the latter is technically collecting food but haven't been able to muster a colony ship yet.
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# ? Mar 17, 2020 15:33 |
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Prosperity housing upgrades still do not affect habitats
Splicer fucked around with this message at 16:09 on Mar 17, 2020 |
# ? Mar 17, 2020 15:47 |
Natural 20 posted:Vassals still aren't fixed. Goddamnit. The thing with their economy crashing due to losing difficulty bonuses? Or is there something else as well?
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# ? Mar 17, 2020 16:03 |
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ulmont posted:Yeah if you figure out a good build let me know. I'm thinking all-in on increasing specialist production to pump those alloys out.
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# ? Mar 17, 2020 16:10 |
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Staltran posted:The thing with their economy crashing due to losing difficulty bonuses? Or is there something else as well? That and them being unable to expand with Feudal Society. I'm unsure if the latter part is just a problem that's visible because of the former error.
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# ? Mar 17, 2020 16:19 |
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Add WHAT to my habitat?
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# ? Mar 17, 2020 16:35 |
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GunnerJ posted:Found some interesting stuff in the localization files: It's icon is in an "unused" folder in Stellaris\gfx\interface\icons\origins\ (along with 14 more) so I think it's safe to say that it is not used at all.
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# ? Mar 17, 2020 16:39 |
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Splicer posted:Stay the hell away from the prosperity tree for one Goddamnit. I think I opened Prosperity for the Specialist boost.
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# ? Mar 17, 2020 16:42 |
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nekoxid posted:It's icon is in an "unused" folder in Stellaris\gfx\interface\icons\origins\ (along with 14 more) so I think it's safe to say that it is not used at all. Ooh, good catch. Interesting stuff here too:
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# ? Mar 17, 2020 16:44 |
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# ? May 25, 2024 15:36 |
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GunnerJ posted:Ooh, good catch. Interesting stuff here too: Funnily enough some selection icons are still in Stellaris\gfx\event_pictures\origins\ so I guess it's for a future DLC/content?
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# ? Mar 17, 2020 16:47 |