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toasterwarrior
Nov 11, 2011
Any of you guys recognize a "pc_sterile" planet type, because it's the one last thing that's coming up bugged for me in this two-day odyssey to make a Stellaris modcomp.

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Grouchio
Aug 31, 2014

My mod-heavy game is crashing whenever I click on my home star, and only if I'm the main player. What should I do?

Jazerus
May 24, 2011


Grouchio posted:

My mod-heavy game is crashing whenever I click on my home star, and only if I'm the main player. What should I do?

any unusual origins being used? if so, it might be the setup script for your home system that's broken. otherwise it is probably a star-related mod such as real space. if you have more than one mod which overwrites star types, well, definitely don't do that. disable the possible culprits one by one and test your game each time to see what's loving up, and then look into compatibility patches for that mod that it might need to play nice with one of your other mods. if you run out of likely candidates, move to the somewhat-adjacent mod types (for example, stars also have resources sometimes, so a mod that alters space resources would be worth flipping off and testing)

Grouchio
Aug 31, 2014

Jazerus posted:

any unusual origins being used? if so, it might be the setup script for your home system that's broken. otherwise it is probably a star-related mod such as real space. if you have more than one mod which overwrites star types, well, definitely don't do that. disable the possible culprits one by one and test your game each time to see what's loving up, and then look into compatibility patches for that mod that it might need to play nice with one of your other mods. if you run out of likely candidates, move to the somewhat-adjacent mod types (for example, stars also have resources sometimes, so a mod that alters space resources would be worth flipping off and testing)
Ah. Figured it out. It was a composite mod full of mods I made that hosed it up. I'll just need to refind all the mods in that collection and split it.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I wish you could get rid of ascenson perks, as I thought maybe i could create a race of psi robot space rock spiders, but nope, they're mutually exclusive. I was sure they weren't.

Dareon
Apr 6, 2009

by vyelkin

twistedmentat posted:

I wish you could get rid of ascenson perks, as I thought maybe i could create a race of psi robot space rock spiders, but nope, they're mutually exclusive. I was sure they weren't.

Bound to be something in the mod scene for that, either removing a perk or combining them.

Speaking of, I'm fiddling with the Modjam, playing a game with the Ancient Juggernaut origin. It being my actual shipyard is kinda neat, I queued up a colony ship and then flew the Juggernaut out to the target system, avoiding 90% of the time issue when colonizing. It also spits out ships occasionally. Just now it spit out... 50 naked corvettes with red lasers. That's a meme I can appreciate.

Potato Salad
Oct 23, 2014

nobody cares


Grouchio posted:

My mod-heavy game is crashing whenever I click on my home star, and only if I'm the main player. What should I do?

Settle other planets very quickly!!

Splicer
Oct 16, 2006

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

toasterwarrior posted:

Any of you guys recognize a "pc_sterile" planet type, because it's the one last thing that's coming up bugged for me in this two-day odyssey to make a Stellaris modcomp.
Best bet is to use notepad++ to run an all files search for pc_sterile in the mod folder

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

Grouchio posted:

My mod-heavy game is crashing whenever I click on my home star, and only if I'm the main player. What should I do?

Probably switching mods on and off until you find the culprit. :v:

On mods doing things: My adventure with the mod jam origin "space pioneer" continues. I managed to unfuck the no-growth problem on my early habitats by, get this: Breaking a migration treaty I had. Apparently every time my early habitats tried to grow an alien pop, something just didn't allow it and a couple months after I broke the treaty, the stations reverted to my own pops, which fixed the problem.

Oh, and I finished one of the questlines of the origin. The crystal one. Two things went horribly wrong: a) I thought the "preemptive strike" option would kill the killer crystal, instead of just weakening it, so my fleets weren't there when the thing started rampaging. And then b) the killer crystal spawned in the wrong system, multiple jumps away from the colony.

So instead of doing horrible things to my colonists, it blew up the outpost in that random empty system and waited obligingly until my fleets arrived to put it down.

Nice origin, but I'm not sure if it is compatible with my other mods. Or just horribly bugged. Still better than the null-star origin, because that one (not spoilered because you really should be warned) needs 3000+ alloys dropped into securing your malfunctioning star very early in the game. In my case, I played my normal peaceful science race until the origin suddenly blindsided me with "oh by the way, all that researching you just did to save your species? psyche, you actually should have built tons of alloy foundries instead!"

Ironically, from the very moment I saw how much alloys I had to spend and how long it would take to save our star, I did nothing except expanding alloy production and buying up all the alloy I could get, breaking my economy almost down to death spiral. I still managed to only scrounge up 2/5th of the alloys I needed before I ran out of time and just cheated the rest because I really didn't want my space people to die.

I did some numbers afterwards and I think only if I had known from the start, concentrated my entire empire on 100% alloy production to the exclusion of everything else and by making a species dedicated by traits to maximize output could I have been able to barely make it. That's a lot of specialization necessary to not just die. I'm not sure I'd call this a "hard" start, it's more like a "total bullshit" start. Playing death world origin was fun, even though it makes your planet a hellhole for a long time. This one? Started interesting, then bulldozed its goodwill flat.

Anyway, if you can deal with bugs/weird interactions with other mods, the space pioneer origin is good. Null-star could be good, if the insane amount of alloys you need in the early game is slashed in half. That's still a tall order, especially with multiple different construction sites to run, with two years build times, and when finished a high energy maintenance. As it currently is, it's the kind of unfun fake challenge that burns you out from games

Libluini fucked around with this message at 13:14 on Jan 3, 2021

Splicer
Oct 16, 2006

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

Libluini posted:

I did some numbers afterwards and I think only if I had known from the start, concentrated my entire empire on 100% alloy production to the exclusion of everything else and by making a species dedicated by traits to maximize output could I have been able to barely make it. That's a lot of specialization necessary to not just die. I'm not sure I'd call this a "hard" start, it's more like a "total bullshit" start.
This is "Nintendo hard"

binge crotching
Apr 2, 2010

Dareon posted:

Speaking of, I'm fiddling with the Modjam, playing a game with the Ancient Juggernaut origin. It being my actual shipyard is kinda neat, I queued up a colony ship and then flew the Juggernaut out to the target system, avoiding 90% of the time issue when colonizing. It also spits out ships occasionally. Just now it spit out... 50 naked corvettes with red lasers. That's a meme I can appreciate.

That's a fun sounding start. I keep meaning to install that modpack and try some of the origins out.

toasterwarrior
Nov 11, 2011

Splicer posted:

Best bet is to use notepad++ to run an all files search for pc_sterile in the mod folder

Got the offending entries, if not the actual mod causing it (Irony Mod Manager obscures the source so I couldn't track it down). At the very least, I managed to create a galaxy without the bugged spawn so I'm all good. Thank you for the advice!

Fruits of the sea
Dec 1, 2010

Yoo, haven't played in a while but just picked up Federations on sale.

How worried should I be about empire sprawl these days? Running at about 20% tradition cost and 13% research cost after snapping up the available habitable planets (5, or 6 if I can kill a leviathan) and closing off bottlenecks.

Potato Salad
Oct 23, 2014

nobody cares


Fruits of the sea posted:

Yoo, haven't played in a while but just picked up Federations on sale.

How worried should I be about empire sprawl these days? Running at about 20% tradition cost and 13% research cost after snapping up the available habitable planets (5, or 6 if I can kill a leviathan) and closing off bottlenecks.

Since admin cap can now be raised by administrator jobs, that's a minor penalty you can certainly just absorb for now and eliminate by building a few administration buildings over time.

Expansion and shoring-up any resource deficits take priority over fleshing out your administrative capacity.

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

Fruits of the sea posted:

Yoo, haven't played in a while but just picked up Federations on sale.

How worried should I be about empire sprawl these days? Running at about 20% tradition cost and 13% research cost after snapping up the available habitable planets (5, or 6 if I can kill a leviathan) and closing off bottlenecks.

Not much. My current empire ran at 200% above admin cap for a while, but my research still outpaced all my neighbours.

Gort
Aug 18, 2003

Good day what ho cup of tea

Fruits of the sea posted:

How worried should I be about empire sprawl these days? Running at about 20% tradition cost and 13% research cost after snapping up the available habitable planets (5, or 6 if I can kill a leviathan) and closing off bottlenecks.

Keep an eye on your admin cap, and have dedicated Office Worlds to keep it under control. There are some pitfalls to avoid, though:

1. Unused admin cap does nothing for you (while still costing energy/consumer goods/pop time), so don't build more offices than you need.

2. Particularly early in the game, building an office you need instead of say, a lab, can be counterproductive. If you only have one lab, removing a 13% penalty to research cost is less good for your research than building a second lab. Once you're bigger though, it'll be worth keeping the admin cap under control.

3. Absolutely do not limit your expansion in order to stay under the admin cap. Any expanding you do can be used to build more offices to control your admin cap, so don't shy away.

Fruits of the sea
Dec 1, 2010

Neat, thanks all. I didn't even notice offices were I thing I can build now. It'll take a bit to get the ball rolling but I'll get some of those built.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Honestly it kind of just follows the same path it took before.

You just ignore research until your economy is stable and booming and THEN you start building your research base. Admin cap buildings are kind of just an extra step to that these days.

Staltran
Jan 3, 2013

Fallen Rib

Libluini posted:

Not much. My current empire ran at 200% above admin cap for a while, but my research still outpaced all my neighbours.

Just a reminder for everyone that the % you're above doesn't matter, the amount you're over matters. 1100/1000 has the same penalties as 130/30.

Gort
Aug 18, 2003

Good day what ho cup of tea

Fruits of the sea posted:

Neat, thanks all. I didn't even notice offices were I thing I can build now. It'll take a bit to get the ball rolling but I'll get some of those built.

For offices in particular it's important to specialise entire worlds for them (you can set planet specialisation manually in the middle-right of the planet screen, in case you didn't know) as the bonus for doing so is pretty chunky.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
Yeah, it's +2 per Admin cap job, not a percentage. It adds up fast. It's really good and you can even stack a governor on top of that.

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

Staltran posted:

Just a reminder for everyone that the % you're above doesn't matter, the amount you're over matters. 1100/1000 has the same penalties as 130/30.

Haha, that's weird. I wouldn't have guessed this in a million years. This game sometimes :allears:

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Libluini posted:

Haha, that's weird. I wouldn't have guessed this in a million years. This game sometimes :allears:

Yeah and as a standard empire, it's even mostly fine to be like, 100 over.

I think it's something like .5% research penalty and 1% tradition penalty per point.

Which is basically nothing.

For hiveminds you can almost ignore the mechanic entirely because you not only have a bonus making the penalty even less, but you also get free admin cap with the capital building.

AND YOUR ADMIN CAP BUILDING IS ALSO YOUR UNITY BUILDING.

It's literally insane.

I love machines but that change made hiveminds so insanely strong.

If this stays unchanged I can't reasonably see myself playing anything else when the economy change with the foundry districts comes around. Because that was like, the one weakness gestalts had - no foundry districts from ecus.

ilkhan
Oct 7, 2004

I LOVE Musk and his pro-first-amendment ways. X is the future.

Staltran posted:

Just a reminder for everyone that the % you're above doesn't matter, the amount you're over matters. 1100/1000 has the same penalties as 130/30.
Really? Interesting.

What's the best way to integrate new planets and stations as you win a war? I've been mostly purging but that feels wrong. And it's a ton of work.

Gort
Aug 18, 2003

Good day what ho cup of tea

ilkhan posted:

Really? Interesting.

What's the best way to integrate new planets and stations as you win a war? I've been mostly purging but that feels wrong. And it's a ton of work.

Citizens rights and shared burdens

HelloSailorSign
Jan 27, 2011

Gort posted:

Citizens rights and shared burdens

Nerve stapling and domestic servitude.

Nothing more satisfying than setting the Fallen Empire species to Domestic Servitude and spreading them around the Empire.

I prefer Gort's method, otherwise I also do Residence and Social Welfare if running an authoritarian empire

Endless Trash
Aug 12, 2007


Finished my very first run! The awakened empire that made me their satellite bitch was very helpful in destroying the scourge fleets, but I definitely helped out since they would always leave some scourge space or a scourge construction ship lying around so I was basically on clean up duty. Still fun though.

Definitely want to play again knowing what I know now and also play as an aggressive rear end in a top hat species. Being the hippies was fun but it ends up creating so many late-game struggles.

Horace Kinch
Aug 15, 2007

Staltran posted:

Just a reminder for everyone that the % you're above doesn't matter, the amount you're over matters. 1100/1000 has the same penalties as 130/30.

:psyboom:

I never expected that, but I'm not surprised at all.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I literally never bother keeping under the limit. The penalties aren't high enough to make it a real issue. Unlike like Starbases and Fleet limit, you can easily find yourself going from 500 energy a month to -200 if you go over.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

twistedmentat posted:

I literally never bother keeping under the limit. The penalties aren't high enough to make it a real issue. Unlike like Starbases and Fleet limit, you can easily find yourself going from 500 energy a month to -200 if you go over.

Eh it isnt really an issue until you go like 100-200 over. After that you do kinda feel it tech wise.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
I generally ignore it completely while still expanding and building up my economy, and then much later, when I'm up around 1k science, I repurpose something to a bureaucratic world to catch up and then try to keep up with my pop growth.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

Yami Fenrir posted:

Eh it isnt really an issue until you go like 100-200 over. After that you do kinda feel it tech wise.

I've literally had it be a thousand over it and am still researching end game techs in like 3 months. So you're saying that could be 1 month if i managed it?

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

twistedmentat posted:

I've literally had it be a thousand over it and am still researching end game techs in like 3 months. So you're saying that could be 1 month if i managed it?

Yes. But at that point it only really matters for repeatables.

Both getting to them faster and getting more of them. There is a huge gap between most techs and the costs of those.

I usually tech rush because the +20% energy/mineral ones give you a MASSIVE boost because they stack up so quickly and I like having the extra options such as terraforming. And the requirements for say ecumenopolis.

PittTheElder
Feb 13, 2012

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

twistedmentat posted:

I've literally had it be a thousand over it and am still researching end game techs in like 3 months. So you're saying that could be 1 month if i managed it?

Yeah you shouldn't actually do this. There is absolutely a point where adding one bureaucrat gets you a better return than adding one scientist, and it's usually around just 25 scientists.

Endless Trash
Aug 12, 2007


So going over admin cap affects the time it takes to research things? That MAY explain why I was still in the Stone Age compared to everyone else by 2500.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Endless Trash posted:

So going over admin cap affects the time it takes to research things? That MAY explain why I was still in the Stone Age compared to everyone else by 2500.

It tells you the exact penalties when you hover the admin cap thing.

In fact, A LOT of things, almost all of them, tell you stuff via hover-over tooltips. Look that way at everything. You can find out a ton of stuff that way.

Endless Trash
Aug 12, 2007


Yami Fenrir posted:

It tells you the exact penalties when you hover the admin cap thing.

In fact, A LOT of things, almost all of them, tell you stuff via hover-over tooltips. Look that way at everything. You can find out a ton of stuff that way.

I’ve looked at that obviously but it only says I suffer the following penalties:

Tech Cost
Tradition Adoption Cost
Campaign Cost
Leader Upkeep
Leader Cost

The only one that it could be is “Tech Cost”? But I guess I never thought of Cost as relating to a time penalty cost.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Endless Trash posted:

I’ve looked at that obviously but it only says I suffer the following penalties:

Tech Cost
Tradition Adoption Cost
Campaign Cost
Leader Upkeep
Leader Cost

The only one that it could be is “Tech Cost”? But I guess I never thought of Cost as relating to a time penalty cost.

What it does is increase the total cost of a technology.

So let's say you have a starting technology with 2000 points of research cost.

if you somehow had a 50% tech cost penalty, you'd need to pay 3000 points of research for the tech. Despite it costing 2000 originally.

Same with Tradition Adoption Cost.

Fruits of the sea
Dec 1, 2010

There's some wonky math involved that I never bothered looking up, but I think the jist of it is that higher cost equates to longer research time. It's the same for traditions.

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Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Fruits of the sea posted:

There's some wonky math involved that I never bothered looking up, but I think the jist of it is that higher cost equates to longer research time. It's the same for traditions.

Pretty much.

It also means that you can just... not take the tech/tradition right when it's available, staff an admin center to get below admin cap, and pay less for it.

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