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Why does the commonwealth of man always show up when I play with my custom united earth? Its annoying really. I want to play with just my own custom empires. Anyway I had a bizzarly good start when they appeared three systems away from my homeplanet. I quickly had a fleet on their capital border and just took it. That was a fun boost to my game. Sadly I realised I had put the difficulty on escalating. So my first few years have been pathetically easy. I've been hobbling myself and just not expanding very much
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# ? May 19, 2022 08:16 |
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# ? May 24, 2024 13:47 |
If you play as UNoE, the game is coded to always spawn the CoM in the game as well. Likewise if you play as CoM, either the UNoE or Earth Custodianship are guaranteed to spawn. It's handled by some special flags in the preset empire definitions, and if you make a new custom empire by editing the preset ones, they inherit those flags. Slashrat fucked around with this message at 08:46 on May 19, 2022 |
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# ? May 19, 2022 08:42 |
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Slashrat posted:If you play as UNoE, the game is coded to always spawn the CoM in the game as well. Likewise if you play as CoM, either the UNoE or Earth Custodianship are guaranteed to spawn. This is almost certainly the cause. I always make my empires from scratch and I've mad ea lot of human ones without having had that issue.
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# ? May 19, 2022 08:46 |
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I use a mod specifically to disable that functionality, called "No forced CoM". It hasn't been updated in a long time, but it still works. It does have one side-effect which is that it'll spawn a second Sol system somewhere in the galaxy that has a tomb-world earth, but I can live with that.
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# ? May 19, 2022 09:10 |
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https://forum.paradoxplaza.com/foru...s+Dev+Diary+253 Hotfix confirmed and some changes for the patch after, including: FINALLY PDX THANK YOU posted:Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
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# ? May 19, 2022 09:36 |
Holy poo poo finally!
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# ? May 19, 2022 09:39 |
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More importantly Paradox posted:We also have some quality of life automation improvements planned for 3.4.4:
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# ? May 19, 2022 09:45 |
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Thank god, I specifically always ran with an auto-explore mod because that was really annoying.
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# ? May 19, 2022 09:50 |
Is there a way to destroy or dismantle orbital rings actually? In my last game I purged some colonies I conquered, with no plans to settle them myself, but the orbital rings remained and I couldn't see any way to get rid of them.
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# ? May 19, 2022 09:54 |
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Slashrat posted:Is there a way to destroy or dismantle orbital rings actually? Colossus? Edit: Cracking or shielding should remove the ring
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# ? May 19, 2022 09:57 |
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Aethernet posted:https://forum.paradoxplaza.com/foru...s+Dev+Diary+253 Rev. Melchisedech Howler posted:More importantly
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# ? May 19, 2022 09:59 |
Stellaris: Distant Worlds 1.5 Finally about the constructor automation! Just trying to remember: didn't the old sectors during tiled planets times actually automatically build stations? It's the one thing I missed from back then.
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# ? May 19, 2022 11:25 |
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canepazzo posted:Stellaris: Distant Worlds 1.5 I am genuinely wondering if DWII made them go "ugh I guess people DO like this stuff"
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# ? May 19, 2022 11:34 |
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quote:Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.) don't know at what point in a given game I'll need it, but I'm glad to have the option
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# ? May 19, 2022 11:35 |
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If the auto-construct (and auto-survey, pleeeese) could stay on when retreating from hostiles or running out of targets, this would be fantastic. Just leave a construction ship in auto mode somewhere and it will handle new deposits/rare resources becoming available/stuff lost to piracy and whatever.
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# ? May 19, 2022 12:24 |
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wait, hold on. automated research?
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# ? May 19, 2022 12:26 |
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Truga posted:wait, hold on. automated research? Positronic AI, a tier 4 physics tech, enables auto-research now. I don't know how it picks
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# ? May 19, 2022 12:28 |
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Phosphine posted:Positronic AI, a tier 4 physics tech, enables auto-research now. I don't know how it picks Completely random with what feels like weights (It tends to prioritize rare tech) so I'm thinking it picks just like the AI does.
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# ? May 19, 2022 12:29 |
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that actually owns, between all this and the new automated planets i can basically focus 100% on warfare when playing the crisis lmao last time this was possible was like 1.6. the only thing that isn't back yet is probably auto-colonization?
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# ? May 19, 2022 12:35 |
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I have made it a firm policy to always pick the cheapest technology regardless of how useful beelining is and it is hilarious. I recommend everyone try it at least once.
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# ? May 19, 2022 12:36 |
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picking the cheapest every time is a good strategy if you have good science production, because it's the most efficient. early on when you don't have tons of science yet it'll give you new techs quicker, making you grow faster, then you'll get the expensive techs quick anyway because you'll have tons of science for normal runs where you're not swimming in science it's not so good, because without beelining something you want for your playthrough, you'll probably get it too late. still, against the AI, it kinda works regardless
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# ? May 19, 2022 12:48 |
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Dammit did this small hotfix really break saves.
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# ? May 19, 2022 12:51 |
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the 3.4.3 changelog is way larger than I expected
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# ? May 19, 2022 13:06 |
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Splicer posted:I am genuinely wondering if DWII made them go "ugh I guess people DO like this stuff" AAAAA! Real Muenster fucked around with this message at 13:20 on May 19, 2022 |
# ? May 19, 2022 13:15 |
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AAAAA! Real Muenster posted:I was wonder if it was this or the new game director wants this stuff and the old one did not, or something like that. I find it absurd that a mechanic that is only useful the very beginning of the game was gated behind a midgame tech, so maybe someone else realized the, uh, absurdity there and did something about it? Perhaps the Custodian team has started asking questions like, "Hey, what if we put in an option to get rid of the low value busywork? Do you think people would like that?"
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# ? May 19, 2022 13:17 |
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Aethernet posted:Perhaps the Custodian team has started asking questions like, "Hey, what if we put in an option to get rid of the low value busywork? Do you think people would like that?" edit: I am morbidly curious if some weirdo will have a meltdown on the PDX forums about it. AAAAA! Real Muenster fucked around with this message at 13:23 on May 19, 2022 |
# ? May 19, 2022 13:21 |
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I'm glad auto-survey is being made baseline. Every time I see the tech option I've already established borders so the option is wasted.
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# ? May 19, 2022 13:21 |
I always thought auto-surveying came at about the right time. I’m never going to use it early on when trying to get borders established, only afterwards when I just want my ships to go out and explore wherever to get map info and XP/anomaly goodies. I’m glad it’ll be there now for people who want it though! And yeah, I think this is almost certainly because they now have a team with the time to focus on established stuff like this rather than developing new content or putting out fires.
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# ? May 19, 2022 13:48 |
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Horace Kinch posted:I'm glad auto-survey is being made baseline. Every time I see the tech option I've already established borders so the option is wasted. Anno posted:I always thought auto-surveying came at about the right time. I’m never going to use it early on when trying to get borders established, only afterwards when I just want my ships to go out and explore wherever to get map info and XP/anomaly goodies. I’m glad it’ll be there now for people who want it though! This is why locking busywork savers behind tech is a bad idea because different playstyles mean wildly different experiences of basic game mechanics.
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# ? May 19, 2022 14:06 |
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i've got this set pattern of immediately building a 2nd science ship and scouting all within 2 systems for hab planets, then pointing at choke points, but i also make two more science ships to backfill and/or excavate, and beeline for auto survey right away so i'm happy they are making it baseline. especially the auto-construction, about time
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# ? May 19, 2022 14:30 |
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How does the scaling difficulty work? If I select a medium setting and turn scaling on, does the scaling go from very easy to medium over time, or does it start at medium and scales to the maximum over time?
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# ? May 19, 2022 14:47 |
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Fhqwhgads posted:How does the scaling difficulty work? If I select a medium setting and turn scaling on, does the scaling go from very easy to medium over time, or does it start at medium and scales to the maximum over time? Starts at easy (easiest? Different depending on difficulty? Don't know) and scales up to the selected. Edit: This increased/improved automation makes me want to roleplay a stupid concept: Aspiring Bio-Trophies. Start out as a bio empire, maybe machinist for a head start, and try to get robots to do all the work. As soon as I get robot leaders, science ships/sectors with robot leaders are fully automated, with the bios just trying to chill somewhere. Unfortunately you can't change your founder species to indentured servitude and have them purely entertainers or something. Phosphine fucked around with this message at 15:07 on May 19, 2022 |
# ? May 19, 2022 15:02 |
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From the description, I assumed dynamic difficulty made the difficulty choice irrelevant?
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# ? May 19, 2022 15:18 |
Splicer posted:I always rush for it ASAP specifically to kill the busywork of backfilling my territory, but that means that I have insane sensors super early so a lot of early game exploration is somehow both dull and overwhelming because I can see through time itself but don't have the mental bandwidth to process it. Yeah unlocking it from the get go is a good decision. I will definitely make use of the auto-constructors past the super early game, too.
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# ? May 19, 2022 15:31 |
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Is there a good guide on optimizing your economy and research? I feel like I am not hitting the marks as far as research benchmarks and resource production. I already realized that building a gene clinic first on each planet was a terrible idea.
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# ? May 19, 2022 15:39 |
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Anno posted:Yeah unlocking it from the get go is a good decision. I will definitely make use of the auto-constructors past the super early game, too.
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# ? May 19, 2022 15:42 |
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ThaumPenguin posted:From the description, I assumed dynamic difficulty made the difficulty choice irrelevant? Not at all, the difficulty choice is what you're scaling to. If you set it to commodore, you start at the easiest difficulty, and it ramps up over time to commodore. If you set it to grand admiral, you still start at the easiest and it scales up to grand admiral.
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# ? May 19, 2022 15:43 |
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Auto construction is so nice, and it'll be nice to pull auto survey out of my mini mod. Auto research is something I only ever use once I've picked up every tech I care about, so other than gimmick games I can't see using that from the start. Maybe if it gets changed to stop the tech research complete popups, so I just periodically notice that I have new things I can do.
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# ? May 19, 2022 16:13 |
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Dis 3.4.3 fix the tracking? Saw something about it
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# ? May 19, 2022 17:16 |
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# ? May 24, 2024 13:47 |
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Popoto posted:Dis 3.4.3 fix the tracking? Saw something about it Supposedly, yes.
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# ? May 19, 2022 17:23 |