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CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
I completed the Superman quest chain; it was very neat and I got an achievement. Completing it netted me a relic that boosts my research speed and can be activated to give all my ships temporary jump drives and a system that's accessible only by wormhole from my home system that contains a very small relic world with a massive physics research boost.

Also, the legendary leader got a brand new insanely good unique trait and offered to do whatever job I wanted from then forward -- I could have switched him to a governor or admiral, in which case he would've shed all his traits and let me repick from scrach, but I kept him as a scientist, which just cleared his negative traits. Which is good, since he picked up Maimed on an archaelogical expedition and I was genuinely worried he was going to die before I could complete the chain. He also got enough XP to jump him right to level 10, so now I also have an absurdly badass scientist with a bunch of life-sustaining traits who is an absolute wizard at assisting with research. I'm gonna park him on his home planet, it feels fitting.

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bobtheconqueror
May 10, 2005

Poil posted:

Is there a way to reduce the amount of pinging going on on the map at all times? A starbase did something, pings for 10 seconds. A science ship found something, pings for 10 seconds. A planet did something, pings for 10 seconds. It's kinda annoying. Especially when multiple things are all pinging at the same time. It seems like if you as much as put the cursor a pixel on to a notification it resets the timer as well.

From what I've seen this issue crops up when you clear a notification with a map ping, like a system surveyed notification. After clearing it, the ping on the map lingers for... a while. I feel like it's longer than 10 seconds, and it's likely associated with in game time. I've been able to reliably avoid it by letting those notifications fall off on their own instead of right-clicking to clear them.

Edit: I suspect the bug is happening because when you've got your mouse over one of those notifications, it pings the map to indicate where that notification is from. Right-clicking to clear the notification should also stop the ping, but that's not happening, so I think the game gets confused for a while because the notification ping was never told to stop. Presumably they have some kind of sanity check that stops them after a certain amount of time, but it's still annoying that they linger so long.

bobtheconqueror fucked around with this message at 22:53 on May 18, 2023

Helion
Apr 28, 2008
My beloved Plantoids in F tier? Off with his head!

Jabarto
Apr 7, 2007

I could do with your...assistance.
So that councilor position from Warrior Culture, the one that increases duelist output...is it as worthless as it sounds? Amenities aren't affected by output modifiers, and I'm pretty sure the naval capacity isn't either. So that just leaves unity, which is what, +1.5 per duelist with a level 10 leader?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Jabarto posted:

So that councilor position from Warrior Culture, the one that increases duelist output...is it as worthless as it sounds? Amenities aren't affected by output modifiers, and I'm pretty sure the naval capacity isn't either. So that just leaves unity, which is what, +1.5 per duelist with a level 10 leader?

It is. Also, replacing entertainers with duelists is a bad trade in the first place. Avoid the civ unless you want it for RP reasons.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
How do Amenities work by default anyway? When do diminishing returns kick in?

The_Final_Stand
Nov 2, 2013

So cute and cuddly
According to the Wiki, excess amenities increase happiness on the whole planet by up to 20% when you have 2x as many amenities as you actually need, and decrease it by -50% when you have less than 1/4th as many as you need.

It also claims that job specific modifiers (so, I'd assume the Duelist specific buff counts) do increase amenity output. I'm sure that general output buffs don't, since a high stability world's entertainers (high stability provides a general +% output boost) still output the same 10 amenities each.

That might hold true for other non-resource outputs like the Naval Cap boost? Does anyone want to test that?

GunnerJ
Aug 1, 2005

Do you think this is funny?

Jabarto posted:

So that councilor position from Warrior Culture, the one that increases duelist output...is it as worthless as it sounds? Amenities aren't affected by output modifiers,

Not sure what you mean by this, but this is in the code for the Duelist job:

quote:

triggered_planet_modifier = {
potential = {
has_councilor = { COUNCILOR = "councilor_warrior_culture" }
}

planet_amenities_add = 1
mult = value:scripted_modifier_councilor_level_mult|MODIFIER|pop_job_amenities_mult|TYPE|councilor_warrior_culture|
}

You specifically get an increase in amenities for having the councilor which is multiplied by some factor based on the councilor level.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
I stand corrected. It's still not worth it, there are much more powerful councilor jobs, and exchanging entertainers for duelists remains a bad trade.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler
Now this is a hilarious bug, and it's so painfully obvious (though I only just noticed it) I'm wondering if it's a bad mod conflict or something. In my games, star bases are adding their armor bonus to all their weapons platforms. Meaning that every citadel adds 20000 armor points to all their platforms, and that's before you add all the %-bonuses from weapons modules, leader traits and tech. I've got weapons platforms with 60k armor points each now and it could easily go even higher.

At least they're definitely worth the alloys now :v:

Horace Kinch
Aug 15, 2007

Torrannor posted:

I stand corrected. It's still not worth it, there are much more powerful councilor jobs, and exchanging entertainers for duelists remains a bad trade.

How is it a bad trade exactly? You get naval cap and the upkeep is paid with a pittance of alloys instead of CGs.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Horace Kinch posted:

How is it a bad trade exactly? You get naval cap and the upkeep is paid with a pittance of alloys instead of CGs.

did they change the part where you pay the opportunity cost of locking in one of your civics to replace like 3~4% of your jobs with a mediocre sidegrade that gives less of a boost than other comparable civics?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Horace Kinch posted:

How is it a bad trade exactly? You get naval cap and the upkeep is paid with a pittance of alloys instead of CGs.

Alloys are basically worth two consumer goods. Duelist have one alloy upkeep per job, entertainers have one CG upkeep per job. So duelist have double the upkeep of entertainers. You get a bit more unity, but at far too high a price. And the naval capacity imho isn't worth it, there are cheaper sources of it. At best they are a more expensive, but also more productive sidegrade. Although the mercenary enclave cap increase is nice. The civ is still underpowered, and overshadowed by a lot of other civs, so the opportunity cost to get it is high. Especially so after the introduction of council jobs, where a lot of weaker civs get some quite powerful council jobs. While the Warrior Culture council job is on the weaker side.

Jabarto
Apr 7, 2007

I could do with your...assistance.

GunnerJ posted:

Not sure what you mean by this, but this is in the code for the Duelist job:

You specifically get an increase in amenities for having the councilor which is multiplied by some factor based on the councilor level.

Good to know.

As for what I mean, amenities aren't an actual yield, they're technically a planet modifier as the code indicates. Aside from things like the Charismatic trait that directly modify amenities from jobs, output modifiers don't affect it; taking e.g Meritocracy won't change how many amenities your entertainers produce.

Trade works the same way, and it's part of why clerks are terrible if you don't build around them.

Jabarto fucked around with this message at 19:19 on May 20, 2023

Staltran
Jan 3, 2013

Fallen Rib

Torrannor posted:

Alloys are basically worth two consumer goods. Duelist have one alloy upkeep per job, entertainers have one CG upkeep per job. So duelist have double the upkeep of entertainers. You get a bit more unity, but at far too high a price. And the naval capacity imho isn't worth it, there are cheaper sources of it. At best they are a more expensive, but also more productive sidegrade. Although the mercenary enclave cap increase is nice. The civ is still underpowered, and overshadowed by a lot of other civs, so the opportunity cost to get it is high. Especially so after the introduction of council jobs, where a lot of weaker civs get some quite powerful council jobs. While the Warrior Culture council job is on the weaker side.

If we value alloys at 4 energy each and cgs at 2 energy each, then entertainer vs duelist is basically 2 energy vs 1 unity and 2 naval cap. My usual rule of thumb is that naval cap is worth about 1 energy later on, so that basically covers it already, and unity might be worth around 2 energy anyway. It's not anything to write home about but once you run out of room for anchorages I'd say duelists are definitely better. It's definitely still one of the weaker civics, of course.

Chef Boyardeez Nuts
Sep 9, 2011

The more you kick against the pricks, the more you suffer.
Really appreciated it when this guy


bulldozed the last Tiyanki breeding ground in the galaxy to build



a loving mall.

DJ_Mindboggler
Nov 21, 2013
Now that CK3 has no more Ironman requirement for achievements, it would be really cool if Stellaris did the same so I could run Guilli's and some other mods again.

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.
I have about 700 hours played and two achievements.

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.
I don't use mods, I just really suck at this game

Bremen
Jul 20, 2006

Our God..... is an awesome God

Chef Boyardeez Nuts posted:

Really appreciated it when this guy


bulldozed the last Tiyanki breeding ground in the galaxy to build



a loving mall.

Socialist Cat State lead by Cat Lenin?

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

Chef Boyardeez Nuts posted:

Really appreciated it when this guy


bulldozed the last Tiyanki breeding ground in the galaxy to build



a loving mall.

that is incredibly on brand for those jerks

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Why do communist cats want to build a mall? :thunk:

Organic Lube User
Apr 15, 2005

isndl posted:

Why do communist cats want to build a mall? :thunk:

Is it a Red Dwarf joke?

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord

DJ_Mindboggler posted:

Now that CK3 has no more Ironman requirement for achievements, it would be really cool if Stellaris did the same so I could run Guilli's and some other mods again.

Yeah, I play mostly in ironman for the achievements and it would be nice to use some mods again

Chef Boyardeez Nuts
Sep 9, 2011

The more you kick against the pricks, the more you suffer.
Excuse me, what does God need with a Claire's?

Jack Trades
Nov 30, 2010

I have played since launch and don't have a single achievement.

A miracle would have to happen for me to play the game without at least the UI mods.

Kanfy
Jan 9, 2012

Just gotta keep walking down that road.
UI mods tend to be achievement-friendly anyway.

Jack Trades
Nov 30, 2010

I'm trying out this mod right now
https://steamcommunity.com/sharedfiles/filedetails/?id=2094420716

Which aims to make auto ship designer better and more consistent and it seems to do the job well. Improves upon AI's ship designs too.

binge crotching
Apr 2, 2010

DJ_Mindboggler posted:

Now that CK3 has no more Ironman requirement for achievements, it would be really cool if Stellaris did the same so I could run Guilli's and some other mods again.

That would be pretty sweet. It's a nice change for ck3.

CainsDescendant
Dec 6, 2007

Human nature




I doubt that I've played an unmodded game since my very first playthrough back in the early days, but the main reason I've got hundreds of hours in game and literally zero achievements is because lmao I ain't playing iron man you kidding me.

zelah
Dec 1, 2004

Diabetes, you are not invited to my pizza party.

Jack Trades posted:

I'm trying out this mod right now
https://steamcommunity.com/sharedfiles/filedetails/?id=2094420716

Which aims to make auto ship designer better and more consistent and it seems to do the job well. Improves upon AI's ship designs too.

So now I will never have to turn off auto design.

CitizenKain
May 27, 2001

That was Gary Cooper, asshole.

Nap Ghost
I hosed up the luminary quest because I didn't catch that the Golden Throne bit was a planetary decision and not in the situation log.

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?
There is a mod to make your advisor into the Soldier from TF2. Delightful.

bobtheconqueror
May 10, 2005
I was a little disappointed to find they didn't get custom announcer voices for all of the new notifications like when council agendas are available and such.

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

Jack Trades posted:

I'm trying out this mod right now
https://steamcommunity.com/sharedfiles/filedetails/?id=2094420716

Which aims to make auto ship designer better and more consistent and it seems to do the job well. Improves upon AI's ship designs too.

Thanks for this. The author also has a few other interesting mods in his library too, specifically the weapon specialisation one sounds worth a go.

Jack Trades
Nov 30, 2010

Rev. Melchisedech Howler posted:

Thanks for this. The author also has a few other interesting mods in his library too, specifically the weapon specialisation one sounds worth a go.

I'm using that one too and it's both fun and helps improve the auto designer a little bit too.

Horace Kinch
Aug 15, 2007

HopperUK posted:

There is a mod to make your advisor into the Soldier from TF2. Delightful.

Is there one for Demoman?

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.


Horace Kinch posted:

Is there one for Pyro?

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?
If there were one for the Medic I could die happy. Love that man.

"Do you ever worry that you might be going insane?"
"Not *worry*. I'm not up at night about it."

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Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

Jack Trades posted:

I'm using that one too and it's both fun and helps improve the auto designer a little bit too.

Has the weapon specialisation mod actually worked for you?

I played for a couple of hours last night and while the auto designer was noticeably better, I was still getting varied weapon techs like usual. I saw that the mods were still classified as 3.7 so may be bugged with the current version.

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