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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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# ? May 18, 2023 21:52 |
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# ? May 24, 2024 13:57 |
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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 |
# ? May 18, 2023 22:51 |
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My beloved Plantoids in F tier? Off with his head!
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# ? May 18, 2023 23:47 |
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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?
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# ? May 20, 2023 07:14 |
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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.
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# ? May 20, 2023 07:26 |
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How do Amenities work by default anyway? When do diminishing returns kick in?
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# ? May 20, 2023 13:07 |
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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?
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# ? May 20, 2023 14:31 |
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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 = { You specifically get an increase in amenities for having the councilor which is multiplied by some factor based on the councilor level.
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# ? May 20, 2023 14:36 |
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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.
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# ? May 20, 2023 14:54 |
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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
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# ? May 20, 2023 15:10 |
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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.
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# ? May 20, 2023 17:19 |
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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?
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# ? May 20, 2023 17:50 |
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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.
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# ? May 20, 2023 18:50 |
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GunnerJ posted:Not sure what you mean by this, but this is in the code for the Duelist job: 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 |
# ? May 20, 2023 19:17 |
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.
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# ? May 20, 2023 23:25 |
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Really appreciated it when this guy bulldozed the last Tiyanki breeding ground in the galaxy to build a loving mall.
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# ? May 21, 2023 00:29 |
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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.
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# ? May 21, 2023 02:20 |
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I have about 700 hours played and two achievements.
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# ? May 21, 2023 02:32 |
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I don't use mods, I just really suck at this game
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# ? May 21, 2023 02:32 |
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Chef Boyardeez Nuts posted:Really appreciated it when this guy Socialist Cat State lead by Cat Lenin?
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# ? May 21, 2023 02:37 |
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Chef Boyardeez Nuts posted:Really appreciated it when this guy that is incredibly on brand for those jerks
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# ? May 21, 2023 03:34 |
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Why do communist cats want to build a mall?
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# ? May 21, 2023 03:36 |
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isndl posted:Why do communist cats want to build a mall? Is it a Red Dwarf joke?
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# ? May 21, 2023 03:53 |
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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
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# ? May 21, 2023 03:58 |
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Excuse me, what does God need with a Claire's?
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# ? May 21, 2023 04:16 |
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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.
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# ? May 21, 2023 06:02 |
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UI mods tend to be achievement-friendly anyway.
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# ? May 21, 2023 07:10 |
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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.
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# ? May 21, 2023 07:58 |
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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.
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# ? May 21, 2023 08:13 |
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.
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# ? May 21, 2023 15:19 |
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Jack Trades posted:I'm trying out this mod right now So now I will never have to turn off auto design.
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# ? May 21, 2023 15:55 |
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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.
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# ? May 21, 2023 16:00 |
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There is a mod to make your advisor into the Soldier from TF2. Delightful.
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# ? May 21, 2023 16:44 |
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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.
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# ? May 21, 2023 16:46 |
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Jack Trades posted:I'm trying out this mod right now 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.
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# ? May 21, 2023 17:00 |
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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.
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# ? May 21, 2023 17:26 |
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HopperUK posted:There is a mod to make your advisor into the Soldier from TF2. Delightful. Is there one for Demoman?
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# ? May 21, 2023 21:05 |
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Horace Kinch posted:Is there one for Pyro?
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# ? May 22, 2023 01:52 |
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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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# ? May 22, 2023 02:29 |
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# ? May 24, 2024 13:57 |
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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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# ? May 22, 2023 11:33 |