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WMain00 posted:I was going to say the New Horizons mod is pretty good, but actually I think i'm going to have to retract that because the beginning is so ridiculously difficult and the mod team seem hell bent on making it this way. The cost of building ships is astronomical and you're hit with pirates, aliens and Xindi two times your power and ability almost right off the bat. The whole experience isn't fun at all and unless you get a good roll in regard to setting up UFP and resources, you'll probably have to restart over and over again. I've started like 5 games as the Federation on this mod and I only saw earth get blown up once. All you do is pick all the choices that appeared in the show for the event, and you get the enterprise, some xindi ships, and maybe an andorian and vulcan ship too. To be honest as long as you know the event is coming up, you can build up your fleet a little bit and when the big murder probe turns up as long as you kill the support ships and get it down to like half health, your space station will kill it as space stations are ridiculously powerful. I think it does need to be rebalanced though. I think what I would probably do is remove the random element from the Xindi event chain, and make all of the options viable. I would probably make the options shift your ethics as the Federation too, so like if you run through the whole event killing aliens and poo poo you come out of the xindi crisis being a xenophobic Federation. I'd also make it so earth is basically only destroyed if you let them or you're massively incompetent.
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# ? Mar 8, 2017 11:29 |
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# ? May 27, 2024 08:13 |
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quote:All you do is pick all the choices that appeared in the show for the event, and you get the enterprise, some xindi ships, and maybe an andorian and vulcan ship too. That relies on you knowing what happened then. Shame if you came in from TOS or Next Generation or Deep Space 9 or even Voyager, and aren't up on your Enterprise, so you're guessing. So I ask, what are the odds of it going wrong if you are just guessing?
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# ? Mar 8, 2017 11:57 |
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SO I probably shouldn't play the mod if I haven't seen all the shows. I'm still on season 2 of TOS and have a lot of catching up to do and wouldn't want to spoil myself. How spoilery does this mod get if I'm trying to get through all the TV shows? I have the mod ready to rumble but haven't taken a crack at it yet.
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# ? Mar 8, 2017 12:03 |
This still doesn't fix the issue that ships are extremely expensive to build and maintain in the mod. Since stellaris is a numbers game, you're still going to get your rear end kicked by pirates if you throw your ultra expensive one ship at them. I respect that the mod isn't about making big fleets but come on. Meanwhile the xindi encounter pretty much destroys all your ships and stations anyway. In the last three times I've tried to get through it it's been up to my station on earth to finish the thing off, but by this point I have no ships, my resource stations have been destroyed and there's pirates everywhere, so there's no point continuing.
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# ? Mar 8, 2017 12:05 |
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Bloodly posted:That relies on you knowing what happened then. Shame if you came in from TOS or Next Generation or Deep Space 9 or even Voyager, and aren't up on your Enterprise, so you're guessing. 3 DONG HORSE posted:SO I probably shouldn't play the mod if I haven't seen all the shows. I'm still on season 2 of TOS and have a lot of catching up to do and wouldn't want to spoil myself. How spoilery does this mod get if I'm trying to get through all the TV shows? I have the mod ready to rumble but haven't taken a crack at it yet. I mean I don't think things can go wrong per se, it's more that you don't get help from aliens like the humans do in the TV show, which is dumb because that should be the default, as it sets the Federation in motion. Long story short off the top of my head: * When there is a xindi worker in the mine buy him or use the Macos to rescue him * When you find the vulcan ship in distress research a cure (25% chance you fail though which is a bitch as the vulcan ship is the strongest) * When the Andorian offers you help, accept it * When you're asked to sabotage a production facility, send in the Macos * When you're asked if you want to abandon a guy on the planet or deceive him choose deceive (but another random chance you fail) Basically the best case scenario is the xindi, the vulcans, and the Andorians all give you vessels. Them plus the enterprise plus the fleet you've built plus the space station is enough to destroy the probe easily. It doesn't matter if the first probe shoots earth or not, it does it in the TV show but it does kill some pops and blow up buildings so try to kill it. Some of the options I listed above also take minerals and energy, so make sure you have at least 500 of both while doing the event chain. WMain00 posted:This still doesn't fix the issue that ships are extremely expensive to build and maintain in the mod. Since stellaris is a numbers game, you're still going to get your rear end kicked by pirates if you throw your ultra expensive one ship at them. I respect that the mod isn't about making big fleets but come on. Without wanting to simply reply "get good" I've done this every times and I've recovered easily enough. United Earth is literally surrounded by the Vulcans, the Andorians, the Tellarites, and the Benzinites. These guys are all Federation builders and won't be invading you, so temporarily not having 4 ships when your space stations can easily kill 4 ships isn't a problem. The much bigger risk is actually the Romulans. Sometimes they conquer the Flaxians early on and because they have a huge number of planets near Romulus get a ridiculously high fleet cap. Basically as the Federation you need to do this: * Sign a defensive pact with the vulcans straight away. Then sign a research agreement. * Focus on combat tech for your ships, any tech raising fleet cap, and building up mineral production * When you meet the Andorians also sign a research agreement with them * Get into a coalition with the Vulcans and Andorians * Get the Tellarites on side, also sign a research agreement with them * Get a space station above Mars and ideally at least one colony in Alpha Centuri withva space port * when xindi event triggers don't research the projects until they are about to expire because you need time to save up resources * Max out fleet cap but keep a reserve of minerals and energy for the events * Kill the orb, if you've damaged the probe and killed the xindi ships don't let your fleet die for no reason, just withdraw and let the station kill them If you've done all that it will start the demons event chain. This is massively disappointing because it was the half baked story that was running when the show was cancelled. Invade Mars and then form the Federation.
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# ? Mar 8, 2017 13:03 |
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I did both the projects but nothing else happened for me. I think the event chain broke. I did join a coalition with the Trills, Bajorans and Betazoids. The Trills decided that we needed to liberate Cardassia Prime do that was novel.
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# ? Mar 8, 2017 13:15 |
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HiKaizer posted:I did both the projects but nothing else happened for me. I think the event chain broke. To form the Federation you need to be in a coalition with at least 2 other empires and at least one of them must be the vulcans, Tellarites, or Andorians. You also need to not be fighting anyone. I usually get as many of those three into the coalition as possible, Unite, and then join the inevitable Benzinite/Bodian coalition and begin absorbing them. Also the fact Bajorans frequently has its own empire instead of being subjugated by the Cardassians annoys the poo poo out of me.
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# ? Mar 8, 2017 13:48 |
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gently caress Bajorans
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# ? Mar 8, 2017 13:49 |
Dukat did nothing wrong.
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# ? Mar 8, 2017 14:22 |
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Bajor was only occupied for 50 years before DS9, so they shouldn't be subjugated by the Cardassians.
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# ? Mar 8, 2017 14:24 |
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Q_res posted:Bajor was only occupied for 50 years before DS9, so they shouldn't be subjugated by the Cardassians. That's like 2300 and Star Trek Enterprise is like 2150 which means it's only 150 years of game time until Cardassians owns Bajor, which isn't that long really in a Paradox game.
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# ? Mar 8, 2017 14:48 |
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Man, the Focused Arc Emitter was just made for clowning on fallen empires.
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# ? Mar 8, 2017 14:49 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=873872037 Can anyone take a look at my modpack and offer some feedback? Assuming you guys play with mods. A lot of people say it's pretty fun/hard right now and it's currently basically bug free but wondering if I should add/take anything out. I designed it for our friday night goon games in BMW but it's one of the number one packs right now so actually taking it seriously.
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# ? Mar 8, 2017 15:35 |
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So I am playing for the first time in a few patches and wanted to try a Federation type xenophile empire. Is there any good way to get migration treaties to work now that they have to be non-directional? AI empires seem to have no real reason to have target worlds for me, so I find myself constrained in that unless they have my same preferences, it's not going to happen. And by the time that does happen, I'm not going to have any free slots for anyone to migrate to. Am I thinking about this wrong or were they incredibly nerfed since they were trade items? How can I make this work?
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# ? Mar 8, 2017 15:37 |
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Migration treaties requiring habitable planets for both species pretty much killed any use they might have unless you've got the same preferences (which is of limited utility) or you've got synths (which is too late).
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# ? Mar 8, 2017 15:41 |
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Yeah migration treaties are very hard to do now, making a multi-species empire almost impossible to realize. There is hope for improvement in the new patch, if the AI is good at building orbital habitats. Even that will probably happen too late in the game though, given how quickly planets fill up with your own pops (even slow breeders). Ideally I'd like migration to be able to go one-way like it used to be. It's tough having these planets in your space that you basically HAVE to terraform to get any use out of. I'd like to be able to set up a basic colony with robots and then invite a friendly neighbor to send colonists, even if they don't have any spaces appropriate for my own species.
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# ? Mar 8, 2017 16:40 |
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Literally have no idea what this talk about "migration treaties don't work" or "multi-species empires can't happen" is. I have never had any trouble with this? eta: For reference, this is what the demographics of my empires in the last two long games I played looked like by the end: In fairness, some of this is from conquest, but not nearly enough of it. I had lots of migration treaties in both games. GunnerJ fucked around with this message at 16:53 on Mar 8, 2017 |
# ? Mar 8, 2017 16:44 |
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Yeah, me neither.
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# ? Mar 8, 2017 16:46 |
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It's actually kind of annoying when I colonize a new planet and have a bunch of migration treaties. Not long after, about a dozen migrants from half a dozen different species will show up and suddenly the planet is starving.
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# ? Mar 8, 2017 16:52 |
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Do Synthetics transfer with migration treaties?
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# ? Mar 8, 2017 16:54 |
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Deceitful Penguin posted:Do Synthetics transfer with migration treaties? If they have full rights, yup.
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# ? Mar 8, 2017 16:58 |
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Its pretty neat. I had a dedicated Synth world (which amusingly enough was earth-like, as my plant people were more into cold worlds) that kept exporting people to new colonies.
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# ? Mar 8, 2017 17:21 |
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GunnerJ posted:It's actually kind of annoying when I colonize a new planet and have a bunch of migration treaties. Not long after, about a dozen migrants from half a dozen different species will show up and suddenly the planet is starving. Oh god, this. Hopefully this won't be a problem after they change how food works.
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# ? Mar 8, 2017 17:37 |
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Crazycryodude posted:Migration treaties requiring habitable planets for both species pretty much killed any use they might have unless you've got the same preferences (which is of limited utility) or you've got synths (which is too late). ...or you have a +habitability trait. If you're Extremely Adaptable, it's a lot easier to get the migration treaties.
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# ? Mar 8, 2017 17:39 |
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GunnerJ posted:Literally have no idea what this talk about "migration treaties don't work" or "multi-species empires can't happen" is. I have never had any trouble with this? It's only hard as a pacifist and someone without an adaptable thing. Once you get two or three species in your empire the ball starts rolling and it gets easier (assuming you have met enough neighbours willing to work with you)
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# ? Mar 8, 2017 17:53 |
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GunnerJ posted:Literally have no idea what this talk about "migration treaties don't work" or "multi-species empires can't happen" is. I have never had any trouble with this? So it works in that midgame you can press a button and go multicultural, but there's a whole other layer of potential shenanigans we could be engaging with that the reciprocal requirement gets in the way of. Which is a shame. Splicer fucked around with this message at 18:24 on Mar 8, 2017 |
# ? Mar 8, 2017 18:19 |
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It'd be nice (I assume this isn't a thing as I've not been in a federation in 1.4) if federation shenanigans lets you colonize worlds with other races to bypass the initial "I have no one who likes this world" step. Sure, robots are a thing, but then you might get tapped on the shoulder by grandpa and be told to knock it off.
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# ? Mar 8, 2017 19:07 |
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It would be nice if there was some way to keep colonists on new planets. So even if I colonize a lovely 20% habitability planet with my main species they'll stick around until I gene mod them. Call it colonial spirit or something. In fact, just disallow migration offworld while it still has the disassembled colony ship, that'll fix it.
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# ? Mar 8, 2017 20:00 |
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Demiurge4 posted:It would be nice if there was some way to keep colonists on new planets. So even if I colonize a lovely 20% habitability planet with my main species they'll stick around until I gene mod them. Call it colonial spirit or something. In fact, just disallow migration offworld while it still has the disassembled colony ship, that'll fix it. Would spending influence on... whatever its called, help? Or is it only attraction? Also I guess you could mod someone on a world halfway between and accept that they are going to be miserable until you "ship" them off to the new world (and mod the original citizen back to enjoying their home again?) E: Or just let the miserable citizen migrate to the new colony. Thyrork fucked around with this message at 20:41 on Mar 8, 2017 |
# ? Mar 8, 2017 20:19 |
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Demiurge4 posted:It would be nice if there was some way to keep colonists on new planets. So even if I colonize a lovely 20% habitability planet with my main species they'll stick around until I gene mod them. Call it colonial spirit or something. In fact, just disallow migration offworld while it still has the disassembled colony ship, that'll fix it. Either that, or wait for all your more livable planets to be full so they have no choice.
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# ? Mar 8, 2017 21:06 |
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I got a question, Is it possible in your civilian ship folder, to place Science ships first and then construction ships? it is something that really annoys me, searching for my science ships when i got 15+ civilian ships..
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# ? Mar 8, 2017 21:15 |
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Being able to sort or drag things in the outliner would be loving incredible and I'm glad someone brought it up because I think about it every time I play and forget immediately after stopping. Also being able to give commands to every planet in need a sector, so I can designate a build order for ship construction and that every shipyard in the sector tries to execute. Mazz fucked around with this message at 21:41 on Mar 8, 2017 |
# ? Mar 8, 2017 21:39 |
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So do other species always think that collectivists are space dicks (like they do for xenophobes), or is it only races who prefer democracies that have beef with them? I've been making my species have the charismatic trait to smooth out some rough edges, but I was trying to build a race of spiritual/collectivist/pacifists the other night and it felt like it was getting a lot of sass from my neighbors.
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# ? Mar 8, 2017 21:41 |
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So is there a button to upgrade all your military stations?
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# ? Mar 8, 2017 21:42 |
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Kitchner posted:To form the Federation you need to be in a coalition with at least 2 other empires and at least one of them must be the vulcans, Tellarites, or Andorians. You also need to not be fighting anyone. Oh no I formed the Federation just fine. It was the Xindi chain that seemed to break. I had both projects competed but the timer warning me about there being timed projects was still up even though nether even event counted down.
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# ? Mar 8, 2017 21:43 |
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GunnerJ posted:So is there a button to upgrade all your military stations? This would be a godsend. I spent thousands of minerals building a network around my empire and realized I hosed up the design. Had to go hunt them all down. Would love an upgrade all button and have them just take the minerals as they become available.
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# ? Mar 8, 2017 21:44 |
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Hot Dog Day #82 posted:So do other species always think that collectivists are space dicks (like they do for xenophobes), or is it only races who prefer democracies that have beef with them? I've been making my species have the charismatic trait to smooth out some rough edges, but I was trying to build a race of spiritual/collectivist/pacifists the other night and it felt like it was getting a lot of sass from my neighbors. Most non-Collectivists are going to hate Collectivists out of the box: Individualists and non-Decadent Xenophiles have negative opinion modifiers for Empires with Slavery Allowed or Xeno Slavery. Individualists and Xenophiles have negative opinion modifiers for Empires with Purging Allowed or Xeno Purging. Empires with Universal Suffrage have negative opinion modifiers for Empires without Universal Suffrage. Materialists don't like Spiritualists. Individualists don't like Collectivists. Militarists don't like Pacifists. Add it up and consider the default Collectivist policies and you're going to have some serious negatives against Individualist or Xenophile empires, with an Individualist / Materialist / Militarist Empire probably hating you the most out of the box.
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# ? Mar 8, 2017 21:55 |
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I hosed up that Xindi probe with the help of my excellent bro Shran, then we made the Federation, then I restarted as the Cardassians because I got annoyed with not actually getting everyone's homeworlds and stuff.
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# ? Mar 8, 2017 22:16 |
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GunnerJ posted:So is there a button to upgrade all your military stations? That would be an improvement, but Stellaris could REALLY benefit from a HoI style upgrade system, where you devote a portion of your mineral income to upgrades that just happen in the background, with priority markers for important stations/fleets.
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# ? Mar 8, 2017 22:17 |
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# ? May 27, 2024 08:13 |
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ulmont posted:Most non-Collectivists are going to hate Collectivists out of the box: Thank you for your post, that helps a lot! Also it is interesting that you bring up "decadent xenophiles" -- I never thought of being a useable combination! I guess a real-life analog to that would be a multicultural slave owning Roman Republic/Empire? It is an interesting thought for a playthrough...
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# ? Mar 8, 2017 23:01 |