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OwlFancier
Aug 22, 2013

Nevets posted:

Don't you guys just leave the anomaly alone if it's <80% success rate and come back to it later?

I do, yes, though you still get the odd one that just won't work.

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binge crotching
Apr 2, 2010

Nevets posted:

Don't you guys just leave the anomaly alone if it's <80% success rate and come back to it later?

I only ever do them at 5% failure. I used to wait until they were at 0%, but with the change to make the floor 5%, I just wait for that. It's so fast to level up scientists to 3* which makes the majority of them 5% (once you've unlocked discovery of course).


Baronjutter posted:

I much prefer how endless space does anomalies. They are pre-set and visible, no discovery chance. They often stay relevant as the game goes on because you need higher levels of anomaly research tech to attempt them. Stellaris sort of skill-gates them, but failure can be quite annoying. I usually prefer more binary systems, like "you need X level scientist to research this" and it's an automatic success. Less worry about bad dice rolls.


This would be nice, especially if they were a wider range. I'd like to see anomalies that require a level 9 or 10 scientist. They should be pretty goddamn amazing if they do require one that high (maybe discover a wormhole to an intact ring world system?) but I would love for a huge range of skill levels required, but if you have the appropriate number they are auto-success.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.
I feel like anomalies would be more interesting if they were all of the CK2 event choice variety, and without a fail condition.

MilkmanLuke
Jul 4, 2012

I'm da prettiest, so I'm da boss.

Baus is boss.

Gyrotica posted:

I feel like anomalies would be more interesting if they were all of the CK2 event choice variety, and without a fail condition.

Now I really want the stellaris version of CK's Blackadder flying machine quest line. The comedy of errors equivalent of the Horizon signal.

PittTheElder
Feb 13, 2012

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

binge crotching posted:

I only ever do them at 5% failure. I used to wait until they were at 0%, but with the change to make the floor 5%, I just wait for that.

Same.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

OwlFancier posted:

Anomalies really should be either there or not and chance to find them shouldn't be a thing, because it functions as chance to [i]produce[i] them.

They already take high level scientists to research some of them so I don't get the idea of it being random whether you produce one or not.

I love how Dominions does it's hidden locations, which is generating them during map creation, but locking their discovery behind getting searched by a certain level of searcher. So a Level 2 Scientist doing a scan of a location will find anomalies of level 2 or lower, but won't find anomalies of higher levels. They're still there, and if you get a higher level scientist they can check again and find them.

Gay Hitler
Dec 11, 2006

I'm gay as heil!

DatonKallandor posted:

I love how Dominions does it's hidden locations, which is generating them during map creation, but locking their discovery behind getting searched by a certain level of searcher. So a Level 2 Scientist doing a scan of a location will find anomalies of level 2 or lower, but won't find anomalies of higher levels. They're still there, and if you get a higher level scientist they can check again and find them.

This

OwlFancier
Aug 22, 2013

DatonKallandor posted:

I love how Dominions does it's hidden locations, which is generating them during map creation, but locking their discovery behind getting searched by a certain level of searcher. So a Level 2 Scientist doing a scan of a location will find anomalies of level 2 or lower, but won't find anomalies of higher levels. They're still there, and if you get a higher level scientist they can check again and find them.

Yeah dominions would be a good option but I would suggest getting rid of the failure chance if you went with that, as it stands I think making them always discoverable, but keep the difficulty levels for actually investigating them would be maybe a bit preferable? With leaders and the number of planets as they are I dunno if I'd want to have to site search every planet in every system over again.

Warbadger
Jun 17, 2006

I made the mistake of not wardeccing the entire galaxy when a FE awakened on the other side of the galaxy. Initially they had a fleet about equal to my own, 12 years later they have triple that after easily stomping their neighbors and simply death-blob any time I wardec them.

Really wish there was an alternate option to deal with them.

Warbadger fucked around with this message at 04:07 on Dec 6, 2017

kiss me Pikachu
Mar 9, 2008

DatonKallandor posted:

I love how Dominions does it's hidden locations, which is generating them during map creation, but locking their discovery behind getting searched by a certain level of searcher. So a Level 2 Scientist doing a scan of a location will find anomalies of level 2 or lower, but won't find anomalies of higher levels. They're still there, and if you get a higher level scientist they can check again and find them.

This was exactly my thought as well. There are already the situation log quest updates when you miss a precursor artifact after a random amount of time. You could get a little update after x time that says you might have missed something/the data doesn't match up and to send a higher level science ship to the system to recheck it.

Splicer
Oct 16, 2006

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

Nevets posted:

Don't you guys just leave the anomaly alone if it's <80% success rate and come back to it later?
I'm talking about the find rate, not the success rate. I don't mind the randomness, but that combined with the increases combined with the one-and-done nature of scanning means you "miss out" on potential anomalies. Being allowed to rescan failed planets with higher rated ships would be good, or just flat replacing the +finds with a +reroll mechanic (a planet has been anomaly-checked twice, your ship has a scan rating of four, your ship checks it twice more at the standard scan rate).

e: which would help keep PSC relevant late game, come to think if it.

Splicer fucked around with this message at 08:35 on Dec 6, 2017

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

kiss me Pikachu posted:

This was exactly my thought as well. There are already the situation log quest updates when you miss a precursor artifact after a random amount of time. You could get a little update after x time that says you might have missed something/the data doesn't match up and to send a higher level science ship to the system to recheck it.

Yeah that would be a great way to notify the player that there's still undiscovered anomalies without putting a "anomaly here" marker everywhere there is one and spoiling the discovery aspect. It also has the bonus aspect that it lets you crank up the anomaly density signifcantly, but make many of them high level - which means the availible resources in the galaxy naturally scale up during the lategame as more anomalies are popped.

Splicer
Oct 16, 2006

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

DatonKallandor posted:

Yeah that would be a great way to notify the player that there's still undiscovered anomalies without putting a "anomaly here" marker everywhere there is one and spoiling the discovery aspect. It also has the bonus aspect that it lets you crank up the anomaly density signifcantly, but make many of them high level - which means the availible resources in the galaxy naturally scale up during the lategame as more anomalies are popped.
Could store "best scan so far" on a per-planet basis, and they're just treated as unscanned by any ship/scientist combo with a higher scan score.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
If they're upping the amount of researchable tech I hope they increase the amount of techs able to be researched as well.

Also, I asked it a while ago, but is there a cap to the amount of times you can research stuff like the +5% shield upgrade research card? I think I got to rank 42 or so on my first game before moving on to a new game.

Lonjon
Jun 26, 2007

Books are the real treasures of the world!
Fun Shoe

Splicer posted:

Could store "best scan so far" on a per-planet basis, and they're just treated as unscanned by any ship/scientist combo with a higher scan score.

This is also how Dominions handles site searching. It works well.

To be fair, if Stellaris were to do Dominions style site searching, we would click on Jupiter and see that it was scanned by a level 2 physics scientist, a level 5 society scientist, and hasn't been scanned by an engineer yet. We have already discovered the ancient library on Jupiter thanks to our society scan. If we come back and scan Jupiter with an engineer that is at least level 2 we will also find the ancient immersive game complex, because that site requires both level 1 physics and level 2 engineering to find.

Nuclearmonkee
Jun 10, 2009


I don't want to have to pay that much attention to scanning. It would have to be folded into auto explore somehow (which would also make me actually get that tech earlier)

Splicer
Oct 16, 2006

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

Nuclearmonkee posted:

I don't want to have to pay that much attention to scanning. It would have to be folded into auto explore somehow (which would also make me actually get that tech earlier)
You mean you don't hire a computer specialist and camp them out in physics until you get autoexplore and then automate all your science shops immediately and only return to them when they die, need an upgrade, or contain a specialist you need?

How wrecked are your wrists?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

OwlFancier posted:

Also megacryometeors

At any moment you might get smashed by a giant ball of ice dropping out of a cloudless sky.

I've seen these! In the days of my youth I used to work at a grocery store across the street from a tv station, and one summer day 4 or 5 of these fuckers slammed into the road and the field that belonged to the station. That poo poo will kill the gently caress outta you, they're like bowling ball sized, or the ones I saw were.

Magil Zeal
Nov 24, 2008

Splicer posted:

You mean you don't hire a computer specialist and camp them out in physics until you get autoexplore and then automate all your science shops immediately and only return to them when they die, need an upgrade, or contain a specialist you need?

How wrecked are your wrists?

Auto-explore is nice but it's also not a huge chore to queue up a bunch of "survey system" orders.

It's just a pointless chore. Past the early game where I want to survey the closest systems first, anyway.

Splicer
Oct 16, 2006

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

Magil Zeal posted:

Auto-explore is nice but it's also not a huge chore to queue up a bunch of "survey system" orders.

It's just a pointless chore. Past the early game where I want to survey the closest systems first, anyway.
I tend to have PSC + at least six science ships scanning constantly by the 2220s. I could not handle setting them manually.

I like how many completely different playstyles this game supports.

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization


^^^I agree! I just wish generals are useful so the opportunity cost for choosing leaders is greater.

3 science ships exploring, 1 empty in reserve back home for when my scientists level up for the tougher anomalies.

The rest of my leader slots are used on multiple admirals leading small fleets to level them up. I don't generally go for leader lifespan traits so staggering my admirals is a nice way to ensure I get the fleet discount trait in addition to whatever initial skill I picked.

e: This is peacetime early-midgame idling at the capital. During early and midgame wars, I bench the youngest (generally the least experienced) and merge all fleets under my best admiral.

3 DONG HORSE fucked around with this message at 18:12 on Dec 6, 2017

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe

Splicer posted:

You mean you don't hire a computer specialist and camp them out in physics until you get autoexplore and then automate all your science shops immediately and only return to them when they die, need an upgrade, or contain a specialist you need?

How wrecked are your wrists?

Does the specialty of who you put in a research slot affect the generated choices?

BurntCornMuffin
Jan 9, 2009


Split Pea Superman posted:

Does the specialty of who you put in a research slot affect the generated choices?

I think there are some choices that are more likely to roll for maniacs, geniuses, psychics, and personal AI holders.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





My understanding is that having a trait makes it more likely that items related to that trait will appear in the list of techs.

I don't know if this applies to all traits or just some.

TheDeadlyShoe
Feb 14, 2014

Maniacals tend to roll certain rare techs much more often, which is what balances the trait out vs Genius.

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe

TheDeadlyShoe posted:

Maniacals tend to roll certain rare techs much more often, which is what balances the trait out vs Genius.

This is good to know. They have to research the whole tech, or can I just bring them in at the last second to finish the tech?

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization


Split Pea Superman posted:

This is good to know. They have to research the whole tech, or can I just bring them in at the last second to finish the tech?

As far as I can tell, you can swap at the end. I've done it to get psionic techs but it could've been a coincidence. It was the only time I played a spiritualist game that went that far.

Farmer Crack-Ass
Jan 2, 2001

this is me posting irl

Relevant Tangent posted:

Let me tell you the story of Fronds of Gold. Even as a sprout they were smart. Once a season had passed and they were in full bloom it was obvious they were the smartest being on the planet. Then they were taken by aliens. The aliens had flying vessels, but even they weren't as smart as FoG. The aliens had FoG help a giant sphere calculate infinity and create a new Universe. They had FoG examine an impossible ceramic teapot floating in the corona of a sun. FoG raised two species to sentience. Eventually. FoG was elected leader of the aliens, and used their power to raise their own species into space. FoG outlived three generations of his adopted people, led them through multiple wars, and ultimately died surrounded by four species who cherished their wisdom and kindness.

Oh my god this is beautiful

OGS-Remix
Sep 4, 2007

Totally surviving on my own. On LAND!

Warbadger posted:

I made the mistake of not wardeccing the entire galaxy when a FE awakened on the other side of the galaxy. Initially they had a fleet about equal to my own, 12 years later they have triple that after easily stomping their neighbors and simply death-blob any time I wardec them.

Really wish there was an alternate option to deal with them.

If you can hold them off for another couple of truce cycles, decadence will kick in and basically make them unable to field a fleet at all.

I had the same issue with an awoken FE that quickly took over a quarter of the galaxy but then their rate of growth really slowed. I eventually moved a ship close enough to see their planets and decadence was really hurting them badly. You have to mouse over their individual population to see the decadence modifier.

Even though their fleet power was still overwhelming, they couldn't bring it out of starport at all because of how negative maintenance they were. And obviously they couldn't rebuild anything I killed.

So I freed all their satellite states and a few decades later they were wiped out by a fanatical purifier that they had made a satellite earlier. I guess they were right to be xenophobic in the end. :smugdog:


Edit: Nope, you just get a pop up window and you can click to keep playing.

VVVVVV

OGS-Remix fucked around with this message at 18:36 on Dec 6, 2017

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe
Meeting victory conditions doesn't do anything stupid like insta-end the game right? It want to see an end game threat, but I'm 7 planets away from domination and I've still got some ring worlds to colonize.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Split Pea Superman posted:

Meeting victory conditions doesn't do anything stupid like insta-end the game right? It want to see an end game threat, but I'm 7 planets away from domination and I've still got some ring worlds to colonize.

You're given a basic stats screen and the option to quit or keep playing.

Splicer
Oct 16, 2006

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

Split Pea Superman posted:

Does the specialty of who you put in a research slot affect the generated choices?
Yeah, if it matches the research type there's a multiplier of 1.25. If there's six available techs with a weight of 80 each the game puts them in a table, rolls a d480, adds the result on the first slot, rolls a d400 on the remainder for the second slot etc. There's modifiers on the weights, the most common being the like for like. So if two if those were computing and you have a computer scientist it would be a d520 table for the first slot with the two computer techs having a weight of 100.

Splicer
Oct 16, 2006

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

Split Pea Superman posted:

This is good to know. They have to research the whole tech, or can I just bring them in at the last second to finish the tech?
The latter from my experience.

Nuclearmonkee
Jun 10, 2009


Magil Zeal posted:

Auto-explore is nice but it's also not a huge chore to queue up a bunch of "survey system" orders.

It's just a pointless chore. Past the early game where I want to survey the closest systems first, anyway.

Yeah it takes just a few seconds to queue survey system on a pile of systems and forget about them until my science ship shows as idle. I rarely get auto explore until very deep in the tech tree, usually as a cheap option to refresh my picks.

Split Pea Superman
Dec 16, 2010

by FactsAreUseless
Fun Shoe

Nuclearmonkee posted:

Yeah it takes just a few seconds to queue survey system on a pile of systems and forget about them until my science ship shows as idle. I rarely get auto explore until very deep in the tech tree, usually as a cheap option to refresh my picks.

I do try and pick it up for the plus + anomaly find chance edict simply because finding more anomalies=more chances to find stuff like +3 minerals in a system or if you know the outcomes you can safely pick stuff like instant 1,000 min instead of the +3 site miles away from anywhere you're borders will ever be. The game i'm on now I actually avoided surveying stuff in my home system until I was able to pick up the discovery bonus to find anomaly.

I'm not entirely sure if the system even works that way though, or how much it actually helps.

Demiurge4
Aug 10, 2011

Replace anomalies with a popup event that can have random outcomes and gives special options for scientist traits. There aren't that many anomalies anyway so it probably wouldn't be a major rewrite for Paradox.

And remove critical failures that kill your scientist please.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

Demiurge4 posted:

Replace anomalies with a popup event that can have random outcomes and gives special options for scientist traits. There aren't that many anomalies anyway so it probably wouldn't be a major rewrite for Paradox.

And remove critical failures that kill your scientist please.

It might even be better if you have a choice, though (again echoing CK 2): Well, you *could* try this dangerous experiment, and you'd have a % chance of scientist having something bad happening, but you'd also have a % chance of something good happening. Bad could include death, but would more likely include hilarious terribad maladies to the scientist to make things interesting.

Splicer
Oct 16, 2006

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

Split Pea Superman posted:

I do try and pick it up for the plus + anomaly find chance edict simply because finding more anomalies=more chances to find stuff like +3 minerals in a system or if you know the outcomes you can safely pick stuff like instant 1,000 min instead of the +3 site miles away from anywhere you're borders will ever be. The game i'm on now I actually avoided surveying stuff in my home system until I was able to pick up the discovery bonus to find anomaly.
This is how I start all my science games. If I know I'm going to be exploring a lot I'll hold back exploring until I'm good at exploring. If I'm not going to explore much I'll start exploring straight away because I'm not going to improve much in the near future so there's no point in waiting.

It's a weird thing, like if colonising too early in a speed colony strat ultimately reduced the total number of colonisable planets.

Guilliman
Apr 5, 2017

Animal went forth into the future and made worlds in his own image. And it was wild.
https://twitter.com/StellarisGame/status/938703353508450305

"The Humanoids Species Pack releases today at 15:00 CET - Who's excited? http://bit.ly/2BQ826V "

:D

Cannot wait.

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canepazzo
May 29, 2006



DD is up

quote:

That's all for today! Next week's dev diary will also be about the Cherryh update, talking about a little usability feature that we call the Fleet Manager. See you then!

OMFG

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