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Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

We will get orbital habitats in 1.5, that makes the game so awesome it immediately rises on your arbitrary scale of measurement. So I had to fix it, sorry!

That means nothing till we know what that means. For all we know they'll just be a modifier to Spaceports, which are already these vast construtions that can take giant farms, specialised shipyards, mind-control lasers, massive defensive batteries, and so on(Yet still get popped instantly vs mid-late game stuff). Don't get over-hyped.

Bloodly fucked around with this message at 21:41 on Jan 20, 2017

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Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

I would love a mod that let you give planets and starports missiles and fighters

Hmm. Not planets, but extra Starport Fighters...and some extra stuff too.

http://steamcommunity.com/sharedfiles/filedetails/?id=802551283

Adding extra weapon types to the starport has also been done.

http://steamcommunity.com/sharedfiles/filedetails/?id=794289749

Put these two together and they can be quite formidable if you choose. A powerful fleet will still hurt, but I imagine alongside those modules that improve starport weapons and such if they turn up and their inherent strength these days they should be quite nasty.

And if you really wanted to get nasty....

http://steamcommunity.com/sharedfiles/filedetails/?id=791497743

Tachyon Lance spaceports.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
It makes sense to have a ship designer to counter what your enemy has. That's interesting. And it works with the tech card system. You try to avoid people you can't beat, or ally with people who can help you deal with someone else.

But the only way to get that info is to get into a fight with your enemy's force that lasts long enough for you to click and see what their general design is. That could easily be force that would cost you the war, or else go in with the vague guide of empire strength and pray. It's no wonder people are looking for something that will be effective in all situations; guess wrong and it's a bad thing, possibly a death sentence.

That's a problem. It's a very multiplayer sort of thing. It's not bad, exactly, but where in multi-play you've got to do real diplomacy and be social, against the AI there's not so much you can do. You can perhaps ask a player what another player has. You can't ask the AI such a thing. Understandably, the AI is reluctant to do a share line-of-sight treaty. And if you're planning to conquer them anyway, why butter them up?

Some wars can last long enough that the information from a suicide fleet/station can be useful, but many aren't. And that's also assuming you can retool to counter at all.

It sort of ties in to the matter that you don't hear of much in the galaxy, even your neighbours, and there's only so much you can do to butter people up.

Maybe one of the enclaves can pick up this slack? Maybe it'd be easier than trying for spying.

But I'm the idiot who keeps playing Pacifist in a war game, so what do I know?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Be honest; how long does it take to do such a thing?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I wonder how this will interact with the Sylandro-alike events? Put an orbital above their worlds, how will they react?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Poil posted:

Why is xenomorph army strength dependent on the physical strength of the species living on the planet you train them at? Do they need to be able to use a leash and take them for walkies? :psyduck:



They're using the species there as a genetic baseline to be mutated into Xenomorph? Or, if you go full 'Alien', they're the initial hosts.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

I appreciate what it might be for, but I can't help thinking....

The planet modifier 'atmospheric halluciogen' is broadly similar. +Happy, but +Divergence. It raises Physics research, because being high apparently helps with visualising ultra-high-end Physics. Maybe with this new option, a chance for random events under it? Some weird insights that could be nothing, could be something?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Baronjutter posted:

Ah, so colonies just function as little planets with mines re-named mining drones or something.

It means systems can go from 'empty, useless' to 5+ 'worlds' in a system, all of which can have Spaceports and the like. More scope for events, too. Not bad at all.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I'm surprised we didn't see the 'Paradoxians' or some such as an official mod. Though I suppose the Blorg count.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Roland Jones posted:

Covertly supporting dissident groups that you don't actually like in your attempts to screw over your enemies, bringing them to power, and then winding up in conflict with them instead because they don't actually like you seems fine to me. Lets you be Space America.


Unrelated, the final two Expansion Traditions got posted:

https://twitter.com/dmoregard/status/827505140127129600
https://twitter.com/dmoregard/status/827523485832474624

Final one doesn't excite me as much as the others, but hey. You also get the extra core systems from finishing the tree when you take it, so it's still a nice investment.

Consider that the maintenance cost of a station is 1 Influence in addition to regular costs. This allows double the amount of stations. How valuable this is depends on how long it takes to get that unlock.

Bloodly fucked around with this message at 15:56 on Feb 3, 2017

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
It's also +Habitability(And always has been), and that IS worthwhile. And besides which a +Happy buildout wants those other races in any case, because aliens are +Happy to you. Except, of course, that's all being thrown out for the new ethos system. Hmm.

I'm kinda concerned, in that it's not clear how you're getting the Unity Points to get these.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Wiz posted:

I mean seriously, we have five different modes of genocide in Utopia. I think we have the evil bit covered even without a Tradition for it.

Well, that's nice.

NOW GIVE SOMETHING TO PLAYING 'GOOD'!

...I'm sorry.

But I'm left with the thought: There's literally no reason or benefits to such.

We know there's a new mineral tax coming in Consumer Goods. We know that raising the living standards to higher-than-average levels will take more. Thus eating the boosted minerals/energy we get for raising the happy. Same as Social Security as an option did, and may continue to do if that tech/Influence option exists. Where is the pay off going to be? It's not in tech, as the warlike will also have the same levels of tech, if not better for having more worlds to offset the reseach tax with. It's not in relations, as there's no real way to really help relations. It's not in military, of course. You're biased towards defences and shields, but that's not exactly an advantage.

I'm not saying you should be able to play without a fleet(Despite the fact that defence stations take fleet capacity while being ineffective for purpose). But it seems to me that despite it being 'something to build for and build around' and despite it hamstringing you both in terms of fighting and(If xenophile) interactions with primitive, where is there anything that will help you if you turn your thoughts towards making life nice for your people or others?

The matter is beyond frustrating to me.

Bloodly fucked around with this message at 07:02 on Feb 9, 2017

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Demiurge4 posted:

I hope individual army units become part of factions, that will make mutinies and rebellions really interesting when your defensive regiments switch sides. It would tie in nicely with battle thralls too.

That feels overly picky and annoying to deal with. How would you flip them back? COULD you flip them back? I'm easily imagining a case where the randomly-decided faction of the troops which you were asked to recruit all end up not being on-message and only making matters worse, forcing you to recruit more and more till you finally get a decent force, and killing your treasury and wasting your time all the while. And if there is a rebellion thanks to the unrest, then you lose the planet.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Pops, huh? Will they build things on their world?

...There's an AI setting in the files for Stellaris that keeps primitives from doing stuff by basically turning their AI off. I should turn their AI on and see what happens.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
You ain't alone, here. That's horrific.

I suppose the idea's to galvanise people and/or AI into having someone they want to fight. "They're using those guys as...livestock!? Pacifism be dammed, range be dammed, this ends NOW!"

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

Where abouts is that setting? I wouldn't mind turning it on myself.

common/00_country_types.txt. Rules for general types of peoples.

I suppose you'd want to split it off as a proper mod to mess with it(I know from personal experience that screwing with '00' files directly tends to break things hard even if the original change is stupidly minor). I think that's why I didn't mess with it-fear after the last time and lack of knowledge.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Also the Ministry of Benevolence. Really, anything with -Divergence counts. Like the art piece you can get off the Artist Enclave, which even the lore text notes is screwing with people's head to get the effect.

Meanwhile the Symbol of Unity also does this, but without justification. Something in the shape, I guess.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Jeb Bush 2012 posted:

WE ARE THE BORG. ALL OTHER ENTITIES CLAIMING TO BE THE BORG ARE IMPOSTERS. THE ONLY RELIABLE SOURCE FOR BORG UPDATES IS OUR TWITTER ACCOUNT, @REALTHEBORG

One of the games did something like that. Some super mind-control virus started affecting the Borg also.

EDIT: Ah. Star Trek: Away Team.

https://www.youtube.com/watch?v=_UiHMj92pfY

"We must be removed from the Collective. We are not Borg."

:smith:

Bloodly fucked around with this message at 04:16 on Feb 21, 2017

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

As an alternative, much faster missiles and damage is instantly applied regardless of apparent flight status?

Problem; that's how it is NOW. Someone in the Paradox Forums tried to work out what the hell is up with missiles and Point Defence and found there's no relation between what you're seeing and the actual effectiveness.

Let me see if I can find it. This came up months and months ago. It even turned up here...

EDIT: Got it. https://forum.paradoxplaza.com/forum/index.php?threads/the-missiles-are-a-lie-analysis.984032/

Bloodly fucked around with this message at 09:28 on Feb 26, 2017

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Jeb Bush 2012 posted:

has anyone suggested porting Historically Accurate Pirates to stellaris yet

That was that 'Super-Pirates' thing, wasn't it?

That'd be tricky at present, since the Pirates are a spawn, not a true faction on the map.

The closest would probably be a map spawn where almost every star has monsters/pirates on it. Or seriously bump up the 'Birth of Space Piracy' event-ramp up the strength of the spawned ships, ramp up the skills and abilities of the spawned admirals.

EDIT: Hmm. If one turned the AI to 'on' for Pirates in 00_country_types, perhaps? But then....they still couldn't do colonisation and building and such, because they have no Spaceport. I'm not up enough on that sort of thing to be able to change or add such a spawn.

Bloodly fucked around with this message at 05:35 on Feb 27, 2017

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Given the AI never deals with them, I dunno. That would basically cripple you. Like, wasn't the thing that the AI also had to deal with various super-pirate BS?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Huh. Someone was asking about super-pirates. Just found this:

http://steamcommunity.com/sharedfiles/filedetails/?id=865668797&searchtext=

It's about as much as could be expected.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

canepazzo posted:

:getin:


Oh my god, literally "They tore away my ability to respect anything, and they tore away my ability to feel human." made canon!

It Is An Alpha Centauri Reference. Nerve Stapling was an Atrocity you could do. Cancelled both happiness and unhappiness in the targeted city for a time. As an Atrocity, it would immediately seriously piss off every other human faction in the game. As such, it was generally a matter of last resort.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

If I'm reading the Paradox forums correctly, either all torpedo corvettes as cheap as possible or all cruisers with 2 shield capacitors and all shields is the current thinking.

Can I presume the point of the first is to outright overwhelm point defence/fighters? Or are they using Energy Torpedoes?

All Cruisers; a single design, or multiples?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

SniperWoreConverse posted:

Replace these chump mode collections of postage stamps with a geodesic grid that is directly visible on the surface of the planet itself. Bam, one to one representation of pops and buildings all up on the globe, including local climate.

:getin:

Better get ready for fighting on planets with actual armies

:unsmigghh:



Of course, that leads to more questions/problems.

"Why the gently caress can't we exploit the water tiles!" Or some such.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

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?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Pylons posted:

I'm still hoping for hangar modules to be able to build replacement strike craft in the middle of combat, rather than launching all they have then sitting useless until the battle is over.

They do. But the build rate takes forever. It's something like 0.04 per day, so it'l take something like 3 months.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

GunnerJ posted:

That's what all of the tile blockers are. The thing about the slums one is that a slum is basically a place where a lot of poor people live. I'm not even making a political point here: if all those people are living there, why are they not a pop? What does destroying all their hovels do to make the tile productive when you still need to move a pop there to get any benefit? It's not really a big deal it just annoys me.

The Shantytown mod makes a lot more sense as a way of representing slums. w/e not even a big deal compared to what modifiers to ship costs do to colony ships (modding this game hurts sometimes).

Consider what they're paired with; the 'Industrial Wasteland' tile blocker. Which is old, crumbling 'old' industry. Something's happened at the start of the game, and all the population that can is now operating the new stuff. Maybe it's the clean power capable of fuelling all our other efforts. Maybe it's the new mining that is twice as effective than anything that's been done before(Mining Network 1 is 2 minerals. 'Primitive Factory' AKA our level of tech generates 1 mineral. So does the 'basic mine' on a new colony.) Maybe it's the new super-foods(Tailored vegetable matter, the game calls it-so, soya)

Somehow even our urban centre(Planetary Capital) is producing vast amounts of food and industry(4 Food, 4 minerals) on it's own. Apparently everyone's moved into the new super-city.

Sometimes it doesn't matter that people are living somewhere; the housing block has to come down and the people moved elsewhere. I should know; it's something that happened to my own family/myself, with little explanation as to why. Yeoman Court was nice enough while it lasted. There's lots of smaller properties where it used to be now.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Comstar posted:

I give up, Stellaris has defeated me. I cannot play a 4X game because this game won't allow me too. I thought after a year it might have improved. Fool.

I cannot Explore - soon as I meet an Alien race it's borders up exploring down and the end of anything interesting happening.

I cannot Expand - I built 2 or 3 System stations to be able to get some energy and I run out of influence. Only way to get 1 point is to wait several years for my 1 colony to get 5 Population and then update the governor's mansion.

I cannot Exploit- I hit an energy wall and building any new stations consumes as much energy as I get. There is no technology available to increase energy production on the horizon either.

I cannot Exterminate - I declare war and get a list of things I can try and gain, which won't allow me to attempt to take all the enemy systems and gives no clue on what I need to do to do that.


I doubt it will be any better a year from now.

1. You must be utterly surrounded for that to be happening-not the 'borders up', but the 'cannot explore'. If it's truly painful, turn Clustered Starts 'OFF'. It also depends on what type of propulsion you're using. It's a lot harder to be locked out if you're using Warp or Wormhole over Hyperlane.

2. The initial conditions guarantee at least two systems with planets you can colonise near you. Now, I'm fully aware that them spawning doesn't mean you'll GET to them before someone else does, especially if it's an Advanced Start Empire(With free systems and an actual fleet) starting right next to you. You want to be sending other ships as well as your science ship to explore the surrounding systems to find those planets and more planets.

3. If the tech draw has been painful, there's little that can be done, but you don't have to match tile bonuses in terms of on-planet generation. If you have to build those extra plants, then do so and replace the buildings later. Power techs(Both power plants and a Starport Module that grants some power) are in Physics. If you have Bentharan Stone, the tech to unlock the Bentharan Power Plant is in Engineering. Churn through a fewc techs.

4. To directly take a planet, you want the 'Cede Planet' war goal. Read your tooltips, each war goal is explained in the tooltip for each one. Since you can pause anytime, there's no excuse here.

What I really want is more details. Though I do sympathise since I've had some TERRIBLE starts where I was blocked off and on the edge of the galaxy and couldn't do anything about it.

Bloodly fucked around with this message at 10:02 on Mar 14, 2017

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
On the other and it means they're even more likely to snaffle up those starting planets and hem you in.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
They'll probably interact with the other two as well. They probably know all about those paths as well. Why wouldn't they?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

GlyphGryph posted:

We would be happy to share this information for the small sum of one hundred million credits.

Hmm. The Curators already use that one in full as one of their opening lines, though. Keep it up and everyone will be using it and it loses all impact.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

The Muffinlord posted:

It just seems like if they're immune to PD that removes the primary complaint against torpedos and missiles.

It's a decent 'reward' for going up both the Laser line and the Torpedo line.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

PittTheElder posted:

This would be kinda nice. Or just give a ship one dedicated reactor core that can still upgrade with technology if you want, but have it be a separate thing from the shield/armor slots.

As you might expect, there's a mod for that.

http://steamcommunity.com/sharedfiles/filedetails/?id=776095610

Oddly enough, it doesn't change as much as you'd expect-the extra shield or armour pieces you can put on don't(to me) change that much.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

GunnerJ posted:

You'd need a way to deal with fleet cap though. Like if you can't make them cost 10% of a normal ship's fleet cap, I still wouldn't find them worthwhile.

It's funny you mention this, because something like that has come up with a recent mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=885722613

quote:

Originally I wanted to avoid changing as much as possible by making fighters and bombers take up 0.25 and 0.5 fleet capacity repectively, however it seems when the AI does the calculation for how many of each kind of ship it should build, it crashes if there are fractions in that calculation.

That's an...odd....quirk.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

* Capital buildings no longer produce food and minerals, but instead produce energy and unity. Food production of Hydroponics Farms was increased to compensate

Hmm. Even with food being global now, I imagine it will be more difficult to avoid building Basic Farms than before. And upgrading the capital will also no longer immediately turn the planet truly productive. And you'll want to aim the capital onto energy squares....

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
'Rising Tide' was a patch?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Wait a minute. I'm fairly sure there's no such teleportation. The stuff does need to be shipped around. Indeed, that's critical to Pirate play; intercepting/destroy shipments, then sell the deprived colonies your stuff. Hell, raid a planet, then sell them back the stuff you just took. Even as an Empire, you can intercept shipments of super-rare resources.

Unless I'm the one misunderstanding the complaint, which I wouldn't put past me.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I'm just thinking(Presuming it was real) of the event teleporting every single troop you have available to deal with something. Not a 'starts a Special Project' sort of thing where you need to bring everything together, just 'Zwoop' and they're all halfway across the galaxy. It's be funny. Exploitative. Eventually, annoying.

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Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Wiz looks younger than I ever expected.

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