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Looking forward to the expansion. Gonna make all of my dudes robots
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# ¿ Feb 7, 2017 06:57 |
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# ¿ May 9, 2024 03:27 |
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Goddrat
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# ¿ Feb 12, 2017 20:31 |
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Haven't played in a while, is trading star charts still a trap?
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# ¿ Apr 6, 2017 21:34 |
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How do I get back into the Shroud? Pissed off a dude and he came to our universe to die, but now I can't find an option to go spelunking again.
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# ¿ Apr 8, 2017 04:31 |
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Anticheese posted:It's under the contacts menu. I'm not seeing it. Is it time locked? Is that communicated anywhere?
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# ¿ Apr 8, 2017 04:45 |
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Welp, started Fanatic Pacifist/Xenophobe for that sweet sweet unity, then shifted into Auth/Mil/Phobe. Subjugated my neighbors, then conquered the nearby Xenophile FE, nerve-stapled their entire race, and put them in the mines while taking their ringworld and gaia planet for myself. No crisis yet but I'm gonna call this pretty much won seeing as it's making even my rig chug. No more 1000 star galaxies I think.
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# ¿ Apr 10, 2017 12:07 |
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Had a game the other day where I found all of the Cybrex artifacts, but researching the anomaly on the destroyed ringworld did nothing. Cybrex Alpha remained in my situation log, no unity, nothing. Also anyone else having performance issues now? Before the expansion I'd run at a solid 60 fps until late game, now just staring at the galaxy map after even a single colony I'm getting random drops to sub-10 frames per second. It bounces up and down constantly.
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# ¿ Apr 12, 2017 07:36 |
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People asking about easy access to sector spaceports, I think I read somewhere that you can click on the planet icon in the outliner that shows how many are in the sector to jump through them. Worth a try.
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# ¿ Apr 13, 2017 18:34 |
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Talkie Toaster posted:Overharvesting Does -migration attraction make it more likely that pops will emigrate in addition to making it less likely that they will immigrate? Follow-up, is there a way you could make planets get a stacking -migration attraction effect as the blockers spawn?
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# ¿ Apr 15, 2017 22:16 |
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Gammymajams posted:What's a simple mod to increase the number of planets under your direct control? If you just want all of them, the auto build and upgrade buildings mod has an edict that increases core planet cap by 900, you don't have to actually use the other features of the mod. (On mobile so no link).
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# ¿ Apr 15, 2017 22:46 |
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Roobanguy posted:this is a silly question, but are you going to your situation menu and actually starting the project? It's probably this. Once you confirm the gene mod, you have to go into the situation log and start working the project, the timer you initially get is just the window of opportunity to do it.
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# ¿ Apr 15, 2017 23:49 |
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Wiz, please put in a way to unsubscribe/delete mods from the launcher. I went through my subscribed mods and deleted the ones I had left over from earlier patches by sorting by last updated, but that doesn't help with the mods that got deleted from the workshop due to obsolescence or other reasons, and gently caress going through the steamapps workshop folder and opening each zip file therein to determine if a mod is one of the few outdated ones that still works and I'm using (like Ripple Ping).
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# ¿ Apr 16, 2017 03:43 |
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I remember reading that Fanatic Purifiers are still bugged re: Xeno Unity interactions, that still the case? If so, there a mod fix?
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# ¿ Apr 18, 2017 04:27 |
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Wiz, please please please prevent ship designs from getting the same name if there's enough names in the list. Makes upgrading/saving designs dodgy, occasionally deleting other designs with the same name. Also we still need a "Random Ship Name" button.
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# ¿ Apr 18, 2017 06:01 |
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Should be an ascension perk that buffs FTL in your territory. Much larger/unlimited warp range within borders, go directly from one hyperlane to the next without wind down/up, travel from any wormhole system to any other so long as they're both within your borders, jump drive... same as warp? Maybe make it so they have to be within the same contiguous border, so no jumping from one side of the galaxy to the other because you plopped down a frontier outpost. I dunno, that's probably way too good though.
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# ¿ Apr 20, 2017 00:37 |
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alcaras posted:Awesome, thank you. http://steamcommunity.com/sharedfiles/filedetails/?id=887011008&searchtext=bombardment+capture Not sure about some of the other changes, but this has that so it is doable.
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# ¿ Apr 20, 2017 03:25 |
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Baronjutter posted:Devouring swarm is like a hive version of fanatic purifiers or something else? Sounds like regular hivemind will no longer consume pops by default so you can be friendly hive.
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# ¿ Apr 20, 2017 18:22 |
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MuffinsAndPie posted:When embracing a faction's governing ethic, is there any way to tell which ethic it's going to replace? Right now I have Xenophobic, spiritualist, and militarist, and I plan on becoming a fanatic purifier after I research this psionics card. Pretty sure you aren't. (Fanatic Purifier is one of those "Must be picked at species creation" civics I believe.) E: GlyphGryph posted:I'm not even entirely sure how to tell what ethic a faction is sometimes. Easy way is to go to the Promote/Suppress box and read the tooltip. It'll tell you which ethos will be promoted/suppressed.
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# ¿ Apr 20, 2017 19:50 |
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I think I remember there being two phobe factions, depending on if you're pacifist or not. Nots get the "Purge the xenos" faction, pacifists get isolationists.
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# ¿ Apr 20, 2017 20:01 |
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MuffinsAndPie posted:I always get pacifist and materialist mixed up because of the way the peace faction works. Try this next time.
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# ¿ Apr 20, 2017 20:06 |
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Descar posted:I really like PCS, Maybe don't make going wide the only good plan even more.
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# ¿ Apr 21, 2017 01:20 |
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Descar posted:I feel like going wide is always the more fun option, as you get to explore and expand more.. What I was saying is I feel like going wide is already the best option. You get a larger navy, and yeah, tall empires can take that one ascension perk to help equalize, but: You get tons of spaceports to build/rebuild that navy very quickly, and: You get the mineral and energy income to actually support that navy. Also, there is no singular 'fun way'. E: Besides, if you want to break the game balance and just run roughshod over the game, there're mods that remove the tech penalty. Lprsti99 fucked around with this message at 08:37 on Apr 21, 2017 |
# ¿ Apr 21, 2017 08:32 |
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Jabarto posted:I'd like some recommendations as well, I've never used a mod for this game ever so it might be fun. Baronjutter posted:These were my concerns when the dev diary dropped. I really really hoped they had planned to couple all this genetic engineering with better species management and automatic pop sorting that shuffled everyone on a planet around every few months or what ever to optimize things so you didn't have to. But they didn't, it's just way more traits and micro tacked onto the same old system with nothing improved http://steamcommunity.com/sharedfiles/filedetails/?id=901045072
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# ¿ Apr 23, 2017 06:06 |
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Jacque Pott posted:I've just started modding in the last couple of days and made an attempt at removing ground combat: http://steamcommunity.com/sharedfiles/filedetails/?id=911546934 I can dig it, will try when I get home. Did you remember to remove/replace the Shroud Avatar ground unit event?
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# ¿ Apr 24, 2017 00:34 |
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Can someone post a link to that stream where he talks about future possibilities?
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# ¿ Apr 28, 2017 10:48 |
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MadJackal posted:I'm more than a little annoyed at the Steam subscription mod structure. Why is there no "update all subscribed mods" button? I can get all of my 1.2-compatible mods to become 1.5-compatible by unsub then resubing, but that's tedious and dumb, and it resets every time I quit the game. I have never encountered this. Mods just update whenever one is pushed out. Unless you mean they're marked as incompatible in the launcher, and downloading a new mod while launcher is open doesn't correctly mark them as for an older version? In which case they're not updated, yell at the mod author and/or find a newer mod that does what you want. FE: The red exclamation point doesn't mean there's a new version, it means the mod you have is for an older version and hasn't been updated.
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# ¿ May 1, 2017 04:40 |
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MadJackal posted:Auto Build, Stellar Expansion, and Multiple Crises are all updated to 1.5, but for some weird reason the launcher doesn't recognize the updates even though I've played with these mods multiple times after I've done the unsub-resub dance. It's just weird. Welp, I tried That's really weird.
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# ¿ May 1, 2017 04:51 |
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Magil Zeal posted:I prefer the 4X elements to Grand Strategy elements anyway, all of Paradox's other games focus so much on the grand strategy and basically ignore the regional level, so at least let me have this in Stellaris. I want to have pops working terrain. I mean if it was fun, sure. Constantly shuffling pops around because your weak master species really wants to go to the mines instead of a very strong slave species or a robot isn't fun.
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# ¿ May 7, 2017 16:45 |
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There are at least a couple of mods that add ways to convert new fleshies to synths. Phoneposting or I'd link them. I think one is called something like Synthetic Evolution Enhanced or Expanded or somesuch.
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# ¿ May 7, 2017 21:31 |
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Ihmemies posted:So is there some recommended modpack which adds actually interesting races? Just races, not any extra new game content. The generic bugs the game generates are too bland for my refined taste :L http://steamcommunity.com/sharedfiles/filedetails/?id=902254973&searchtext=familiar+faces http://steamcommunity.com/sharedfiles/filedetails/?id=902255007&searchtext=familiar+faces Goon mods. Only prerequisites are a few cosmetic mods.
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# ¿ May 11, 2017 10:17 |
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PittTheElder posted:Doesn't it also give +50% Survey Speed? That is a good bonus, at least before they nerfed PSC anyway. Surveys are super quick as it is, the majority of survey time is traveling from object to object.
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# ¿ Jun 1, 2017 06:53 |
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Baronjutter posted:So now I build swarms of PD destroyers, which of course zoom ahead in battle to get killed asap rather than hanging back and protecting the fleet (please give us a choice of behaviors when setting combat computer). Ask and ye shall receive.
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# ¿ Sep 27, 2017 02:26 |
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I use the mod that cuts the productivity of non-sector capital planets' army/spaceport productivity by half, and adds it to the sector capital's output. No link because phone posting.
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# ¿ Oct 1, 2017 00:29 |
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Ugh, I'm having an issue that I'm fairly sure is mod-related, but when enabling/disabling a mod takes like 8 seconds to process and I'm running a bunch, it's a lot of work to test, so I'm gonna see if anyone here has run into it and knows the cause. Basically when I embark my assault armies, they disappear. They're listed in the outliner still with the zzz idle icon, but they're unselectable, don't spawn transport ships, and don't have any other info displayed in the outliner. They're still costing upkeep, but they just disappear into the ether. I've read the things that have caused this in earlier patches; it's not a drive mismatch, because these are the first armies I've embarked in this game, and I've got a troop transport set up in the ship designer, so it shouldn't be that. I've tried disabling Ground Combat Evolved, with no luck, and I honestly can't think of any other mods that would be causing this. Honestly I just wish ground combat was an extension of bombardment, so we didn't have to fiddle with armies at all, but
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# ¿ Oct 8, 2017 10:45 |
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Nessus posted:It seems like your big obstacle will be mineral production and unfortunately I don't know if that would just make the entire thing unviable. Also no spaceports with how habs currently work.
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# ¿ Oct 9, 2017 04:50 |
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Personally I just wish a mod like this one was available for the current patch, so I could do away with ground combat entirely.
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# ¿ Oct 10, 2017 20:59 |
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OwlFancier posted:Wormhole station and hyperlanes? Nah, you can research the ability to see them.
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# ¿ Oct 12, 2017 20:40 |
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Artificer posted:I've been building buildings on planets based on what resources are on the tiles. Is that the right move or should I hyper specialize and just have an ENERGY PLANET or something? Gets asked like every other page, I think the wisdom is follow the tile resources early, then later you can specialize, and should if a given planet has a modifier that gives a bonus to one resource. Specialization is absolutely the way to go if you're doing robo/gene modding, as (unless as a machine empire you already have specialized pops on every tile) the finest granularity you can geet for modding pops is on a per-planet basis. So have a planet of mine drones, a planet of energy drones, a planet of livestock etc
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# ¿ Oct 24, 2017 08:14 |
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Nuclearmonkee posted:Talking about when you have a guy out exploring and another empire either closes their borders or pushes their borders on their return path. Yes, you can already emergency ftl in that situation. If you hit the return button, it says 'no path found, do an emergency jump?'
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# ¿ Oct 25, 2017 19:15 |
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# ¿ May 9, 2024 03:27 |
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So, what's the safest way to go into a coma so I can Rip Van Winkle my way to patch day?
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# ¿ Oct 26, 2017 19:46 |