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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
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Bohemian Nights posted:

Just lol if you don't have 0 through 9 bound to a different shipyard so you can properly mass produce ships

You know the shipyard setting is a tab on the planet UI, so by picking the correct tan you can alternate between each planet and it'll stay selected on surface/armies/spaceport?

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Mazz
Dec 12, 2012

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A better overview of ethics divergence and planetary management of that would be nice as well, but that looks like a big change in 1.5 so I'll hold my breath.

Also any kind of additional micro for combat like assigning range or aggressiveness would be extremely nice, yes. Combat as a whole is okay, but I think poo poo needs to die a tad slower and we need more control over how they engage, and it'll improve a lot.

Mazz fucked around with this message at 02:51 on Feb 26, 2017

Mazz
Dec 12, 2012

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I really can't wait for Utopia because I almost always end up robots and the human/AI transition is currently so clunky.

Flesh is just so inefficient though.

Mazz
Dec 12, 2012

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Should probably wait for the expansion before full on judgement calls IMO

Mazz
Dec 12, 2012

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Populating synths on new planets was never problematic for me, it was expensive in a sense that you have to pay up front and then wait, but you could fully buy everything for every tile once the planet admin was up and not worry about it again. Not many synth planets I have go ever energy negative IIRC if you aren't going crazy on uniformity, so while you cant colonize like 7 planets at once in most cases, 2-3 at a time is certainly feasible.

Mazz fucked around with this message at 21:24 on Mar 2, 2017

Mazz
Dec 12, 2012

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Baronjutter posted:

But if you let them migrate they'll often leave their planets you built them on. I tried to make a robot-only planet because my race treated it at 40% hab and I could terraform it but robots sounds more fun. Like half the population left, the sector ai gets hosed if you tell it to build robots, and a bunch of idiot meat people moved there to enjoy the 40% hab. I only noticed it because they started to complain about the lack of food....

The solution there seems to be turning off migration though, so a build where pops want migration for happiness robots probably aren't optimal. in. A Xenophobe/Materialist/Militarist build, my go-to, nobody minds prohibited migration and with the pair of unique buildings from those ethics I keep all my pops above 75% happiness. It would be higher if I could convert everyone to synths far more easily than currently, which is just what Utopia allows and has me most excited. It seems it would allow a bio build just as easily too, which is equally intriguing. I assume the ethics changes are going to shake it all up somewhat though. Fanatical purifiers sound extremely my poo poo.

Mazz fucked around with this message at 21:59 on Mar 2, 2017

Mazz
Dec 12, 2012

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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

Mazz
Dec 12, 2012

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Kitchner posted:

One of the discussions before release was when pops ethics get misaligned with yours you could just relocate them to a poo poo planet and let them all starve but that didn't end up being a thing you could do.

Penal colonies would be cool though, especially if there was normal prisoners and political prisoners.

I specifically tried that and starving them just makes them unhappy :( Instead I've started colonizing a poo poo planet and resettling the truly poo poo tier pops to them, then handing it off to someone I plan to invade anyway. Then I just cleanse the planet with war score.

This is usually only something I have to do once or twice before mind control lasers though, gets prohibitively expensive pretty quick.

Mazz fucked around with this message at 17:10 on Mar 10, 2017

Mazz
Dec 12, 2012

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I have literally never struggled with the start that hard, and I've only put like 10-12 hours into this game :iiam:

Mazz
Dec 12, 2012

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The answer, as always, is wormholes.

Mazz
Dec 12, 2012

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I can't remember off hand, is there anything in Utopia to address wide v tall more than it currently is?

I know habitats are a thing but I can't tell how much they'll matter, since even with terraforming now it always seems like you need to expand a ton early on or you'll never keep pace with stuff like ship capacity.

Mazz
Dec 12, 2012

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Wiz posted:

We're not going to tear out half the game to satisfy the wishes of one Something Awful poster, relax.

What you COULD do though is push that little utopia release forward a week because I'm jonesing for some fuckin' cyborgs and better robot growth techs

Mazz
Dec 12, 2012

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wiz, have you guys ever thought about an event log, so when I click through the 35 diplomacy events going on and skip something I did care about I could go back and check it out? Additional points if it has tabs/filters by things like diplomacy/research/etc. For analomies especially, since I tend to click them away habitually even though I'd like reading the text from time to time. Storing them in a little log would let me check them out after I find a little downtime.

Mazz
Dec 12, 2012

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Dog Kisser posted:

There's already provisions within the portrait.txt document to specify portrait used for Pops/Leaders/Scientists/Genders - the addition of one for Robots would make this super easy to mod.

I think the issue now is that robots are considered a seperate race which is why it's not a quick fix currently, but that's prob different in Utopia anyway so I dont doubt there's at least something in the pipeline for robot species.

EDIT: didn't realize that was you posting; something you prob already knew :v:

Mazz
Dec 12, 2012

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You could realistically validate this with the size of the models in game as well, since they are drat near the size of a moon already. It would be interesting to see fleshed out and balanced, not sure what would really work in practice.

Mazz
Dec 12, 2012

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The border range techs were removed, does that mean it's now tied to Unity?

Mazz
Dec 12, 2012

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Click on planet/surface, hit B, pick a building, do it 15-20 more times in about 40 seconds, move on to next thing. I'm not sure how this is so problematic for some of you, without it the game would like 80% waiting on things and 3% warfare. The other 17% would also be waiting on things.

The only issues I have with it thus far are that robots take so long to build up (Utopia) and waiting for the planet admin slows this process down slightly, which again is fixed by #1.

It seems the underlying problem here is that you guys assume multiple species is the correct way forward, and that's why you are wrong.

Mazz fucked around with this message at 19:18 on Apr 2, 2017

Mazz
Dec 12, 2012

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Jeb Bush 2012 posted:

ah yes, thank god I have this tedious micromanagement to save me from the hell of increasing the game speed a notch when there's not much going on

If managing planets is cut down to a very basic checklist, what exactly is left? I love the game for what it is and I'm buying Utopia immediately, but I don't see what else really is there besides picking techs, managing leaders occasionally, and fighting for small amounts of time.

Gobblecoque posted:

You must have a seething hatred of Stellaris because what you just described sounds like the worst game ever.

Let me know what else is going on at any given point. It's generally a war you won immediately and tedious micromanagement of gaining warscore from that point forward, generally relating to splitting fleets and suppressing station construction, or picking the next techs you want.

Mazz fucked around with this message at 21:13 on Apr 2, 2017

Mazz
Dec 12, 2012

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GunnerJ posted:

Eh, I dunno, but I never feel like I'm missing anything when I turn the automation on.

This is a different argument I think more based on how you have to micromanage currently since the sectors tend to stall out or mishandle it without proper oversight. That could be fixed, and might just be in 1.5, which would alleviate I think a bunch of the valid complaints about tile management. But I don't think the answer is scraping it entirely because its like one of the core parts of the game.

Maybe if you retool the game to make combat/diplomacy a lot more complex and interesting a simplification of tile management could coincide, but that's basically creating a new game (V2 in space). I know that happens here a lot though in the posting so I can see how that's the end goal for some people.

Mazz
Dec 12, 2012

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Species converting to robots and faster building robots. That was far and away my biggest problem with the strat I like playing most.

Mazz
Dec 12, 2012

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Guilliman posted:

thanks :)

I already "fixed" it.

Next update (tomorrow after utopia) planet modifiers will come in the following border colors:

Green: Only positive modifiers
Yellow: both positive and negative modifiers
Red: only negative modifiers
Grey: neutral flavor/story text modifiers
Blue: precursor modifiers (super good!)
purple: modifiers you get trough an event (always good) or modifiers that allows you to do special things like build unique armies (and maybe in the future, ships).

This sounds awesome and the mod is real good, my only complaint is some of the icon pictures seem out of scale but that's incredibly minor.

Couple questions:
Can you terraform more than once to keep rolling modifiers or is it just once?
Did you rework any of them for Utopia? I can see some of the food ones getting a little out of hand now, as an example.

Mazz fucked around with this message at 15:52 on Apr 5, 2017

Mazz
Dec 12, 2012

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VirtualStranger posted:

I haven't gotten to modding any of the in-game mechanics yet (and I probably won't until I've played 1.5 for a bit to get a better idea how to balance it) but my idea was that you could only turn a planet into a megacity after it has been fairly well developed.

I'm thinking that I might have a tech, either a new one or one of the existing ones, that unlocks a very expensive building that can only be built on a planet if it has a planetary capital (The currently existing planetary capital can only be built if a planet has at least 12 pops). Once it's built, it will enable you to start a fairly lengthy "terraforming" project to change the planet to the city type.

Once it's done, the planet will get a modifier that gives a significant boost to energy credits, science, and influence, a moderate penalty to mineral production, and a severe penalty to food production.

---

The problem with that is that every planet type uses the same file to render the city lights. If I altered it, it would show up that way on every inhabited planet.

What I might do is change the color of the planet's atmosphere to a more yellow-ish hue, to simulate light pollution.

For the first thing, that sounds excellent and much preferable to an existing planet type.

For the second, maybe modify one of the existing planet textures so you can retain a bunch of water to cut the lack of light part in size? Or maybe try to add the yellow to the texture overlay to mimic it, although I can see how that would repeat a bit obviously if the texture is just stretched to fit.

Mazz fucked around with this message at 16:16 on Apr 5, 2017

Mazz
Dec 12, 2012

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The music player is cool and good, that is all.

Maybe the music was always good and I had it turned all the way down, idk, but I like what I've heard thus far.

Mazz
Dec 12, 2012

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So it's pretty easy to mineral starve yourself now with consumer goods if you don't pay attention. I pumped out 4 colonies and all of a sudden I was making like 11 minerals per turn. Shouldn't be hard to overcome this easily but its something you have to pay a tad more attention to now.

Mazz fucked around with this message at 20:54 on Apr 6, 2017

Mazz
Dec 12, 2012

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One very annoying bug I've found in my robot run:



Pre-existing synthetics remain a distinct pop type from your actual converted dudes, and they get forced into a more undesirable role where I can't change their citizen rights. It would be nice to have a way to convert all of them as well if that was possible, because right now it feels kind of broken and dumb.

Also I cannot tell what makes robot pops grow faster, some grow at 2.00 speed and others at 1.00 speed, and it doesn't seem to be based on species type or planet size it varies from pop to pop at times.

Also I REALLY wish militarist could displace pops without requiring xenophobe or authoritarian. I suppressed a bunch of factions that popped up at a bad time without realizing it was going to push xenophobe off my government ethics list, and lost the ability to remove pops from conquered planets.... which is pretty annoying since I spent the whole game make this perfect robot race who could colonize everything.

Mazz fucked around with this message at 03:25 on Apr 10, 2017

Mazz
Dec 12, 2012

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Two things from my current robot game:

I saw it mentioned earlier, but Curator scientists do in fact get turned into Synths if possible. This trio is pretty good at what they do.



Fire rate may be overpowered:


The unbidden spawned in the middle of my terrority about 15 years ago now, while my 2 fleets were roughly 59k each. They spawned in 4 77k fleets in about 20 in game days, but I saw a chance to catch one in the starting system alone since the others jumped out. I move in, and it turns out another spawned right then.

...But it didn't matter at all, because that volume of kinetic artillery killed about 145k of Unbidden with maybe 3 battleships lost. The other 3 ported back in and mostly just died, but I took about 10 or so losses. I was able to kill the unbidden starting portal + 153 unbidden vessels with total losses of about 33 battleships and 1 mining station.

Mazz fucked around with this message at 02:59 on Apr 12, 2017

Mazz
Dec 12, 2012

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So I had Sol spawn right next to me in my game with guilli's modifiers, and uh the robot one is pretty ridiculous looking. I like it a lot.

Too bad I spawned immediately next to a fanatic militarist who had the AI trigger so that he built nothing but ships the entire game and while I fended him off in the first war (like 11 years in) he eventually showed up with a fleet 4x the size of mine and I just quit since I only had a handful of planets at that point.

That poo poo is rough.

Mazz
Dec 12, 2012

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Battleships loaded up with kinetic artillery and giga cannons on top of the massive fire rate bonuses available, set to retreat as soon as other weapons enter range is also pretty strong. Cut through 3 times my weight of Unbidden and their portal because all their battleships were dead before matter disintegrators entered range.

Load up on enough shields to keep you from taking any major early damage and you can have the 2-3 replacement ships done by the time you're ready to go again.

Mazz fucked around with this message at 21:50 on Apr 16, 2017

Mazz
Dec 12, 2012

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Beer4TheBeerGod posted:

How do you set it to retreat?

In the battle details while watching, a retreat button is there, it starts grayed out but it only takes like 10-15 seconds to get active. Basically as soon as you start taking real damage click it.

If you are set up correctly, that first few seconds where your 50k+ Fleet is machine gunning kinetic artillery you should cut like 15-30k off easy by sheer volume of fire. Basically the strategy revolves around hitting hard immediately at contact and not actually getting to that fray part corvettes and cruisers do well in. It's not specifically a better strategy than cruiser/balanced, just that built right (like 60%+ fire rate) I've seen it do some real crazy poo poo like kill 100k worth of enemies before they really had a chance to shoot back.

It's more touchy at a huge disadvantage like a massed awakened empire fleet w/ titans and 300 escorts but than again so is any fleet makeup facing a huge number of those.

Mazz fucked around with this message at 23:21 on Apr 16, 2017

Mazz
Dec 12, 2012

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You need hundreds of corvettes to get to a fleet power level that the spam/rush strategy pans out. They won't magically beat a AE fleet with 50k more fleet power, just like battleships won't either. Same thing with Cruisers. You can alter this by making sure to get your Cruisers in real close by choosing the system entry point but you can do the same for max range based Battleships.

The short answer is that most decently thought out ship designs work so long as you have enough of them. I don't think there's one end-all-be-all choice, as much as most of us min/maxers would prefer.

I actually think empire design is the most important factor; things like kinetic artillery get huge benefits from really highly stacked fire rate, which a militarist synth build brings in spades. Alternatively spiritualism brings tons of additional evasion, which makes Cruisers/Corvettes more viable.

Play to your strengths.

Mazz fucked around with this message at 17:06 on Apr 18, 2017

Mazz
Dec 12, 2012

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Can anyone with modding experience tell me the feasibility of adding a new tech that reduced robot build costs and, more importantly, bumped robot build time up to like 1.25 per month?

Either as a late rare tech or attached to the synthetic ascension, it's the one thing that really feels off with that whole path right now. (besides the exisitng synths being slaves bug and cyborg admirals being better).

I've modded a bunch of other poo poo before, this game is a little bit more code based than most of those but I just wanted to ask before I drove into this poo poo head first.

Mazz fucked around with this message at 21:37 on Apr 21, 2017

Mazz
Dec 12, 2012

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GunnerJ posted:

As long as modifiers for robot build cost and speed exist, it's easily doable. But I have no idea if either of these things exists in the base game, I'm only familiar with modifiers for robot maintenance and production output. If I were at my home computer I'd search for variations on "robot_" in the files in the common folder (using, like, a search program of course, I have them all loaded in Atom for this).

If they do exist then it's as easy as copying a suitably similar tech and filing off the names and serial numbers and putting the modifiers you want in.

That's what I figured and the route I was going to take. I would think that even creating the modifier wouldn't be terribly difficult since synths are an existing pop type and growth time/cost exist for current species (assuming I can get to that stuff) although it might take a bit more trial and error.

I'll take a look when I get home in a bit, I assume I'm gonna have some syntax questions to bounce off people.

Mazz fucked around with this message at 22:14 on Apr 21, 2017

Mazz
Dec 12, 2012

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GunnerJ posted:

For what it's worth, I looked around and unless it doesn't contain the word "robot" (or I hosed up :v: ), there's no existing modifier for those things. I am not sure how well trying to do what you want through pop growth modifiers will work but I'll be interested to see what you come up with.

Yeah I might hoping now that since robots are so specific a pop in game that it translates over to the files so I can play with the different growth modifiers like food surplus and tech buffs in such a way that it will only affect them. This lets me be a bit more sloppy with whatever works since it won't carry over to biological pops if I'm lucky.

Ideas for how to do it are reducing total cost from 30 to 20 wit the regular growth time techs or figuring out if I can apply the food surplus mechanic to a tech modifier/apply it to robots through surplus power. I get the feeling the latter 2 are likely a lot harder but I'll try whatever I can think of.

Of course I still don't even know where to start but that's kinda the fun part for my lizard brain.

Mazz fucked around with this message at 23:04 on Apr 21, 2017

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
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GunnerJ posted:

For what it's worth, I looked around and unless it doesn't contain the word "robot" (or I hosed up :v: ), there's no existing modifier for those things. I am not sure how well trying to do what you want through pop growth modifiers will work but I'll be interested to see what you come up with.

Looking around, what I need does in fact exist as far as I can tell. Robot pops are under their own categories in 00_buildable_pops, and they have their own growth rate defined at 1.0. I could even make them reproduce if I wanted to go that route.

Also, while looking, the synthetic ascension perk works by creating a new species at completion that just converts all of your dudes over to which are just the same as robots, but also different. Getting them to be affected by the tech growth bonus might be a little bit more weird.

Now I have to figure out 1. how to actually make a mod in this game and 2. how to change the species things directly and not just adjust existing modifiers.

Mazz
Dec 12, 2012

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So I got it to work, now just to figure out how the gently caress this modifier is multiplying since that's the third different value I've seen:



The way it works is that robots are unique pop types that are triggered by technologies with set parameters. They auto-upgrade on specific tech unlocks, while your ascended pops are a different type that aren't specifically connected. Instead of modifying growth rate I had to make 4-6 new pop types that slotted into the game once you hit the right tech, which I will probably make a rare tech that comes kinda late. For testing its a starting tech.

I'm also contemplating a tier 4 robot type that merges the existing synths and your ascended pops, so that they all fit into one category. They will also probably have additional bonuses but higher costs. This gives more incentive to finish ascension instead of staying at Cyborg. Also going to swap the Cyborg and Synth admiral traits.

Mazz fucked around with this message at 22:04 on Apr 22, 2017

Mazz
Dec 12, 2012

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Progress so far so good.

Right now the original pops are replaced when you get that tech with a 20% cheaper to produce and a 4/8/12 month reduction in build time. What really happens is I hide the original robot pops and replace them with the new ones when in the build menu.

EDIT: Might've fixed the two bugs actually.

Next up is the tier 5 robot that merges everything together and then fixing the cyborg/synth admirals.

Mazz fucked around with this message at 00:50 on Apr 23, 2017

Mazz
Dec 12, 2012

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The more I play and read about Utopia the more it feels like they ran out of time to do the poo poo they wanted to do in full. 1.6 sounds promising on fixing a lot of the little things since that's its core goal this time, I hope we get it pretty soon.

Also an idea I had for a future patch or maybe a mod, an 8th tradition that unlocks on the first major ascension perk pick for each type, customized for psi/bio/synths. Also maybe an additional one for hive minds. Hive minds in general just do not feel interesting enough right now, basically a stripped down regular empire that doesn't have to worry about habitability, which is strong no doubt, but very bland.

Mazz fucked around with this message at 20:48 on Apr 23, 2017

Mazz
Dec 12, 2012

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Demiurge4 posted:

Gulli's planet modifiers are really cool but after the third time I get a popup about a pre-cursor city, planetary shield or other really cool modifier that's on a dead planet that can never be terraformed it gets a bit old.

I'm gonna have to agree here. I saw your earlier post Guilli and understood your reasoning but I think you should maybe play with the chances so it happens a lot less given how many more dead worlds there are in any galaxy. In the 3-5 games I've played, almost all of those events popped up on planets I could not use. It was probably happening just as much before the notifications but seeing it so clearly now just makes it less enjoyable.

If terraforming was a more thorough option in the base game for frozen/barren/etc it would be completely fine, but as of right now it just feels very disconnected to see happen so often.

Another possibility is maybe always having terraforming candidate trigger alongside the cool blue/purple traits if possible?

Mazz fucked around with this message at 14:00 on Apr 24, 2017

Mazz
Dec 12, 2012

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Kimsemus posted:

You should REALLY take the Unity trait that increases your damages against them by a third. Also after awhile of fighting I think you get a research for another 25% buff. You can't go against a FE/AE pound for pound in most cases, especially not with battleship heavy fleets which their superweapons just delete.

This is actually wrong, only the titans have heavy killers, and I've used all kinetics based Battleships to kill AE fleets twice my size on multiple occasions.

The trick is to use all kinetic artillery and giga cannons with heavy shielding. You stack fire rate and weapon range so you do as much damage as possible before the escorts actually join the fight, which they should do about 5 seconds after the retreat button comes up, and retreat out just as they do. If done right you'll take like 4-5 Battleships in losses but cut 15-30k off of them in each engagement.

Now you've said before you play spiritualist mainly, which leverages an evasion based style of Cruisers and corvettes far more, but as a militarist fire rate can make long range kinetics extremely strong.

I also have used that build to knock out 200k of unbidden vs my 90k with 140k of robes unbidden never even getting to fire their matter disens.

Mazz fucked around with this message at 20:04 on Apr 25, 2017

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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
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Kimsemus posted:

I hadn't considered that, and it's a point well worth taking into consideration. I evasion tank most of my ships as spiritualist, and I win most of my engagements by using multiple variants of cruisers/corvettes and only use battleships as Large weapon slot artillery, but usually lose them immediately in any fight with a FE/AE.

Yep, for spiritualist that build makes far more sense. It takes a lot of fire rate mods and like 60k in Battleships to start working, but it just gets better as you go up.

The other strength is that there are repeatable techs for kinetic fire rate and damage, so you can just keep scaling up forever.

Mazz fucked around with this message at 20:20 on Apr 25, 2017

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