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Are habitats a good place for biotrophy storage?
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# ¿ Jan 25, 2018 02:49 |
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# ¿ May 15, 2024 14:08 |
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It's a Paradox game so eventually you will just buy all of them anyway. I would wait until the Armageddon DLC comes out since the others might be on sale.
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# ¿ Jan 25, 2018 13:24 |
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appropriatemetaphor posted:When you capture a starbase from an enemy, will the model change? It'd be pretty cool if it didn't, and like you'd end up with all these obviously conquered starbases. Like DS9 being a Cardassian station run by the Feds. This would be cool, although upgrading it would likely pose problems.
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# ¿ Jan 25, 2018 23:32 |
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Will the new Mastery of Nature benefit apply to ever planet you colonize, or only ones you have once you grab it? What happens if the planet is captured by someone else?
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# ¿ Jan 25, 2018 23:38 |
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Gyshall posted:Do you get the key day 1 because I really want to give wiz more monies Pretty sure you get it before Day 1.
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# ¿ Jan 26, 2018 04:32 |
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What does "Paradox version" mean?
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# ¿ Jan 26, 2018 04:51 |
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I wish the Precursor stuff was done better. Either cut the number of required systems in half so it's more likely to be accomplished, or make it a grand part of the game with a massive role similar to the role Protheans played in Mass Effect.
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# ¿ Jan 30, 2018 06:30 |
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Splicer posted:Trading for artefacts in general could be cool. Ramp the number up dramatically but allow players to trade with other empires for their artefact data. AI empires could "cheat" and just get given a precursor mcguffin every few decades to trade away. The enclaves could also have purchasable knowledge. Make finishing the chain a much bigger deal, with cybrex-level rewards and possibly a mid-game crisis. Artifacts providing a minor empire-wide bonus would be kind of cool. I also would love to see the same for derelict ships; either you add them to your fleet or you get a "derelict ship" modifier which acts as a source of research.
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# ¿ Jan 30, 2018 13:33 |
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Loel posted:Found this game in my steam library and thinking of trying it out, any required DLC or mods? I like them all.
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# ¿ Feb 1, 2018 00:24 |
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appropriatemetaphor posted:Yeah I'm confused about mega structures. Like the orbital habitat is good, not too expensive, has good benefit. But I've got a Dyson sphere platform just sitting there because I forgot it's 50,000 minerals to build 1 stage...at the time I was at maybe +300 so said forget it never going to happen. Have around +1k now but even then it's a half decade of sitting on very fast building nothing. I like the idea of having a megastructure "tax" so that you aren't sitting around until you get 50,000 minerals, but instead get to watch them slowly build over time.
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# ¿ Feb 1, 2018 00:25 |
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Splicer posted:So with a Dyson you'd pay the 10K for the site, then another 240K in a continuous drain. Cap it at a max of 250 a month so it still takes a minimum of 80 years from start to finish, with Master Builders doubling the amount you can dump per month. Keep the current tiers but have them kick in automatically when they reach the relevant stages of completion. Events could fire that give you construction bonus mineral dumps that get spent one for one with production, like how research rewards work. Pretty much. Maybe give the player a bit more freedom than 250 a month, but definitely flesh them out more than "spend 50K instantly make progress".
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# ¿ Feb 1, 2018 06:16 |
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Psychotic Weasel posted:Forums are being all wonky this morning but have come back just in time for today's diary: Nihilistic Acquisition is going to be a mandatory perk for my Rogue Servitors.
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# ¿ Feb 1, 2018 17:01 |
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appropriatemetaphor posted:They should add some benefit for # of unique bio-trophies. Travel around the galaxy hunting for rare mammals and bird-men. I would like this. At the very least it could be a diplomacy bonus. Pampering our People +5 Abducted our People -20
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# ¿ Feb 1, 2018 20:46 |
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Which is the greater good? To declare a world to be holy, and enjoy its splendor from afar, or to pack that world to the brim with pampered sentients and allow them to enjoy a life of ultimate luxury? I now see the idea of Rogue Servitors kidnapping random beings to install them on the literal paradise worlds that they refuse to step foot on the grounds of it being holy land to be the most hilarious thing imaginable.
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# ¿ Feb 2, 2018 18:55 |
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GotLag posted:Yet more evidence (as if any were needed) that Rogue Servitors are the most entertaining empire type. Wiz please consider adding an achievement called "Be Our Guest" where you kidnap someone to put them in a paradise dome. Also add an "Overbearing Caretakers" AI type who enthusiastically raid other species in order to obtain more people to serve.
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# ¿ Feb 3, 2018 00:30 |
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fantastic in plastic posted:Thanks, this is helpful. If I wanted to run wild with the specialized planet idea, would it make sense to have, say, 1 planet that's all food, 1 planet that's all science, and then diversify the rest between energy and minerals? I believe the idea configuration has planets dedicated to minerals, habitats dedicated to energy, and I forgot what for research.
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# ¿ Feb 3, 2018 00:31 |
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We're done here.
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# ¿ Feb 3, 2018 01:34 |
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GotLag posted:It seems that machine empires can't get Sapient Combat Computers, except by salvaging wrecks of empires that have them, because machine empires can't research Positronic AI, and there's no alternative pre-requisite. You would think they would start with it.
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# ¿ Feb 4, 2018 15:46 |
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ChaseSP posted:Being able to declare a set species as sworn blood enemies that must be expunged would be p. great. War on them all and woe those that would house these vermin. That would be amazing, especially if combined with a faction that can only be appeased by killing Pops of the blood sword enemies. Or maybe an entire ethos surrounding it. Every pop that's exteriminated gives a unity bonus, and when the job is done the ethos changes to something unique.
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# ¿ Feb 5, 2018 23:54 |
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Soonmot posted:Huh, I feel I wasted an ascension slot on synthetic supremacy. There really aren't any robot traits I want that I didn't take at creation. It's a big waste. I prefer the Machine World one.
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# ¿ Feb 6, 2018 04:52 |
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Psychotic Weasel posted:I don't think setting hyperlanes to their max will be quite the same but in time I'm sure everyone who misses warp will learn to love it. I fail to see how Rapid Deployment isn't vastly superior to the other options.
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# ¿ Feb 8, 2018 17:22 |
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Psychotic Weasel posted:At a glance that is my feeling as well. But having not been in a position to play with all the changes to see how things work out it may not be the case in every situation. I'm sure there are subtleties that I'm missing and I'm excited to find out how wrong I am.
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# ¿ Feb 8, 2018 17:55 |
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I'm less interested in the range and more interested in the ability to rapidly redeploy my fleet in a version that significantly increases the importance of speed since you now have to slowboat across systems to get to each jump point.
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# ¿ Feb 8, 2018 19:28 |
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Demiurge4 posted:Enigmatic would be cooler if it meshed really well with the new fluff for spiritual and increased your chances to getting weird psionics tech. I think that would be great. Give it an additional bonus to rolling rare and dangerous techs equivalent to a Spark of Genius scientist, but at the expense of preventing all Research Agreements.
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# ¿ Feb 9, 2018 20:32 |
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Flipswitch posted:I'm slowly learning to play this game, but how do i capture planets? I set a war goal to Liberate XYZ, sent armies after bombing the poo poo out of them, the war ended and they still have their planet? Liberate means you set them free. You want the other war goal (I forgot the name). You also need to make sure that the demands a met in the peace agreement; if you're accepting the AI offer they probably asked for a white peace or something.
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# ¿ Feb 10, 2018 13:35 |
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GunnerJ posted:If there's one thing I don't like about hyperlanes, it's that you can see the whole galaxy-wide network of them right from the start. I get that this makes sense from a gameplay standpoint but personally I'd like it if you have to at least travel to a system before discovering where its hyperlanes lead to. But I get that this is probably better for a mod than core game design. I really, really, really like this idea and hope that at some point it's an option. Wiz posted:Maintaining multiple implementations of the same feature in the codebase is not a good idea. Plus, axing the other types allowed us to consolidate pathfinding/sensor code and improve performance via caching. Look at this guy tightening up his code and implementing best practices to ensure the long term stability of his game. Clearly somebody knows nothing about game development. I've said it before, but thanks again Wiz for having the confidence to make such a major change and follow through with it.
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# ¿ Feb 21, 2018 17:31 |
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OwlFancier posted:The best thing it did, however, is that on steam you can click on anyone's name and look up their profile which gives you all sorts of information about what they play and how long You know I can't blame the guy for being disappointed. Maybe Stellaris really was perfect for him just the way it was. Clearly he liked it.
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# ¿ Feb 22, 2018 13:35 |
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Bloody Pom posted:It's up! Which ship style is that at 1:03?
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# ¿ Feb 22, 2018 16:20 |
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# ¿ May 15, 2024 14:08 |
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Wiz posted:Those are Marauder/Pirate ships. Eagerly awaiting the mod that lets me choose that style for my own guys.
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# ¿ Feb 22, 2018 17:20 |