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Sperglord Firecock posted:I was halfway asleep after a night shift while making it and I wanted to do something simple and easy without trying to be witty, so let's talk about the game in this thread designed for talking about the game I am not super against the title but there were some excellent title suggestions based on the exciting new cuisine options in the next DLC, so I hope you'll consider changing to one of them when it comes out!
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# ¿ Jan 22, 2017 05:11 |
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# ¿ Apr 28, 2024 10:04 |
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Psycho Landlord posted:Why in the hell would you ever want to remove the ship designer? I would stop playing this game if they took it out.
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# ¿ Jan 22, 2017 06:02 |
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Roland Jones posted:The latest dev diary explained how slavery's going to work in 1.5. For a simple explanation, it's now part of species rights you decide per species; no micromanaging individual pops. The five rights settings are: It kinda seems like caste system is better in all ways than slavery from a pop happiness and micromanagement reduction perspective.
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# ¿ Jan 22, 2017 14:05 |
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RabidWeasel posted:but it's literally just a simple optimisation problem you totally ignore except when you unlock new tech. As someone else said planetary tiles are similar but I feel like that has more potential to actually be interesting to work with in future (though there is an annoyingly high level of micromanagement required if you want to be optimal) and in any case removing it would require a total rework of pops while removing the ship designer would only require a few small changes to techs Don't care, droppin' this game like a rock if my spaceship builder kit is taken away. eta: Wiz posted:There is exactly 0% chance that the ship designer is ever getting cut. Asides from the fact that I personally enjoy it, it's both a 4x staple and something that a lot of people want (we have metrics on this). Nice.
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# ¿ Jan 22, 2017 14:05 |
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Aethernet posted:This depends on how it interacts with the new ethos system - all free non-collectivist pops will almost certainly be in favour of freeing slaves of their own species. If you enslave them all, you only need to worry about malcontent slaves. Yeah there's room for distinction, it's just not clear to me yet how that will shake out.
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# ¿ Jan 22, 2017 14:14 |
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Roland Jones posted:Do you mean better than the current system, or better than the alternatives in that patch? Because for the former, yeah; it basically auto-enslaves all the pops you'd want enslaved anyway. Unless you're RPing something where you're only enslaving certain pops or whatever, it basically does all the work you'd do with slavery, or at least chattel slavery (the "food and minerals" kind) for you. Another good point, didn't consider synergy with the different slavery options.
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# ¿ Jan 22, 2017 14:19 |
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Whoa, chill out.
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# ¿ Jan 22, 2017 15:29 |
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Archonex posted:Also mentioning it again but More AI Personalities (https://steamcommunity.com/sharedfiles/filedetails/?id=701432146) really needs to be in the OP. I like this mod in theory but in practice it always ended up overriding the intended personalities of all the custom empires I made.
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# ¿ Jan 22, 2017 17:58 |
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Supposedly having a carrier core makes spinal mount bows viable because it keeps battleships at extreme range. So there's that, dunno if that helps you decide.
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# ¿ Jan 22, 2017 20:28 |
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Poil posted:Hmmm, but all battleships just hang around in a big blob at the back anyway? Dunno, it's just what someone said in the old thread. The idea is that XL weapons can operate at much longer ranges than they usually do because battleships will close distance to use their L guns, making them more vulnerable than they have to be. With a carrier core, they hang back further than usual. efb in the very next post!
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# ¿ Jan 22, 2017 23:08 |
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Psychotic Weasel posted:Is there an option to go the other route and turn everything into the world from Equilibrium as well? Happiness will always be I like the idea behind the Brave New World mode of living standards but I am not really sure I would ever use it, even for RP, because it looks like it just makes so much of the empire loving useless. GunnerJ fucked around with this message at 15:51 on Jan 25, 2017 |
# ¿ Jan 25, 2017 15:16 |
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Spanish Matlock posted:I mean the use for it is clearly to knock a planet on the head while you integrate it. Just keep the pops incredibly artificially happy while you absorb a lesser empire. Then once their "recently absorbed" malus stops you wake them up and tell them to get the gently caress to work. Hope there's no withdrawal malus when you end it!
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# ¿ Jan 25, 2017 15:50 |
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Psychotic Weasel posted:I don't know if the mood altering pills from Equilibrium would necessarially stick people at 0% happiness, maybe just keep them at 50% so you never get any bonuses or any penalties but maybe they now really suck at research since they basically are stuck spending all day with a blank look on their face while they stare dead ahead. Oh whoops, I meant 50%, whatever "neutral" was.
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# ¿ Jan 25, 2017 15:51 |
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GlyphGryph posted:Hey guys, since that Goon race pack never actually happened, I'm gonna throw my own together. Is it all right to link to a pastebin? Is there a limit on submissions?
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# ¿ Jan 25, 2017 17:51 |
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Roland Jones posted:Also wonder what's with the "colonize" right in the middle above the size means. It seems like you'd have people on these from the start, right? Why construct a habitat like that if you aren't planning on having people live on it? Well, you still need to move people to it, and right now the way you do that is with colony ships.
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# ¿ Jan 25, 2017 18:35 |
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RabidWeasel posted:The joke IIRC is that the guy who developed most of the V2 economy was a "taxes are theft" anacapitalist who somehow made capitalists end up as useless assholes who never do anything which is actually helpful and thus rendered more interventionist government forms into being almost objectively superior. I've often thought this reflects a difficulty of designing games and AI to model a real political and economic system more than anything. A strategy game will give you all of the advantages of a command economy with none of the drawbacks, while it will give you all the drawbacks of a market economy and none of the advantages. (I'm not even saying this as some kind of free-marketeer either.)
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# ¿ Jan 25, 2017 22:29 |
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GlyphGryph posted:Yeah in hindsight a pastebin is probably better. Aight, in light of this I'mma give you mine in descending order of what I think is good (once I get off my rear end and do it) so the best three are on top in case you start getting bored after that.
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# ¿ Jan 25, 2017 22:31 |
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genericnick posted:I don't know. Simulating a market economy that just works is a solved problem. Assume a frictionless market with perfect information and immortal agents that maximise an utility function. Adding all the things that suck in markets would be extra work. Of course it would be kind of boring. Well, I didn't know to what extent it was solved tbh. I knew that Vicky 2 capitalists would do dumb poo poo like build hundreds of cement factories for no reason and figured this is because it's hard to model. I do think that the command economy side of what I'm saying is more solid. You would need CK2-ish modelling of underlings in a bureaucracy and intense amounts of delegation to really simulate the problem of the whole thing being only as good as its weakest link. Lacking that, it is as good as the player. There is no major barrier between intent, action, and outcome.
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# ¿ Jan 25, 2017 23:18 |
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A game with a difficulty setting that just makes the UI and all communication of information more and more obscure or confusing the higher it's set.
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# ¿ Jan 26, 2017 00:44 |
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SkySteak posted:Does it turn into a Grognard Wargame at its highest setting (including the UI looking like it's from Windows 95)? Sure but the secret highest difficulty just gives you a DOS prompt and uses Esperanto.
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# ¿ Jan 26, 2017 00:52 |
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SPECIES SUBMISSION Text: http://pastebin.com/LWBEiFRe Listed in order of "what I think is most interesting" to the opposite, so if you get bored after the first 3 it's no big deal. Images: https://imgur.com/a/nlrse Note that there's an image in there of one I did not submit.
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# ¿ Jan 26, 2017 04:07 |
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Wiz, any plans to make asteroid colonies? Also general question for the thread that I know has been asked but I forgot: How the heck do you get Horizon Signal to start? Can you just go back and forth between two black hole systems and hope for the best, or what?
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# ¿ Jan 26, 2017 18:34 |
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Serf posted:I wonder how this will work. Like if my science ship can't survey a queued system with enemies in it, will it then move on to the next system? What if there's no valid paths to the next system? Great feature, just curious as to how it will be implemented. If it can't do the next queued order and gives up (like it does when it's on auto-explore and can't find a new system), that would be fine. We'd be no worse off in that case, and better off when it can find a way.
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# ¿ Jan 27, 2017 18:19 |
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Ugh, Signal Horizon gripe: an event in the chain made it so my homeworld pops changed to some new portrait type, now that shows up as the regular portrait type for the save even though I moved my capital. Kinda worried now that moving my capital will cause trouble down the line. Also that for the event that was supposed to give a leader a "Doomed" trait did not, and didn't even show the leader's name in the button tooltip...
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# ¿ Jan 27, 2017 18:23 |
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Suggestion/request for the ship designer: when you change its weapons, components, etc., is there any way to show the difference between what you just did and the design prior to your changes? Like a green +x/red -x next to the numbers or something.
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# ¿ Jan 28, 2017 14:55 |
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Anticheese posted:Why would you ever not want to uplift and get buddies with special traits and a big happiness bonus? Seeing pre-sentients is so rare for me that I couldn't even consider doing anything but this. Dealing with pre-FTL species is to me probably the most interesting part of the game so if Paradox came out with an expansion entirely about deepening it, I think the money would just disappear out of my bank account of its own accord.
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# ¿ Jan 29, 2017 13:50 |
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Is it intended that you only get one shot at the enigmatic fortress event? Like it will re-arm and then not create the research projects a second time.
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# ¿ Jan 29, 2017 14:04 |
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Baronjutter posted:Earth was the source of Titanic Lifeforms all along!! Between this idea and the new cuisine options in Banks, I am not sure I am ready for Attack on Titan in Stellaris.
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# ¿ Jan 31, 2017 04:04 |
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LogisticEarth posted:The problem right now with espionage/assassination is that losing a leader hardly affects anything. There's no shock, dissent, or risk of rebellion. In other Paradox games there's usually some mechanic that can destabilize nations. Maybe this will change when factions are fleshed out in 1.5. Priority #1 for federations is that they need to fix whatever it is that makes the federation navy not follow your orders. It's seriously so unbearably annoying.
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# ¿ Jan 31, 2017 15:12 |
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On the other hand, this game really is great. I mean we gripe about it, but I've been spending all my free time playing this one game recently where everything about the awakened empire and war in heaven really sang and made for a tense, gripping challenge. The key elements for me were that I wasn't bothered by the possibility of having to be an AE's vassal for a while, and the WiH seemed to end a bit inconclusively, which led to a cold war dynamic between the AE xenophobes and xenophiles. Being a thrall isn't so bad because you can still go to war. Even after gobbling up neighbors I still had to wait for the two AEs to be at war to get the chance to jump my overlords in a an ongoing fleet battle between the two. After I won the rebellion I got a bit too big for my britches though and started supporting independence and guaranteeing independence left and right, leading me to end up at war with the xenophile AE, which was by this point the far stronger one, and losing a bunch until I got my poo poo together. All in all, really fun game.
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# ¿ Jan 31, 2017 15:18 |
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Serf posted:Do you build defense stations on your border to catch and slow down invaders? One in every system? Do you build one big doomfleet or do you spread your ships out into multiple ones? I've had some good luck building a main doomfleet and a sort of "light cavalry" fleet of hundreds of torp corvettes* and a few large support ships. When you have to deal with anything that has a big fuckoff death beam attack (AE Titans, for example), lots of small ships are better, being able to flank/distract seems useful (the ships do have to turn to face targets after all (I think??)). *Full disclosure: I am tinkering with a simple homebrew mod that gives afterburners a bonus to evasion.
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# ¿ Jan 31, 2017 20:06 |
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So, I started a new game, tried out using warp drive, playing on a spiral galaxy (I knew what this combination would mean and kinda liked the idea of the challenge), finally got to send a fleet to the other spiral arm to kill off some space bugs, on the way there I made contact with a new empire that promptly closed its border to me, trapping my fleet on the other arm. In the middle of a war I had going on elsewhere. Uh. What do you do about this besides reload?? I tried war declaring just to get my fleet back but its independence was guaranteed by an advanced start empire that kicked my teeth in, making the maneuver counterproductive.
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# ¿ Jan 31, 2017 20:09 |
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That's a really complicated topic I can't go into in as much depth as some here, but the current meta seems to be that missiles suck past the very early game, but a mix of energy and kinetic weapons can be useful depending on what you're up against. A well designed fleet really can punch above its numeric weight but you need to take advantage of the properties of the weapons and the defenses the opposition has. efb
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# ¿ Jan 31, 2017 20:22 |
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Splicer posted:There's a little circley arrow in the top left of each fleet menu. Click that, and it will try to send your guys back to your nearest port. If they can't get there they will (I think) go MIA for a bit and then re-appear at a spaceport. Cool, thanks!
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# ¿ Jan 31, 2017 21:28 |
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Honestly, the big boys (crises and AEs/FEs) are what I had in mind as the use case for specializing fleets. Otherwise yeah you can get pretty far with a decent mix of energy/kinetics.
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# ¿ Jan 31, 2017 23:05 |
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Magil Zeal posted:It's annoying but easy to fix, just split 1 federation ship into a new fleet and move all the ships from the old fleet to the new one. It seems like the last order given before you get control gets stuck somehow in the federation fleet queue and you can fix it by making it a "new" fleet. Huh, interesting. Thanks.
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# ¿ Feb 1, 2017 14:03 |
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Magil Zeal posted:I don't know for sure but it always seems to head for the same system when there's a problem. Usually the home system of the last owner of the fleet. In any case the fix works, or has always worked for me. I had a similar issue with a mod that allows you to capture Titans, but the thing actually kept going wherever its former owner's AI wanted it to (i.e., it changed orders to follow newly arrived "enemy" fleets). That I fixed by merging it with one of my own fleets. I didn't think I'd easily be able to merge Fed navy fleets like that though, but it makes sense that splitting off and making a "new" fleet would work in that case too. The former AI can't give orders to the "new" fleet of its new owner.
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# ¿ Feb 1, 2017 14:34 |
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That really does make a ton of sense. The fleet is clearly mine, but the previous owner still "thinks" it's theirs, and the game code lets them control things they are still registered as owning.
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# ¿ Feb 1, 2017 17:03 |
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Honestly, whether it's a kind of space monster or a fleet and how powerful it is would be more than sufficient I think.
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# ¿ Feb 1, 2017 18:50 |
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# ¿ Apr 28, 2024 10:04 |
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T͍̫̾̉̏R̝̼͙̰̓͞Ų͓̝̗̻͎͊̔̄̏S̺̬̦͔̩͓̣ͦ̇͗T̼͖̫̫̫ͪͮͭ͆̀ͨ̚ ̬͕͉̯͌͑̾͐́̑̚Ť̯̩̑̉͌͞H̷̠̲͙̙̺̩̠̍̂͋̄̏ͥ̂E͓͖̩ͬ͒ ̷̠̻̫̹̊̆͛ͯͤ̀ͯẂ̏ͥͭ͌͐̄O̯̣͔͔̳̺̽ͤͦ͋̆͒͝R͖̥͔͔̯̝̈Ṁ̹̱͙͍͗̆͊ͫ̓
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# ¿ Feb 2, 2017 16:30 |