|
Mister Adequate posted:Austrians and Germans are the same thing
|
# ¿ Jan 21, 2017 21:03 |
|
|
# ¿ May 5, 2024 19:03 |
|
Whilst we're talking about planet surfaces, I think it'd be an improvement if different planet types had different tile bonuses. If desert planets had more, and larger energy bonuses whilst say arctic planets had mineral ones, then you'd have an interesting choice in-game. Do you ignore your tile bonuses and stay self-sufficient, or find a neighbour with a different planet type and trade with them- making you both better off, at the cost of your economies now being intertwined. If they ever find another energy supplier, though... they can switch, and now they know you can't afford to build a fleet up. Getting extra species is now a big deal, and terraforming isn't a no-brainer as soon as you have the energy.
|
# ¿ Jan 25, 2017 00:52 |
|
Zore posted:He said yeah as a cap so you can't just literally spam them everywhere.
|
# ¿ Jan 27, 2017 17:32 |
|
I hope hope hope to god that they don't have this ascension path be 'You are actually in a simulation!'. That was the thing that soured me the most on No Man's Sky.
|
# ¿ Feb 6, 2017 16:35 |
|
Roland Jones posted:I doubt that's it. It seems more like entering a realm like where the Unbidden come from, or, since this update is named after Banks, Sublimation. "Ascend to a higher plane of existence" and all that.
|
# ¿ Feb 6, 2017 16:45 |
|
I know, but it's hackneyed and doesn't sit well when you are actually playing a simulation. It breaks the fourth wall in a way that it doesn't when it comes up in a book.
|
# ¿ Feb 6, 2017 16:56 |
|
Coolguye posted:whether the robots require this or not is not the point of this question
|
# ¿ Feb 10, 2017 15:41 |
|
OwlFancier posted:It'd also be a bit weird to have a bug hive and a dictatorship using the same ethos. The real issue is that superorganisms like bug hives don't fit into a model that has each empire being made up of many independent pops. Your superorganism can be Individualist in its interactions with other species/superorganisms no problem for example.
|
# ¿ Feb 12, 2017 02:21 |
|
Talking about primitives, I think it'd be more interesting if the rate of early-game colonisation was slowed down so they were actually more of a thing early-game. As it stands, there's not much impact to it. Enlightening should be a risk/reward thing, but at the moment you spend 20-40 years and risk getting a fanatical purifier who poses no threat and just steals a few systems worth of mining stations, or your reward is a useless vassal that you can integrate in another 10+ years for one planet and a species (when you've probably gotten one for their niche via migration treaties by now). Infiltration and invasion are far more interesting ways of dealing with primitives, as you either get a world (and new species) straight away, or wait 10-20 years to get one without the Recently Conquered penalty- but in both cases they come at the cost of the Culture Shock debuff. Maybe the flat bonuses per empire/vassal in the Domination & Diplomacy trees will make primitives more worthwhile. It just seems like it'd be neat to raise species with similar ethics to you up to provide you with handy allies, but since they have to be in your territory to do it anyway... I wonder if letting you do it as a science ship project would be better?
|
# ¿ Feb 15, 2017 13:55 |
|
That's neat. Presumably genetically-engineering Delicious in is the equivalent of teching-up your Hydroponics farms. Plus I wonder if they still give 5 food when they're just regular livestock, not being purged... even at 4, non-delicious species aren't actually going to be much use as livestock which I guess makes sense.
|
# ¿ Feb 17, 2017 18:43 |
|
Wiz posted:The fluff text explains they're also very nutritious, and yes it's used in genemodding. If you've gone down the biological ascension path you can genemod a species to be delicious and nerve staple them so they're not sad about being eaten. Can it be picked at species creation? +10 food/pop would put a neon 'conquer me' sign over your species...
|
# ¿ Feb 17, 2017 20:23 |
|
GotLag posted:I don't want to do that
|
# ¿ Feb 18, 2017 16:41 |
|
GunnerJ posted:https://twitter.com/dmoregard/status/834386565577207808 Actually I wonder how this perk interacts with Fanatic Purifiers? I assume they must still be able to assign Rivals, though it seems a bit pointless as everyone already hates you.
|
# ¿ Feb 22, 2017 15:01 |
|
GunnerJ posted:I just re-read that post about missiles and PD being gobbledegook and it bothers me so much. It's a problem that it doesn't seem like a mod can really address. The best efforts seem to entail upping both damage and lowering rate of fire to reduce overkill, but this has its own problems when it takes 17 seconds for each missile to fire. I think I'd have less of a problem with it if you had more weapon options early game... actually, I've been thinking more and more about the way starting weapons work and it just doesn't make sense to me. Typically you can get at least one other type before you have to go to war (IME), so why even bother restricting it to one type to begin with.
|
# ¿ Feb 28, 2017 18:18 |
|
Aethernet posted:Hmm. Immortal leaders and everyone gets a Synth-equivalent boost - looks like cybering is way better than fleshy stuff. Probably should boost Erudite to 25%. Making slaves delicious is handy if you're a xenophobe though, I suppose.
|
# ¿ Mar 2, 2017 14:09 |
|
Subspecies shuffling micro hell is definitely an issue, but possibly one you could fix by giving species with Strong/Thrify/whatever happiness bonuses when working a tile that matches their bonus? Then they'd move between planets automatically- Agrarians preferring to occupy a farm on a colony to being forced into researching on a developed world.. If you did that, you could even add a 'Really low intervention' policy to disable the ability to shuffle pops around on a planet and just rely on happiness to get it done.
|
# ¿ Mar 2, 2017 15:12 |
|
Taear posted:I had no idea being gluten free was a fad diet, it must not have caught on here in the UK yet.
|
# ¿ Mar 4, 2017 10:13 |
|
Thyrork posted:They really were. I have a soft spot for the Kultorask, the Vasari Rebel's titan, and how great it was for devouring entire fleets while keeping itself and its allies fully repaired.
|
# ¿ Mar 7, 2017 15:54 |
|
Sibling of TB posted:I think there was activity on their forums by the developers about remaking SOTS1, so may still be defending their IP.
|
# ¿ Mar 7, 2017 16:35 |
|
Demiurge4 posted:It would be nice if there was some way to keep colonists on new planets. So even if I colonize a lovely 20% habitability planet with my main species they'll stick around until I gene mod them. Call it colonial spirit or something. In fact, just disallow migration offworld while it still has the disassembled colony ship, that'll fix it. Either that, or wait for all your more livable planets to be full so they have no choice.
|
# ¿ Mar 8, 2017 21:06 |
|
Are there any mods that concentrate sector shipbuilding at the sector capital planet? It's an absolute faff to go around ordering a dozen worlds to build ships, and it seems like it'd be a sensible streamlining to just have a sector capital have construction speed for a ship class = base speed * (number of starports of high enough level to build that class in the sector). I guess it'd be a little unbalanced as it wouldn't be *quite* the same- a vanilla 10-planet sector building in parallel would produce 10 battleships after 10 months, whilst a concentrated sector would produce 1 per month for 10 months. Still, I think the balance changes would be massively outweighed by the convenience.
|
# ¿ Mar 12, 2017 20:37 |
|
Dog Kisser posted:
|
# ¿ Mar 19, 2017 22:47 |
|
GlyphGryph posted:It might only be something defensive players do at the beginning of the game, or something you do with a handful of patrol ships to tie up enemy invaders rather than a major portion of your fleet If Wormhole worked more like that, it'd be interesting- but the different timescale for the game sort of precludes it.
|
# ¿ Mar 23, 2017 16:44 |
|
What we've seen really makes Hive Minds look like a good beginner's race. Simple, straightforward, even the civics are a little bland.
|
# ¿ Mar 28, 2017 19:19 |
|
Are there any guides to how to script for Stellaris? The language is really different from anything I've seen before and I'm sort of baffled by it. I want to create a mod that consolidates a sector's shipbuilding power in the capital- iterating over each planet in each sector. I mean, I'd prefer to add stuff about starport levels and whatnot but frankly I'll settle for anything working. I *think* I want something like this, that iterates over each planet in a sector each month and applies a month-long +build speed modifier to the sector capital:code:
|
# ¿ Apr 1, 2017 23:01 |
|
I've just made a mod to try and replicate the SotS Zu'ul playstyle (trash your planets to get bonus production, and keep on moving), and I want to run the numbers by y'all. It adds a new policy type, sustainability, with 3 settings.
On extreme, your starting planets will basically be gone by 100-150 years in so +20% seems like a fair trade, I think? I'm just spitballing and would like some other eyes on the numbers. Not sure if I should restrict Sustainable Development such that Wasteful species can't use it either- it would make it impossible to play a tall Wasteful species and that seems a bit much. Plus, at the moment the blocker will kill any pops on it when it appears, not sure if I should try and force them to relocate. Talkie Toaster fucked around with this message at 21:54 on Apr 14, 2017 |
# ¿ Apr 14, 2017 21:50 |
|
Gadzuko posted:This sounds really cool. Ideally I would say pops should relocate and maybe provide some kind of refund on starbases when the planet dies? Otherwise it's kinda rough spending all those minerals to start over if you want to maintain naval production.
|
# ¿ Apr 15, 2017 01:06 |
|
Right, just released my overharvesting mod: here on the workshop. Description is: quote:Ever wanted to play a devouring horde of galactic locusts, that sweep across the galaxy leaving nothing but burnt-out husks in their wake? Or how about just playing as wasteful, environmentally unfriendly consumerists who push their worlds beyond their limits in order to get an edge?
|
# ¿ Apr 15, 2017 12:15 |
|
Reveilled posted:Nice, well done! Does the unremovable nature of the blockers persist through terraforming? Also have you done any testing to see how the AI handles it? I have humans set up in my games as Nomadic, Adaptive and Wasteful, so I imagine there'd be fun times ahead. Haven't extensively tested how the AI handles it- I do know it will sometimes generate Wasteful/Nomadic races that try to play tall and they'll be doomed in the long run. Beer4TheBeerGod posted:The fact that you didn't capitalize the second words in the various titles there triggers me on some sad, pathetic level. Restrained Crown Posse posted:Sounds great, though I'm a bit confused by some of the wording; both Overharvesting and Extreme Overharvesting are defaults for the same civic types? IDOLA posted:Is there any weighting for how full of pops a planet is in the calculation for how long it takes for a tile blocker to be added? The more a planet is worked the more quickly a blocker would generate, i would think.
|
# ¿ Apr 15, 2017 18:23 |
|
Lprsti99 posted:Does -migration attraction make it more likely that pops will emigrate in addition to making it less likely that they will immigrate? Also thinking of adding a 'Planetary Liquidation' edict and tech to unlock it that creates a blocker once per year but gives a flat +10 food/minerals/energy. So when a planet is almost gutted, you can finish it off quickly. On a non-Overharvest topic: It turns out xenos being purged count as free xenos, not slaves, for the purposes of xenophile attraction. In my game, the resulting xenophile faction randomly selecedt the leader of my Fanatic Purifier empire as the faction leader...
|
# ¿ Apr 16, 2017 11:52 |
|
Clanpot Shake posted:I'm probably just blind but how the hell do I purge pops from a planet? I don't want to kill all of them, just a few, but there's no obvious button to do it. Under Set Rights there's a purge type dropdown that helpfully tells me the pop is not being purged.
|
# ¿ Apr 16, 2017 17:22 |
|
Just finished another mod: Sector Shipyards. Lets you centralise production of armies and ships in sectors to their capitals, to make building fleets lategame less of an absolute ballache. It's up on the workshop here. Description: quote:Annoyed by building fleets when you have multiple sectors? Wish you could compete with the AI's micromanagement of ship production? Look no further! Next, I'm thinking of making Ascension Milestones, that'll award ascension perks for hitting some milestones, designed to help wide empires not be completely blocked out of ascension. I only want a few milestones, and I'm thinking:
|
# ¿ Apr 17, 2017 20:53 |
|
BenRGamer posted:Precursor or other rare/lengthy event chains, mapping the entire galaxy, be the most populous species in the galaxy, be at peace for X years, conquer X other empires, founding/joining a federation, I was thinking of eventually doing a 'Win Conditions' mod that let you pick one of a few random win conditions at the start. So you might get offered 'Most populous'/'Scan all systems'/'>25% of planets in the galaxy are Gaia worlds or Ringworlds' and pick one. That would probably take ages to actually make, though.
|
# ¿ Apr 17, 2017 21:59 |
|
Modding question: Has anyone figured out a way to check what modules a ship has? I can't seem to find out how to, say, set a flag so you know a science ship has one particular type of lab- I'm trying to add propaganda ships that influence the ethics attraction of the systems they pass through. I tried creating a new ship class just seems to default it to being military rather than civilian (even with is_civilian = yes).
|
# ¿ Apr 18, 2017 15:42 |
|
Mister Adequate posted:I admit, though the other stuff is questionable, dividing planets into sectors for ground combat seems like an idea that might have value.
|
# ¿ Apr 20, 2017 17:12 |
|
Splicer posted:Does ship behaviour adjust for loadouts at all? If I have a ship covered in mainly long range stuff will it try to kite more compared to something with a bunch of short range?
|
# ¿ May 21, 2017 13:41 |
|
DatonKallandor posted:What makes SotS work is that combat is the focus of the game. You have control in the fights. That's why the ship designer is as deep as it is in SotS. Stellaris has about 70% of the complexity of that ship designer, but with zero control over fights (and almost no interesting combat techs).
|
# ¿ Jul 28, 2017 22:22 |
|
Aethernet posted:New lebensraum policy tweet:
|
# ¿ Aug 4, 2017 14:07 |
|
ProfessorCirno posted:Mentally rename "Unity" to "mental hold" then. It represents your ability to shape and change the hivemind as a whole. You need more as your population grows because, well, duh, the hivemind is bigger and more and more spread out, so you require more mental hold over them.
|
# ¿ Aug 6, 2017 11:10 |
|
|
# ¿ May 5, 2024 19:03 |
|
Ramadu posted:as a guy with the tiniest budget ever how much is the new dlc? I went to the steam page to see and it doesn't have a price? I guess I am glad its free, that fits in my budget.
|
# ¿ Sep 20, 2017 12:14 |