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Poil
Mar 17, 2007

Turns out that if you run out of food your population will start to starve to death and while starving they get really unhappy which utterly tanks all production, especially food, so you can't dig yourself out. Oops. :downs:

You'd think it would make better farm tech more likely to come up in the science lottery, but nope.

Poil fucked around with this message at 00:07 on Mar 2, 2018

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Poil
Mar 17, 2007

Gobblecoque posted:

Remember that you can trade food with other civs. Unless you're completely out of energy or minerals you should be able to get out of the hole with that.
Only if they actually have any food to trade, the drat gluttons.

Poil
Mar 17, 2007

What the gently caress is up with wraiths just moving from system to system along hyperlanes blowing up every single loving outpost and starbase along the way? Naturally it's only moving through my territory costing thousands and thousands of minerals worth of constructions and who knows how much influence as I lose control of every single system it passes. I have one of the strongest fleet in the galaxy but the curators claim it would only annoy it. loving bullshit!

Poil
Mar 17, 2007

A poo poo load being? Number? Fleet power?

Splicer posted:

Good news!
* The Wraith will now spawn at the mid-game date set in the galaxy settings, rather than 40 years after its host star is surveyed. The Wraith will not spawn if its star has not been surveyed before the mid-game date
Good thing the AI won't survey it then.

I'll just go and fume in a pile of salt.

It wouldn't have been so bad had it just destroyed a few systems but carving massive trails of destruction back and forth is just ridiculous.

Poil fucked around with this message at 18:49 on Mar 22, 2018

Poil
Mar 17, 2007

Strudel Man posted:

Argh. There is a very annoying thing with armageddon bombardment - even when you have enough to cause -100% population growth, planets still sprout ghostly growing pops, and it almost seems like it prefers to bomb those down instead of real, fully-grown pops. Actually getting it to a tomb world takes forever because I'm constantly killing off a no-progress growing pop that spawns again and again instead of the one full-grown pop left on the planet.
So your fleet is forever murdering all of their children over and over? :gonk:

Poil
Mar 17, 2007

Wow I'm way too dumb to understand that. :downs:

Poil
Mar 17, 2007

Wiz posted:

Yeah, it's how much power they contribute to factions and how much their happiness is counted towards planetary stability. Having a single angry ruler pop is a much bigger deal than even several worker pops under more stratified conditions.
A lot quicker to process in the Cannery of Discontent too.

Poil
Mar 17, 2007

I thought never stapling was to create obedient slaves who won't even think of revolting. I really really really hope it is never invented in real life. :gonk:

Poil
Mar 17, 2007

Nordick posted:

I want a GLaDOS voice pack. There's a mod one in the Steam Workshop, but last I tried it it wasn't all that well put together.
Meeting a new space empire and hearing GLaDOS cheerfully voicing her joy over finding new test subjects sounds wonderful.

Poil
Mar 17, 2007

What are the best ethics if you want to replace all farming with using other species as livestock? It will take a while to set up but it should be possible I think, especially if you modify them to being delicious.

Poil
Mar 17, 2007

Thanks. Livestock gives the same relation penalties as processing?

Poil
Mar 17, 2007

Bold Robot posted:

How does D not stand for destroyer, C not stand for either of corvette or cruiser, and B not stand for battleship? This is painful.
Old naval designations. It's mostly harmless and makes a certain type of sperg feel warm inside to use.

Poil
Mar 17, 2007

ZypherIM posted:

The idea of a FE megacorp who are just waiting for the net value of income in the galaxy to rise enough for them to get enough ROI is hilarious in my head.
Like an alternative to the war in heaven? They go berserk building up and forcing everyone to open up their markets for their (and only their) full benefit. At first it booms for everyone but they keep pushing and pulling, weaker empires face bankruptcy or slave-like subjugation until everything finally goes full tulip and crashes and burns and all that can be heard is a quiet approaching hak hak hak.

Poil
Mar 17, 2007

Galaga Galaxian posted:

You mean you don’t march line abreast at your enemy until you’re in range and then start exchanging volleys of laser musketfire in a civilized manner?

Do you just run around randomly killing each other like savages!?
We drop down using multiple, simultaneous and devastating defensive offensive deep strikes!

Poil
Mar 17, 2007

null_pointer posted:

If we did this it would be my only contribution to this dead gay forum within a dead gay world.

Please do this :smith:
With the technology level in Stellaris it would be trivial to have a completely gay species.

Poil
Mar 17, 2007

Does picking Egalitarian ethics override being able to enslave aliens from Xenophobe? Not using fanatic.

The Iron Rose posted:

playing barbaric despoilers + life seeded - I have primitives within my border space but can't seem to bombard/raid them. Do I need to invade first, and won't that just conquer the planet?
Have you set the Native Interference policy to Unrestricted Studies?

Poil
Mar 17, 2007

It would be very useful if you could buy slaves from marauding empires. A dialog option which gives you a random single slave pop on the world of your choosing for a huge fee. Probably needs a long cooldown.

Splicer posted:

I also don't like that the build new buildings list isn't sorted with planet uniques on top, but that's less pressing.
Yes! It's a pain to scroll and scroll through the list that just gets longer and longer as the game goes on. There are some buttons at the top which can help you filter it but they are smaller than the cursor. :v:

Poil
Mar 17, 2007

Raenir Salazar posted:

stellaris needs a 3D map mode where planets are on "layers" on top of each other).

My only issue is that having solely corvettes for hours and hours of wallclock time is a bridge too far even for me and I think desroyers, star forts, and cruisers should be starting techs so that wars are interesting off the bat.
Personally I think that would be really disorientating and having to rotate around the camera to get an idea on where everything is doesn't add anything beyond tedium as soon as the novelty wears off.

Totally agree with corvettes though. Takes forever to unlock bigger ships and when you do even the most basic models cost a fortune in alloys. Maybe research better cruiser chassis that cost more later on or something instead. :shrug:

Poil
Mar 17, 2007

I invaded a charismatic early space age primitive civ and enslaved them but ended up building a ton of commercial buildings since the planet wasn't good for districts. So they were all enslaved in cubicles. Later I freed them and turned the entire planet into a big city just raking in trade and an absolutely ridiculous amount of amenities. Fun. The nearby obnoxious hedge imperialists got the livestock treatment instead.

Kaal posted:

Well obviously Pathfinder is not D&D, but it still doesn't allow for large characters rapid-firing opportunity attacks against enemies that simply enter their reach.
It's true for 3.5 DnD as well. There is also the feat combat reflexes which allows you to "make a number of additional attacks of opportunity equal to your Dexterity bonus." :eng101:

Poil
Mar 17, 2007

Zurai posted:

There was a post a little while ago in the thread that running the game in Admin mode from the actual executable (bypassing Steam) results in a performance improvement. I haven't had a chance to test it.
I tried that but it made it impossible to use any mods for some reason. The menu to activate them was just empty. :iiam:

Poil
Mar 17, 2007

Is there a reason to ever use flak guns on the p slot? You always start with them but they're apparently better against strike craft (which you NEVER face in the early game, also they seem to be fairly crappy) while point defense guns go through missiles which are available to fight right from the beginning. But I don't really see the AI use missiles much. :shrug:

Poil
Mar 17, 2007

Stations have one missile launcher by default yes but based on what I've seen the AI only uses the gun module for forts.

Poil
Mar 17, 2007

Fister Roboto posted:

For fighting amoebas?
They aren't very strong so I think you can just ignore them. And respeccing your entire navy to fight one rare type of enemy seems like a waste of time and precious alloys.

Poil
Mar 17, 2007

That's interesting and useful. Maybe they're worth it then, at least until fleets get a bit bigger.

By the way, does the AI blatantly cheat with always rolling the techs for extra fleet size and ship limit techs super early? Or do they just always start with them?

Poil fucked around with this message at 00:14 on Jan 12, 2019

Poil
Mar 17, 2007

It's a lot quicker to throw an army at it. Replacing losses takes micro though.

Fister Roboto posted:

Not that I don't agree, but why would you respec your entire navy?
Because my total navy is required to beat them without losses in the short period before they are all gone, or similar. I guess I could only refit one fleet instead of both.

Poil fucked around with this message at 01:15 on Jan 12, 2019

Poil
Mar 17, 2007

Fister Roboto posted:

One thing I'd like to see in the future is a simplification of happiness/stability and all the other things that go into it, because holy poo poo it's a mess right now. The chain basically looks like this:



The things you can directly affect are in green, and the only thing that actually matters is in red. How do you get from the green to the red? What effect will +5 amenities have on resource output? Is switching from decent living standards to academic privilege worth it? gently caress if I know.

e: whoops i forgot a step
You can directly affect happiness in a few ways such as living standards and civics.

Poil
Mar 17, 2007

Just out exploring and surveying the galaxy. Oh neat, a new anomaly I haven't seen before. A planet cowered by a big shield and there are lizards constantly rebuilding a society before it gets reset? Hmmm, I guess I'll help them and disable the shield and...-OH GOD! :gonk:

binge crotching posted:

Yep, they are the lizards that come out of the Time Loop anomaly. They spawn with a citadel on their home planet, so they can be a pain in the rear end to capture early on.
5k fleet power is a bit much, but definitely necessary so you can't just instantly neuter them.

I've "solved" it by declaring war, using my fleets to take out their construction ships and building starbase outposts on their adjacent systems. It's sort of a containment, right? Just gotta remember to keep borders closed.

Poil
Mar 17, 2007

Zurai posted:

The AI won't hopscotch borders though, so as long as you control every bordering system you should be fine.
And thank the Worm for that. It would be so horrendously annoying otherwise. As soon as I have enough fleet power it will be time for them to find out how cold it is outside. I do think the limit before unconnected systems count towards empire sprawl could be much harsher though.

It was a wonderful oh-poo poo moment. Paradox can reward themselves with an imaginary chalice. :toot:

Poil fucked around with this message at 23:02 on Jan 14, 2019

Poil
Mar 17, 2007

I'm using default number of hyper lanes and got -22 cohesion from systems not being completely surrounded by other systems (lol?) and an incredible -6 from my systems way the gently caress far away from the rest. Former number is dumb and the latter needs to be like ten times higher to have any meaning. I'm almost beating the combined penalty purely from my upgraded starbases.


Just look at the mess from how the lanes ended up. See how my big green snake heads to the left because it never loving connects up or down. Those two poor AI's above it got completely screwed over for no reason. The whole "southern" part of the galaxy only has two connections and I got one by default and the other because I expanded casually towards the black hole next to the science ship and noticed the choke just beyond. The Heejam Star Compact just recently reached down there and their home system is just to the left of the purple Malthin Messianic Union so they were noticeably further away from it than me (13 vs 10 systems) with way more side paths.

Poil fucked around with this message at 14:13 on Jan 15, 2019

Poil
Mar 17, 2007

Splicer posted:

Could you post a screenshot of your cohesion breakdown?
No problem. Here you go (I've claimed a system since my previous post).


I get way more loss from external hyperlanes than isolated systems... from those isolated systems.

Raenir Salazar posted:

This is why I have a seething hatred for spiral galaxies with the default/semi-default hyperlane density. It results in completely unintuitive outcomes and results in every empire being bordered by at most two other empires because unless you manage to snake to an exit point you're completely stuck on one of the spiral arms. By the core, in the middle, or by the edge, doesn't matter, one guy to one side of you, the other to the otherside until wormholes.

I like more circular, oval shaped borders so I bump up hyperlanes.
Yes, that sounds like a good idea. Please note that this particular one isn't a spiral galaxy. It manages to be bad anyway.

Poil fucked around with this message at 14:56 on Jan 15, 2019

Poil
Mar 17, 2007

I noticed you can change the priority of the different jobs on a planet. After pushing a few buttons it seems that lowering priority disables job slots. It's a lot less inconvenient to just disable buildings which has the bonus of being vastly easier to spot years later when you might have forgotten but this way you can disable district jobs. Unfortunately pops doesn't understand that the jobs aren't available when they immigrate or grow so you'll end up with a larger and larger pool of unemployed specialists. Maybe the game checks if there are empty specialist (or leader) slots when the pop pops in but not if they are closed due to priority.

Do pops attempt to pick jobs better suited to their traits? Do they ever shuffle about so the race good at mining does mining and the race good at batteries does the generators?

ZypherIM posted:

What galaxy shape are you using? I haven't had something like this with 2 or 4-arm spirals, so dunno if it is an artifact of shape. Also are you on a tiny galaxy?
Sorry about the delay, it's a small galaxy on the elliptical setting. I don't think the game handles the combination very well. Maybe it would work properly on normal sized but that makes the universe lag death a lot earlier.

Poil
Mar 17, 2007

MrL_JaKiri posted:

It's nothing to do with priority, you simply are enabling and disabling job slots.
But the tooltip said priority. :saddowns:

Poil
Mar 17, 2007

wiegieman posted:

All I see is yet more proof that the glorious machine future will always be superior (once my robotocists figure out how to build what I told them and not basic robots.)
Materialistic fool! :argh:

I will make shady deals with worrying unknown entities and use their power against you. When the RNG finally lets me, which will surely be any decade now.

Poil
Mar 17, 2007

Imagining futuristic sci fi poo poo posting makes you proud to be a goon. :patriot:

prefect posted:

When you discover the Prikkiki-Ti planet, is there any chance of them being non-hostile when the shield is opened? I'm feeling guilty about keeping them locked in there.
The AI can release them too. It was fun when they did so right between our empires fairly early on. Less neutral zone and more horrible murder zone. Fortunately I was also xenophobe and worked all the lizards to death in the fields after taking over their planet. They do have a pretty cool name list though.

Poil
Mar 17, 2007

alcaras posted:

Maybe FTL communication is possible, but the universe is lagging because there are too many pops?
Is that why it only does one day in 24 hours?

Poil
Mar 17, 2007

I must be missing something because it makes no sense to me. How can it violate the laws of the universe for a ship to arrive before you can see it leave? If a ship goes through a wormhole to buy cheetos the people at the store will see the ship arrive and if they know the other end of the wormhole is x lightyears away they know it will take x time before they can see the ship enter the wormhole. But that doesn't actually change anything, does it? It's just x amount of lag before they see what has already happened? Like a really long delay. You see things that happened, they're not happening as you are observing them.

:psyduck:

Granted it is thought up by people a lot smarter and knowledgeable than me so they're way more likely to be correct than I am. But I can't wrap my stupid mind around it. Maybe I'll watch that wormhole video and see if it clears up things.

Poil
Mar 17, 2007

Speaking of complicated matters. Does a +5% specialist increase only increase production by 5% and not the resource drain as well? For example an alloy maker uses 6 minerals to make 3 alloys but if you have a total +10% it still uses only 6 minerals but you get 3.3 alloys?

Splicer posted:

Faster than light but not instantaneous also means time travel, it just changes the math.
By "see" I meant that you could return before you left. Effect could follow cause. You could message yourself and say "hey dude don't bother going for space tacos I got enough for the both of us".

e: as an example of what just "seeing" can do, if you arrive sufficiently before you leave that the light of your arrival reaches your origin point before you leave you could look at your arrival point and see yourself smash into an asteroid. "gently caress that I'm ordering my Cheetos delivered" you say and stay home. Who did you see crash?
Hmmmm. I think I understand what caused it now, I didn't get where the whole time travel came from. Wormholes are holes through time and space and not just space? Derp. :saddowns:
Thanks.

Poil
Mar 17, 2007

Splicer posted:

It's more that time isn't uniform. If two places are moving relative to each other they experience time at different speeds. This isn't normally a causality problem because if I travel to you through normal space and back I'll still arrive after I left, we might just argue about when that was and how long it took me. But if I drop a wormhole in your system and the other end in mine and then we both drop wormholes leading to a third system with its own reference frame we can start exploiting the time rates to trade future Cheetos with ourselves.
Ah, that makes a lot more sense. Thank you.


turn off the TV posted:

There was a patch today, 2.2.3 is now main and 2.2.4 is in beta.
* The dense urbanization of city planets is repellent even to the Worm, and it will no longer take them into its nuclear embrace (Ecumenopolises excepted from Tomb Worldification)
:allears:

Poil
Mar 17, 2007

binge crotching posted:

That does mean that if you swap ethos you can double up on things like temple/monument. I'm alright with that being the fix, but it does introduce potential issues.
That should be very easy to fix by making it impossible to build one if the other already exists on the planet. The monument will still be around but if you want a temple it's time to bring on the :killdozer:.

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Poil
Mar 17, 2007

So a battleship with kinetic artillery hitting with a full barrage would send a corvette flying, preferably out into deep space or into a celestial body? I approve that sounds great.

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