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Roobanguy
May 31, 2011

man how are you even supposed to take planets? destroying all the bunkers on a planet doesn't even seem to effect how much damage a defending army takes from bombardment. and they are so loving strong its ridiculous. 30 clone troops should not have trouble taking on 10 defenders.

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Hryme
Nov 4, 2009
So everyone thinks the marauders are fine? How do you deal with them? I can't find any way to pay tribute even when they have one of their raiding fleets in my territory.

Pylons
Mar 16, 2009

Hryme posted:

So everyone thinks the marauders are fine? How do you deal with them? I can't find any way to pay tribute even when they have one of their raiding fleets in my territory.

If they haven't contacted you, you don't pay tribute. If they're still in your territory, you're on their path to another empire that they're raiding.

hobbesmaster
Jan 28, 2008

I just got a refugee pop with 6600 days left of stellar culture shock and 1600 of "was enslaved".

Was that always a thing? Never got refugees with such severe modifiers before.

Hryme
Nov 4, 2009

Pylons posted:

If they haven't contacted you, you don't pay tribute. If they're still in your territory, you're on their path to another empire that they're raiding.

Ok got it. I guess I should try to get a game where I am not actually next to them.

Eiba
Jul 26, 2007


I finally explored the wormhole in the middle of my empire and horrors! It lead right to the heart of a powerful fanatic purifier empire on the other side of the galaxy!

Alright, what a great story, let's get this going, this is what wormholes are for!

Except... I can't declare them rivals for some reason even though we have equivalent power. Nor can I make claims on them. They've done nothing to acknowledge me. I don't think the game actually knows we're neighbors.

God drat it, I just wanted to play DS9, why does this of all features have to be kinda broken.

Davincie
Jul 7, 2008

for some reason my science ships stop auto surveying every few jumps. its not cause of encountering enemies, i kept watch for that

hobbesmaster
Jan 28, 2008

I just got the self modified event chain. When everyone flipped over to xenophobe/militarist their happiness all cratered instantly turning a nice happy 0 unrest core planet into a 140 unrest planet. :allears:

Guess its time to endorse some american style egalitarianism by declaring martial law and setting up a deep space black site and paving over some labs with strongholds.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Dumb question, do colony capitals suppress production of non-energy resources on that square?

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
I think I will leave this newly formed nation alone for a while. They have no planets nearby and they swore fealty to me as I brought them up from their machine age into the space age.

Still waiting to get the tech that lets me uplift pre-sentients. I want these arctic people to get on my planet with a 15 mineral for 4 energy factory. It's the sole reason I am going to uplift them.

And, well, bring them into my fold as we accept everyone. Except fanactic purifiers. Or hivemind bugs. Or robots. No vacancies in my lands for thsoe.

GotLag
Jul 17, 2005

食べちゃダメだよ
I'm under the impression that every structure suppresses everything it's not outputting.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Galaga Galaxian posted:

Dumb question, do colony capitals suppress production of non-energy resources on that square?

IIRC the capital building will suppress every resource, including energy already there, so it will only ever produce the energy and unity it is set to (plus any bonus from POP happiness).

Zeron
Oct 23, 2010
Fanatic Purifiers + Post Apocalyptic is a fantastic combination. Armageddon bombardment takes awhile to uncolonize the planet, but instant habitable tomb world for you once you finish. Also empires seem to be hesitant to finish connections with you since that will give you CBs, so you can avoid expanding to their borders until you want to declare war.

Edit: The fleet manager is insanely buggy right now. Mine keeps bugging out and declaring that all of my fleets are empty and need to be completely reinforced, thus rendering it useless because I can't use the reinforce button without creating a million fleets and going over naval capacity. Also half the time it splits up the build queue very sensibly, and the other half it sends it all to a single shipyard station.

Zeron fucked around with this message at 03:26 on Feb 24, 2018

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Updated my two little namelist mods for Apocalypse.

Elves: http://steamcommunity.com/sharedfiles/filedetails/?id=902275820

Suikoden: http://steamcommunity.com/sharedfiles/filedetails/?id=902275898

Hope they're enjoyed by anyone who might use them!

George Sex - REAL
Dec 1, 2005

Bisssssssexual
Are habitats still a trap?

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
I haven't had any issues with 2.0 so far, including the fleet manager.

Well that's not true - my issue with 2.0 is that the armies aren't hooked up to the fleet manager. Goddamn are armies still a pain in the rear end.

sudo rm -rf
Aug 2, 2011


$ mv fullcommunism.sh
/america
$ cd /america
$ ./fullcommunism.sh


anyone running into an issue where science ships keep auto-exploring the same path?

Reveilled
Apr 19, 2007

Take up your rifles

hobbesmaster posted:

I just got the self modified event chain. When everyone flipped over to xenophobe/militarist their happiness all cratered instantly turning a nice happy 0 unrest core planet into a 140 unrest planet. :allears:

Guess its time to endorse some american style egalitarianism by declaring martial law and setting up a deep space black site and paving over some labs with strongholds.

Have they fixed the bug that makes self-modified pops be their own species instead of a sub-species yet? It doesn't look like they fixed it for psionics or cybernetics.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Eiba posted:

I finally explored the wormhole in the middle of my empire and horrors! It lead right to the heart of a powerful fanatic purifier empire on the other side of the galaxy!

Alright, what a great story, let's get this going, this is what wormholes are for!

Except... I can't declare them rivals for some reason even though we have equivalent power. Nor can I make claims on them. They've done nothing to acknowledge me. I don't think the game actually knows we're neighbors.

God drat it, I just wanted to play DS9, why does this of all features have to be kinda broken.

I had a similar issue, it was quickly resolved when the Determined Exterminators expanded out and claimed the empty wormhole, thus giving us "official" borders and giving us the appropriate containment/extermination CBs. The game could probably stand to consider wormholes adjacent for the purposes of borders, though, yeah.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Has anyone been able to build Science Nexi/Dyson Spheres without weird poo poo happening? I'm getting close to getting Galactic Wonders :ohdear:

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Is it possible to build larger class defense platforms?

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Zeron posted:

Fanatic Purifiers + Post Apocalyptic is a fantastic combination. Armageddon bombardment takes awhile to uncolonize the planet, but instant habitable tomb world for you once you finish.

That is genuinely hilarious. :allears:

Terraforming by purifying the xenos.

i think i have my next playthrough after Nice Hive Mind

hobbesmaster
Jan 28, 2008

Reveilled posted:

Have they fixed the bug that makes self-modified pops be their own species instead of a sub-species yet? It doesn't look like they fixed it for psionics or cybernetics.

I don't think thats a bug, but yes they are a separate main entry.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Dorkopotamis posted:

Are habitats still a trap?

Were they a trap before? I'd love them when going tall, I'd just bust out the habs and have like 6 in every system pumping out research and energy. They might be traps now with tech and unity cost scaling making smaller "planets" much much worse than larger ones?

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'
Man, the improvements to Stellaris with this update are crazy. The pace is more slower and thoughtful, which I think really helps the game. For example, I actually feel like I get the chance to sort of know my local galactic neighborhood and have to consider how I'm going to expand for the future. Well past my expectations.

I got a neat Curator Think Tank on a starbase. That was cool.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
I'm a pacifist and the fact that I can't set aggressive war goals means everyone refuses a federation with me. I sort of feel stuck.
My neighbors regularly declare war on a place I have a defensive pact with and we win but I can't claim anything!

I just want a federation :-(

Jazerus
May 24, 2011


Roobanguy posted:

man how are you even supposed to take planets? destroying all the bunkers on a planet doesn't even seem to effect how much damage a defending army takes from bombardment. and they are so loving strong its ridiculous. 30 clone troops should not have trouble taking on 10 defenders.

were you fighting a species that's strong, very strong, resilient, or a combination of those? they're pretty brutal unless you have boosted troops yourself. once you have an edge over the defenders in troop quality your casualties will go way down, but in an even fight i'd expect to lose around a combat width's worth of troops with every invasion.

Psychotic Weasel posted:

IIRC the capital building will suppress every resource, including energy already there, so it will only ever produce the energy and unity it is set to (plus any bonus from POP happiness).

the capital does not suppress existing energy.

Eltoasto
Aug 26, 2002

We come spinning out of nothingness, scattering stars like dust.



First time playing, figured I would wait till 2.0 and start. Is there anything that forces the AI to fight in a system? What I mean is, if I nab a chokepoint system and build it up as a fortress, is the AI compelled to fight in it, or can they just pass through and ignore it? With the defenses in the center at the star, I am worried they can just come in and gently caress up planets or move on while ignoring the defenses. Probably a noob question.

Reveilled
Apr 19, 2007

Take up your rifles

hobbesmaster posted:

I don't think thats a bug, but yes they are a separate main entry.

That's a shame. I'm pretty sure it is a bug, because the code that creates them is still pretty much the same as it was back at launch, and it means there's no longer a way in the event scripting to create a subspecies. My understanding is that's "is_mod = yes" is supposed to do this, but currently doesn't.

And it leads to weird poo poo like if you take the psionic perk as the Commonwealth of Man, for example, you then get situations where the United Nations diplo screen starts using the word "human" like it's some weird alien species "oh, your human culture is so interesting" or "humans and humans must work together for peace" instead of the special dialogues which show up amongst empires of the same species.

Gaj
Apr 30, 2006
So for some reason even though I have all the techs and unity stuff done... I still cant build a ring world or dyson sphere. I can build Habitats and science nexus's, but it just wont highlight anywhere to build the others.

uber_stoat
Jan 21, 2001



Pillbug

Eltoasto posted:

First time playing, figured I would wait till 2.0 and start. Is there anything that forces the AI to fight in a system? What I mean is, if I nab a chokepoint system and build it up as a fortress, is the AI compelled to fight in it, or can they just pass through and ignore it? With the defenses in the center at the star, I am worried they can just come in and gently caress up planets or move on while ignoring the defenses. Probably a noob question.

my understanding is that a starbase with an FTL inhibitor makes it so that the fleet can only return the way it came unless it kills the base.

Jazerus
May 24, 2011


Eltoasto posted:

First time playing, figured I would wait till 2.0 and start. Is there anything that forces the AI to fight in a system? What I mean is, if I nab a chokepoint system and build it up as a fortress, is the AI compelled to fight in it, or can they just pass through and ignore it? With the defenses in the center at the star, I am worried they can just come in and gently caress up planets or move on while ignoring the defenses. Probably a noob question.

they must capture the starbase to invade planets, and once you get the FTL inhibitor tech, they can't go past an upgraded starbase or an inhabited planet until they take them

so yeah very early on they can technically just dodge your defenses to an extent, but the AI probably doesn't do that much; a player might though.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Dorkopotamis posted:

Are habitats still a trap?

tech and such maluses are based off of systems claimed now instead, so not so much

but they're also hella expensive now

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Gaj posted:

So for some reason even though I have all the techs and unity stuff done... I still cant build a ring world or dyson sphere. I can build Habitats and science nexus's, but it just wont highlight anywhere to build the others.

I think Ring World and Dyson Sphere both can't be built in a system with habitable planets or something? And a Ring World needs x amount of planets as raw material (the planets are consumed in the building process)?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Jazerus posted:

the capital does not suppress existing energy.
Huh, so it would seem. I used to remember it overwriting anything else on the tile on the tile at one point.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Wiz posted:

This is either a straight up lie or you haven't found the 'Defenses' tab yet.

EDIT: Hell, even without defensive platforms a Citadel with all turrets will be significantly more than 12k. I honestly think you're just making poo poo up.

It took me about 60-70 years in game before I noticed the defense tab. Prior to that I was just upgrading the starbase and filling it with guns.

Nuclearmonkee
Jun 10, 2009




I bought fifteen cruisers from the nomads in 2243 more than tripling my fleet power. Also I am only paying one naval capacity per CR, barely any upkeep and they seem to not take part in the fleet manager thing. Is this intended?

Mayor Dave
Feb 20, 2009

Bernie the Snow Clown
Ahahahaha the War in Heaven just ended in a status quo white peace. That was kind of anticlimactic...

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
I started a new game when I got home from work, and now 34 years into it I'm starting to think I was literally the only civ to start on this spiral arm.

I don't think I'm complaining, per se....

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Roadie
Jun 30, 2013
I'm sad I can't combine Barbaric Despoilers with Rogue Servitor.

"PRESENT YOURSELF FOR MANDATORY LIFE IMPROVEMENT. THIS IS NOT OPTIONAL."

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