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OwlFancier
Aug 22, 2013

Holy poo poo Gulli those habitat modifiers from planets are no loving joke!

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hobbesmaster
Jan 28, 2008

What modifiers?

Jazerus
May 24, 2011


OwlFancier posted:

Holy poo poo Gulli those habitat modifiers from planets are no loving joke!

having played out to mid-game with gulli's mod so far, i really really wish most of the modifiers it adds were half as strong as they are

they break the resource curve pretty badly

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

OwlFancier posted:

The year is 2264, our civilization has spread among the stars surrounding our homeworld and we have explored further into the depths of galactic space. One of our far ranging scout vessels has encountered a terrifying threat, an unimaginably advanced alien civilization, posessing the power to reshape planets at will, construct vast, system spanning habitats, and reforge their species into living demigods. Our sole salvation in the face of this incalculable potency, is that their society appears to have stagnated. Once, perhaps, this empire spanned the vast gulfs of space, now it is reduced to a mere fraction of its former glory. Upon initiating a tentative contact, our scout craft recorded the following exchange:

"Know, young ones, that we alone serve to contain the destroyer of galaxies, the greatest threat to civilized life in the universe, it resides in the unclaimed space at the center of our last vestige of power, and all our once great might is focused on ensuring it can never escape...

"What is the threat? Can we help contain it if it is a danger to all of us? Can it be destroyed for good?"

The threat... Is piracy! There is no destroying it, no besting it, we are locked in an eternal struggle with a foe which twists the minds of our citizens and sends them against us...

"Wait, pirates? Have you tried building infrastructure in that system?"

"NO!!! The system only contains 2 energy and It would add 2% to our research and unity costs, and we would rather die than abide this insult!"

Those who do not follow the Sacred Path of Pretty Borders deserve the cold void and annihilation.

Galaga Galaxian
Apr 23, 2009

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


Causus Belli: Pretty Borders

If you win, the defeated nation will be forced to backfill those drat holes and cul de sacs in their empire.

Allyn
Sep 4, 2007

I love Charlie from Busted!

Soup du Jour posted:

Wait, there’s more than one outcome to Improbable Ceramics? I’ve only ever gotten my scientists melting down over being unable to explain it.

20 years of +15% (iirc) research speed

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Oh man there should be a fallen empire that demands pretty borders.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


OwlFancier posted:

Sometimes the orbital teapot is deserving of worship.

Sometimes it's a 3D shadow of a 4D object that superior brains can figure out.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat


We could be friends if you bipeds were just a little less delicious. :allears:

OwlFancier
Aug 22, 2013

hobbesmaster posted:

What modifiers?

Gulli's planet modifiers in a recent version added some new ones, namely that if you build a habitat round the planet they're on, it adds a bonus to the habitat. It's cool because it means that some worlds make really good hab locations, I got a planet with 2 habitat bonuses on it so when I built it I got a habitat with +20 flat physics and +10 flat energy. Really nice bonus! Not gamebreaking cos it's only a couple of labs/solar panels worth but it's free. I think it's honestly pretty fair really given that habs now cost 10000 minerals and there aren't many double bonus planets out there which are also in good systems for your habitats, really makes you want to search for them.

Jazerus posted:

having played out to mid-game with gulli's mod so far, i really really wish most of the modifiers it adds were half as strong as they are

they break the resource curve pretty badly

Much as I enjoyed the entire galaxy being made of solid mineral asteroids and having 30 minerals per asteroid belt, I'm glad they were toned down honestly. The habitat modifiers I think are fair for the cost involved and the rest is in a good place. You'll end up with a richer galaxy on average but not by a silly amount.

OwlFancier fucked around with this message at 03:22 on Feb 26, 2018

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Allyn posted:

20 years of +15% (iirc) research speed

Yeah, either 15% or 10%. Honestly doesn't matter much, because it's still a bitchin' bonus to get for 20 years.

Lord Hydronium
Sep 25, 2007

Non, je ne regrette rien


I haven't played this game since before Utopia, but seeing that they fixed wars and that we can build Death Stars now caused me to get the DLC I missed and jump back in. My first game was UN, but I didn't focus enough on minerals at first and spread myself along too wide a frontier, so the assholes next to me invaded and hosed me up. So I tried again with a race of rogue servitors, this time focused on more defensible borders and getting minerals, but pissed off every empire next to me and got invaded simultaneously by three of them. So I figured I'd have an easier time with a larger map and non-clustered starts, and that gave me the footing I needed to build up a good economy and navy, so now I’m the invading rear end in a top hat. :getin: Anyway, I liked it okay before 2.0, but it's unquestionably a lot better now and wars are actually more than a boring slog and have some strategy to them.

Is there a good rule of thumb for fleet composition? Like, a ratio of corvettes:destroyers:etc. I'm using the auto best settings for ships, so I don't care too much about having the exact optimal fleet, just a rough area to aim for.

DrBox
Jul 3, 2004

Sombody call the doctor?
The khan is dead. I gear up for revenge and attack one of the clans that is supposedly pathetic fleet power and he has triple my fleet power? How does that work?

OwlFancier
Aug 22, 2013

Lord Hydronium posted:

I haven't played this game since before Utopia, but seeing that they fixed wars and that we can build Death Stars now caused me to get the DLC I missed and jump back in. My first game was UN, but I didn't focus enough on minerals at first and spread myself along too wide a frontier, so the assholes next to me invaded and hosed me up. So I tried again with a race of rogue servitors, this time focused on more defensible borders and getting minerals, but pissed off every empire next to me and got invaded simultaneously by three of them. So I figured I'd have an easier time with a larger map and non-clustered starts, and that gave me the footing I needed to build up a good economy and navy, so now I’m the invading rear end in a top hat. :getin: Anyway, I liked it okay before 2.0, but it's unquestionably a lot better now and wars are actually more than a boring slog and have some strategy to them.

Is there a good rule of thumb for fleet composition? Like, a ratio of corvettes:destroyers:etc. I'm using the auto best settings for ships, so I don't care too much about having the exact optimal fleet, just a rough area to aim for.

Honestly since the patch I don't think fleet composition necessarily matters, bigger ships are vulnerable particularly to small ships, so really the only thing the big ships really excel at is fortress busting because the big guns can blast down stationary targets easily and do slightly more DPS in exchange for not being able to hit small craft.

But a pure corvette force should be able to take on more or less anything except maybe specialist destroyers/cruisers.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Just found my third Living Metal anomaly. :stare:

Out of the 22k+ research points required for it at my size I think I've had to do maybe 6k of it.

Galaga Galaxian
Apr 23, 2009

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


An all corvette force is gonna suffer bad in a system with an FTL inhibitor or some other penalty to their disengagement bonus.

Delthalaz
Mar 5, 2003






Slippery Tilde
I downloaded the star trek mod, but when I load up Stellaris it says it's still for Stellaris 1.9.x - do you know how I can figure out if I have the latest hotpatch? This is my first time with Steam mods so I find the whole thing confusing.

OwlFancier
Aug 22, 2013

True they take a few more casualties then, though again that feeds into the idea that you mostly want bigger ships for taking out fortifications.

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

OwlFancier posted:

True they take a few more casualties then, though again that feeds into the idea that you mostly want bigger ships for taking out fortifications.

Yeah, I'm rolling around with a Titan and it can one shot any star fortress up to 7.7k fleet power or so before any of my other ships gets in range.

I am glad I went maximum lasers because they shred through things hilariously.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
Whoa, Lasers are good now? This is probably the biggest change of the patch.

I'm tempted to declare war on an enemy civilization just so I can get rid of these stupid loving 10 corvettes that I can't upgrade and disbanding them seems like a waste of money/resources.

Jazerus
May 24, 2011


OwlFancier posted:

Gulli's planet modifiers in a recent version added some new ones, namely that if you build a habitat round the planet they're on, it adds a bonus to the habitat. It's cool because it means that some worlds make really good hab locations, I got a planet with 2 habitat bonuses on it so when I built it I got a habitat with +20 flat physics and +10 flat energy. Really nice bonus! Not gamebreaking cos it's only a couple of labs/solar panels worth but it's free. I think it's honestly pretty fair really given that habs now cost 10000 minerals and there aren't many double bonus planets out there which are also in good systems for your habitats, really makes you want to search for them.


Much as I enjoyed the entire galaxy being made of solid mineral asteroids and having 30 minerals per asteroid belt, I'm glad they were toned down honestly. The habitat modifiers I think are fair for the cost involved and the rest is in a good place. You'll end up with a richer galaxy on average but not by a silly amount.

wait, the space resources used to be even more excessive? what i meant was, they need to be toned down even further, then. habitat and planet resources are fine as is though.

OwlFancier
Aug 22, 2013

Jazerus posted:

wait, the space resources used to be even more excessive? what i meant was, they need to be toned down even further, then. habitat and planet resources are fine as is though.

Yeah you use to regularly roll asteroids with like 9 minerals on. As I said I honestly think it's alright now. It used to really just make the galaxy absurdly abudant, it's quite abundant now but it pales in comparison to the 2.0 changes to abundance.

Argas
Jan 13, 2008
SRW Fanatic




Space Skeleton posted:

Idea for a doomsday weapon or something: the ability to destroy a hyperlane. Then if you destroy all the lanes to a system it vanishes off the map?

Maybe it causes the star to explode, wiping out the system and then several decades down the line, doing a ton of damage to previously-connected systems unless you research and construct countermeasures.

DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


Galaga Galaxian posted:

An all corvette force is gonna suffer bad in a system with an FTL inhibitor or some other penalty to their disengagement bonus.

Wait, what is disengagement? I thought it was when you like emergency FTL out of a battle but apparently not?

Westminster System
Jul 4, 2009
Ships have a chance to nope out of the battle at low health, re-appearing after it ends, IIRC.

Galaga Galaxian
Apr 23, 2009

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


DeadFatDuckFat posted:

Wait, what is disengagement? I thought it was when you like emergency FTL out of a battle but apparently not?

Once a ship starts taking hull damage there is an ever increasing chance it will bug out after a battle.

Dev Diary #96 posted:

In Stellaris, fleets that are not ordered to make a manual retreat will fight to the death. Combined with the disproportionate casualties problem, this means that wars are often decided in a single battle, with the loser being at best diminished to the point of no longer being able to offer effective resistance. It also encourages excessive caution in warfare as every minor skirmish turns into a bloody battle of annihilation. To address this problem, we have introduced the concept of Ship Disengagement. Rather than always fight to the death, ships can now flee battle and survive to fight another day. In combat, any ship that takes hull damage while already below 50% health will have a chance to disengage from battle, depending primarily on the amount of damage inflicted, and secondarily on the ship class (smaller ships have an easier time disengaging than larger ones). A ship that disengages will instantly leave the battle and can no longer attack ships or be attacked, though it will still show up in the combat interface, with an icon clearly indicating it as Disengaged.

If a fleet engaged in battle contains only Disengaged ships, it will be forced to make an Emergency FTL jump and become Missing in Action, limping home heavily damaged. However, if the combat ends without the fleet making an emergency FTL jump (manual or forced), the Disengaged ships will rejoin the fleet at the end of the battle, damaged and in need of repair certainly, but otherwise normally operational.
The intention with this feature is that generally, more ships should Disengage than outright be killed in battle, making it so that an empire that loses a battle can pull back, repair their ships, and stay in the fight rather than having to replace every ship involved in a combat loss. In addition to the factors mentioned above, the chance for a ship to Disengage is also affected by various modifiers such as terrain (see Dev Diary #92 for details on Galactic Terrain), War Doctrine (more on that below) and whether the ship is in friendly territory or not.

Mayor Dave
Feb 20, 2009

Bernie the Snow Clown

Shugojin posted:

You sure can't beat it in the fleet manager, anyway.

Repeating my question about the WiH for a new page because I'm really curious:

Don't know if anyone answered this yet, but just in case: in my game they just peaced out and then nothing really happened. After both AEs declared peace and the League declared peace, absolutely nothing happened for the next 50 years until I got bored and rolled a new empire.

Mayor Dave
Feb 20, 2009

Bernie the Snow Clown

Soup du Jour posted:

Wait, there’s more than one outcome to Improbable Ceramics? I’ve only ever gotten my scientists melting down over being unable to explain it.

If you're spiritualist, you have a better chance of the good outcome which is +25% research speed for 20 years. It's extremely cool and good when it happens.

OwlFancier
Aug 22, 2013

One thing I would like is a megastructure that puts a big ol' space door on a wormhole. Basically just letting you control access through it.

BurntCornMuffin
Jan 9, 2009


OwlFancier posted:

One thing I would like is a megastructure that puts a big ol' space door on a wormhole. Basically just letting you control access through it.

And then charge a toll for its usage.

My capitalist trees demand toll holes.

hobbesmaster
Jan 28, 2008

Zore posted:

Yeah, I'm rolling around with a Titan and it can one shot any star fortress up to 7.7k fleet power or so before any of my other ships gets in range.

I am glad I went maximum lasers because they shred through things hilariously.

You probably want to upgrade to neutron torpedos or w/e they're called - they're to lasers like kinetic artillery is to kinetics.

Glancing through other forums it appears that the only evolving "meta" is that cruisers are bad - they're large enough to be consistently hit by L weapons and don't have enough hit points. L mount destroyers and torpedo corvettes are hitting way above their mineral cost right now.

OwlFancier
Aug 22, 2013

Yeah torpedo corvettes are killer at this point, honestly missile corvettes are real good too. missiles in general are just great cos they wreck everything and their only downside is PD which most people don't use.

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

ZypherIM posted:

Oh man there should be a fallen empire that demands pretty borders.

I've figured out how to handle horrendous shaped empires and am in favor of this.

hobbesmaster
Jan 28, 2008

GreyjoyBastard posted:

I've figured out how to handle horrendous shaped empires and am in favor of this.

It can be the robot one - its already supposed to be eccentric and broken!

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
I don't think any of the new achievements are working :(.

E: Wait, it didn't pop up in game but, it did award me them after I closed the game.

E2: However, it seems to have cherryh picked what it gave me and refused to give me the explore a natural wormhole achievement.

Azuth0667 fucked around with this message at 04:54 on Feb 26, 2018

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

Space Skeleton posted:

I downgraded a starport back to outpost and the system still has the FTL inhibitor icon. I wonder if it really works.

:stare:

That's incredibly vile and should have been spoiler tagged to prevent temptation.

OwlFancier
Aug 22, 2013

Come at me bros :getin:

Space Skeleton
Sep 28, 2004

The scourge invaded right into the edge where I had a small bit of space set up around a dragon hoard I owned and a wormhole connecting back to my space. I'm nowhere near their match but the local xenophile awakened empire hopped into my federation and was like "LETS DO THIS" and started attacking the scourge.

Sadly the scourge was clearly overwhelming them and I can barely take one scourge fleet with all mine combined so things are not looking great for the galaxy.

Then my game went weird and no buttons work and I can't click anything, but I can bring up the menu so I exited to the main menu and reloaded the save.

All I can see is a bright blinky circle, I suspect I am force zoomed in on the center of the galaxy. The galaxy was probably toast anyway. :sigh:

This is all I see when I load the game now:



Ironman save too so it's probably toast. The scourge ate my save.

Mayor Dave
Feb 20, 2009

Bernie the Snow Clown

Azuth0667 posted:

I don't think any of the new achievements are working :(.

E: Wait, it didn't pop up in game but, it did award me them after I closed the game.

E2: However, it seems to have cherryh picked what it gave me and refused to give me the explore a natural wormhole achievement.

The wording on the wormhole achievement is kind of misleading. You actually have to send a ship through the wormhole to get it, not just the explore action.

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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

Magil Zeal posted:

High upkeep costs of what? Ships cost more minerals than energy in upkeep now.

Defensive starbases in a large late-game empire. The defense platforms in particular add up fast.

Tomn fucked around with this message at 05:35 on Feb 26, 2018

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