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prussian advisor
Jan 15, 2007

The day you see a camera come into our courtroom, its going to roll over my dead body.
So I’m playing as a machine empire (generic type) for the first time and I’m in a Cold War with a nearby fanatic purifier civilization that is likely going to go hot soon. My machine civilization is normally kind of live and let live rather than being Borg/Terminators, so I was hoping for clarification on what happens if I seize a purifier planet? Specifically, will I wind up automatically purging or displacing the population? I don’t want to develop a reputation as genocidal maniacs so I would prefer to conquer their systems and scatter their population to the stars if possible. Barring that, how do I avoid accidentally murdering tons of these maniacs after the war if I win?

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Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


There is a displacement purge type you can use. It takes a while though, there need to be open tiles in empires accepting refugees.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Shugojin posted:

There is a displacement purge type you can use. It takes a while though, there need to be open tiles in empires accepting refugees.

Should totally be a mini crisis where you displace an empire-worth of purifiers, and a century or so later the refugees mass attempt to take over other empires, forming a bunch of new purifier nations.

I mean, really, no that would be awful, but I'm picturing the well-meaning robbits doing the galactic equivalent of stomping on a purifier spider egg sack, only to lift up their foot to realize they just unleashed thousands of baby purifiers.

(Note: I do not condone smashing spider-friend egg sacks!)

binge crotching
Apr 2, 2010

hobbesmaster posted:

Anyone else a bit disappointed with the Gaian creation perk? It takes so long (same as before, was always too long) and doesn't improve things THAT much compared to teraforming to the correct habitability or gene modding. I feel like taking the ascension perk and becoming master terraformers it should take the same time as the other options.

Teraforming in general is kind of weak IMO. I feel like if you've gone down the route of specializing in it (which pretty much requires you to forgo the other 3 ascension types), it should be a hell of a lot faster and cheaper than it is. And for that matter if it's smaller than size 20 the size should be increased to 20 when teraforming if you've taken the capstone perk.

prussian advisor
Jan 15, 2007

The day you see a camera come into our courtroom, its going to roll over my dead body.
So if I go ahead and purge them in the usual way will everyone hate me as a genocidal maniac, despite them being FPs? I don’t want to just neuter them and wait 60 years for them all to die off.

Is it possible to break them up into multiple polities, some of which may be vassals or otherwise less psychotic in terms of their approach to the rest of the world?

Zane
Nov 14, 2007
I played a really awesome game of stellaris 2.0 after some false starts for like 12 hours straight yesterday. I was on the edge of my seat from literally 2200 to 2380 fighting one menace after another. It was maybe the most fun I had playing a paradox game in years. Some general thoughts that I am drilling down into points for efficiency:

1) Adding mineral upkeep for fleets, nerfing their speed, and making stations viable, adds enormous strategic depth to your decision making. In the early-to-mid game there is now a real and important choice to make between 'war-footing' and 'peace-footing.' Do you risk a small fleet for early boost to economic infrastructure? Or do you build a big fleet to dissuade your enemies and to take more territory? Then there is the geographical complexity added by the speed nerf and the station buff. If you are sandwiched between two enemies: Do you create static defenses at viable chokepoints? Do you split your fleet to help hold these chokepoints? Or are there too many hyperlanes? Should you instead focus on a single fleet and hope to win one war before fighting another? These choices were all real and important and well-balanced in my game and it greatly owned. I felt very much like an empire with enormous countervailing commitments and pressures and limited resources to deal with them -- which is how I should feel and never have until now. When these changes are well tuned and working properly Stellaris is a game with real legs rather than a game you can imagine you might like in the future.

2) But this strategic depth is not always apparent on default map settings. AI empires grow too slowly. They will grab 5 or 6 planets and stop territorial expansion. Normal aggression AI is too peaceful. They still bungle invasions more often than not. This is exacerbated by high war exhaustion which makes war gains for AI very small. The galaxy too often becomes a big NAP-fest. A good player on normal will expand to 10 or 15 planets and invade one or two AIs and become the most powerful empire in the galaxy by 2280.

3) This can be somewhat fixed atm with the right map settings and game modifications, which will constrain the player, and make the AIs viable mid-game threats, without giving too many bullshit bonuses. Best map settings are: max number of ais, high aggression, hard difficulty, normal size, and a few more ais with advanced starts. High aggression was recently changed to create almost all slavers, exterminators, and imperialists, and it is real good. Then the following modifications to hard difficulty in static_modifiers to make it less bullshit: remove the bonus to fleet cap, remove the bonus to damage, remove the bonus to research, keep the bonus to resources (~25%). Then the following mods: Glavius' Ultimate AI Megamod; ReducedWarExhaustion.

4) My great game was as follows. I was sandwiched between two assholes. I defense pact'd with a third. I managed to fight both to a stalemate while marauders were running through my territory destroying all my infrastructure. Then a driven exterminator gobbled up one of the assholes as well as another. I took advantage of the chaos to take some territory. But now the driven exterminators were the greatest power in the region and everyone was scared shitless. Then I join with two other militant spiritualists in a three-front war against the exterminators (killer robots) and split the territory three ways. Now I am in a cold war--it is 3380--with one of the original assholes and one of the spiritualists (huge border friction malus). I can take one enemy easily at this point. But if the spiritualists team up--one hates me, one is ambivalent--I will be in big trouble. Soon there will be an end game crisis. In my territory there is a forgotten empire to the south who can only go through me. There is also another forgotten empire to the north who has a wormhole straight between the FE and myself. I am hoping for the best and preparing for the worst.

Guilliman posted:

I'm keeping an eye on comments like this :) It's hard to get balance right. Overall with my mod resources are a bit more abundant throughout the galaxy. My last update doubled or trippled the habitability malus from negative modifiers, so some planets end up being a bit harder to colonise. This to somewhat compensate for the resources in the galaxy.
I like your mod a whole lot. The extra depth it gives to planets is fantastic and feels like an organic part of the game. But you should remove almost all the bonuses you hand out to asteroid mineral resources (this from your revision on feb 24 if you have made any subsequent changes). They absolutely destroy the resource curve. I also have mixed feelings about the positive bonuses you hand out to planets terraformed through environmental engineering. There should maybe be a chance for both negative and positive.

Zane fucked around with this message at 20:55 on Feb 26, 2018

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

HappyKitty posted:

So what are some of y'all nerds naming conventions for ship designs and sectors and stuff?

For ship designs I try to pick names that also work as a handy mnemonic for what class of ship they are. My corvette designs all start with "cor", for example; destroyers start with "des", cruisers with "cr" and battleships with "b". This current game I'm running with:

Corvettes: Coronet (missile boat) and Cormorant (interceptor)
Destroyers: Desiderata (artillery) and Desdemona (small/medium)
Cruisers: Crassus (artillery), Crenel (picket), and Crucifier (line ship, mostly medium weapons)
Battleships: Boanerges (picket/line ship - uses line AI but with point defense/fighters and medium weapons), and Bellerophon (artillery)

For defense platform designs, I use the various angelic ranks, in order:

Angel: autocannons and small weapons
Archangel: mix of medium and small
Dominion: point defense/fighters
Throne: medium weapons
Cherubim: missiles and torpedoes
Seraphim: large weapons

For sector names, I try to keep it relevant to the map or the circumstances of the sector's creation. If I have to sector a bunch of planets after winning a war, I'll call it "Triumph" or "Victory" sector; if I take three planets at a time I might call it "Triumvirate" sector. If there are a few colonies at the outer edge of the galaxy, you'd better believe I'm calling that fucker "Outer Rim" sector, or "The Outlands", or "Backwater". Current game, I had a random colony on a fairly big planet that had to be sectored after colonization, so I just called it "Prosperity", because it was right next to a gateway I knew I was eventually going to reactivate, making it a pretty important sector. If I have planets that are close to my starting position that I don't get around to colonizing until I terraform them, I will try to lump them all into "Coreward" sector.

I'm hoping they'll let us rename science ships, colony ships and the like, because I always used to name those as well. Science vessels were Prometheus, colony ships were Epimetheus, construction ships were Sisyphus, and transport ships were Odysseus.

Anyone else have very specific naming conventions in your playthroughs?

My own naming schemes are less of a convention and more of a weak guideline, but it goes mostly like this:

Corvettes: Get names like "Reaver" or "Ripper" for interceptors, or "Whirlwind" and "Firestorm" for missile/torpedo boats.
Destroyers: "Shield" or "Paladin" for PD-ships, "Defiant" or "Reliant" for combat destroyers (medium-weapons mostly)
Cruisers: Escort cruisers (Strike craft, medium and small guns) get names like "Escort" and here the naming scheme basically stops
Battleships: "Normal" ships (guns, but no huge guns, sometimes some fighters) tend to get names like "Leviathan", while ships with XL-guns get stuff like "-hammer" suffixed to their name.
Titans: Didn't have one yet, but I plan on giving them really pretentious names like "X of Y". Like for example "Scepter of Unrelenting Pain"

Defense platforms: Don't get names. I give them designations, like for example "Anti-Capital A01" for a platform meant to shoot at big ships, or "Shield S01" for PD-platforms
Starbases: Get names from my favorite SF, or names that sound like them. I have Starbases called "Valdor Industrial" and "Sagittarius Unlimited", for example.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





I just name my stuff for what’s on it.

Missile corvette. Plasma defense station. Mixed laser/kinetic

Etc

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

Shugojin posted:

There is a displacement purge type you can use. It takes a while though, there need to be open tiles in empires accepting refugees.

Technically it doesn't NEED that to be the case, there's another event that just "displaces" them to unknown space (deletes the pop rather than moving it somewhere) but both of those events take a fairly long time to happen.

But yeah, a regular non-displacement purge will still get you hated for genocide. FP is a civic, after all - its their government that's the problem, without it they would just be billions of generic mostly-xenophobic assholes. Maybe the Regime Change Ideology wargoal needs to be usable against FPs too? I don't recall if it is (and of course it's barely usable right now anyway because of war exhaustion).

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
I usually go with something dumb and tangentially related to the portrait set I used.

So Lizards get

Skink class- Corvettes
Terradon class- Destroyers
Saurus class- Cruisers
Kroxigor class- Battleships
Slann class- Titans

Machines get

Astromech class- Corvettes
Protocol class- Destroyers
Hunter Killer class- Cruisers
Interrogation class- Battleships
Battle class- Titans


etc

Baronjutter
Dec 31, 2007

"Tiny Trains"

Does anyone else find their titan is always the first ship to die?

I'll go into a battle with 10 battleships and 20 cruisers and lose 4 cruisers. I'll go into a battle with a Titan, 5 battleships, and 10 cruisers and lose just the titan and maybe a cruiser every time. It seems like enemies focus-fire on the titan.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

ConfusedUs posted:

I just name my stuff for what’s on it.

Missile corvette. Plasma defense station. Mixed laser/kinetic

Etc

When playing SEV, I combine both schemes, yours and mine. This results in crap like "OMS-1 Mjöllnir" for "Orbital Missile Satellite Typ 1 Mjöllnir"

I'm kind of torn if I should do this for Stellaris too, or if it would be overkill.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



How are folks finding carriers now? I've got a soft spot for them in SciFi and really want them to work well.

Kestral
Nov 24, 2000

Forum Veteran
People who've successfully played tall in 2.0, how have you been doing it? I've seen it work once in a multiplayer game over the weekend, but it relied on some choices (pacifist, mechanist) I'm not thrilled about making. I'd love to get a good Inward Perfection --> megastructures tall run going, but my last experiment didn't go well (Ethics: Xenophobe, Pacifist, Materialist, Civics: Inward Perfection, Technocracy, Traits: Intelligent, Natural Engineers, Thrifty).

Two smaller questions:

1) Are Fanatical Purifiers bugged in the same way as Determined Assimilators and Devourers are?
2) Do broken Gateways count as Megastructures for the purposes of getting a bonus to Megaengineering appearing as a tech choice?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
How did I not notice we got a bunch of new name lists???

Pylons
Mar 16, 2009

Nitrousoxide posted:

How are folks finding carriers now? I've got a soft spot for them in SciFi and really want them to work well.

I have them, because I absolutely love carriers too, but I still don't think they're really worth using. I think it'd take a significant revamp to the way they work to make them worth it.

Galaga Galaxian
Apr 23, 2009

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


HappyKitty posted:

Anyone else have very specific naming conventions in your playthroughs?

I just hit the auto name for the name list then stick a classification abbreviation in front of it.

Corvettes = FF, FFG (Missiles), DDA (Arty destroyer), CA (line cruiser), CVL (carrier cruiser) etc etc

HappyKitty
Jul 11, 2005

Hey I came up with a harebrained idea while sitting on he toilet: would it be worthwhile to get Voidborne, identify choke points, and then put a habitat in those systems and build nothing on them but strongholds? It would basically stop an invasion force cold until they go through 11 bombardment cycles to knock out the FTL inhibitors, or force them to commit a huge gently caress-off army to occupy the habitat.

Plus, that sweet, sweet unity.

Gort
Aug 18, 2003

Good day what ho cup of tea
Turns out, being an AI and being limited to gaia worlds only is not a great combination. Who would have thought?

OwlFancier
Aug 22, 2013

HappyKitty posted:

Hey I came up with a harebrained idea while sitting on he toilet: would it be worthwhile to get Voidborne, identify choke points, and then put a habitat in those systems and build nothing on them but strongholds? It would basically stop an invasion force cold until they go through 11 bombardment cycles to knock out the FTL inhibitors, or force them to commit a huge gently caress-off army to occupy the habitat.

Plus, that sweet, sweet unity.

I did that recently, and then I staffed it with Strong pops, but you could conceivably do it with Strong Resilient pops too :v:

kiss me Pikachu
Mar 9, 2008
I'm really glad they are changing the auto white peace at 100% war exhaustion, I've been playing a fanatic purifier tomb world start and been dominating my local neighbors who banded together but every time I get to start bombarding their planets down to tomb worlds I'm at 80% war exhaustion and forced to peace out after destroying a couple buildings. Not exactly the scourge of the galaxy I was imagining.

The changes to make stellar geography matter and chokepoints defensible are incredible, 2.0 is really good.

Baronjutter
Dec 31, 2007

"Tiny Trains"

The only reason I have carriers is that they seem to be the only way to get point defense for your fleets. I have no clue what the new meta is and I'm not really enjoying the ship design changes so much because the feedback is still mostly useless. Great, weapon options have more defined functions, but I have no clue how to translate my battle reports (when I even get them, so many end with nothing coming up at all) into meaningful fleet composition or design changes.

Did I lose that battle against an evenly match enemy because I had too many small ships? Too many big ships? Not enough anti-shield weapons? Wasted fleet power on carriers? Need more long range weapons? Need more short ranged accurate weapons? I have no idea. I can get a general sense that I need more anti-shield or anti-armour weapons, but I have no idea how to weigh if I should be swarming with smaller ships or if my big ships will do better with more of a screen. I'm not even sure how to judge which AI to give ships. What's the pro/con of swarm vrs line?

HappyKitty
Jul 11, 2005

OwlFancier posted:

I did that recently, and then I staffed it with Strong pops, but you could conceivably do it with Strong Resilient pops too :v:

Also, what would happen if you were to, I dunno, assign the habitat to its own sector, and just not care about energy shortage? :getin:

Roadie
Jun 30, 2013

Xenaero posted:

I've spent the last few hours making sixteen empires instead of doing a 2.0 run.

I'm not sure where my limit is but I'm starting to run out of unique ideas.

You can't say this and not share, you jerk.

OwlFancier
Aug 22, 2013

Baronjutter posted:

The only reason I have carriers is that they seem to be the only way to get point defense for your fleets. I have no clue what the new meta is and I'm not really enjoying the ship design changes so much because the feedback is still mostly useless. Great, weapon options have more defined functions, but I have no clue how to translate my battle reports (when I even get them, so many end with nothing coming up at all) into meaningful fleet composition or design changes.

Did I lose that battle against an evenly match enemy because I had too many small ships? Too many big ships? Not enough anti-shield weapons? Wasted fleet power on carriers? Need more long range weapons? Need more short ranged accurate weapons? I have no idea. I can get a general sense that I need more anti-shield or anti-armour weapons, but I have no idea how to weigh if I should be swarming with smaller ships or if my big ships will do better with more of a screen. I'm not even sure how to judge which AI to give ships. What's the pro/con of swarm vrs line?

It gives you efficiency readouts for each damage type, look at the ships you're fighting and see how they're built and look at your guns and see what they do best at. Also your hit rate is generally indicative of whether your guns are too inaccurate.

Each of the AIs has different stats too, you decide based on that primarily.

Baronjutter
Dec 31, 2007

"Tiny Trains"

OwlFancier posted:

It gives you efficiency readouts for each damage type, look at the ships you're fighting and see how they're built and look at your guns and see what they do best at. Also your hit rate is generally indicative of whether your guns are too inaccurate.

Each of the AIs has different stats too, you decide based on that primarily.

Since each weapon now specializes in doing one thing, or is super bad at doing one thing, is there any reason to not just have a balance of weapons? Kinetics to kill shields, plasma to kill armour and hull? Some small mount lasers for targeting smaller ships? Outside of some space monsters that are 100% hull or some threats that focus super heavily on shields how much design tweaking is really needed? What do you look for in enemy fleets to know what to respond with?

Say I click on a potential enemy's main fleet and I see they have a ton of destroyers, some corvettes, and a couple cruisers. They all look like they have an even mix of low level armour and shields and they are armed mostly with lasers and the odd missile. What would the correct "counter" to a fleet like this be?

Or the materialist fallen empire who just absolutely obliterated me taking almost no losses when my 90k fleet smashed into their 80k fleet. Knowing the materialist FE's ships, what's the correct counter?

Pylons
Mar 16, 2009

Baronjutter posted:

Since each weapon now specializes in doing one thing, or is super bad at doing one thing, is there any reason to not just have a balance of weapons? Kinetics to kill shields, plasma to kill armour and hull? Some small mount lasers for targeting smaller ships? Outside of some space monsters that are 100% hull or some threats that focus super heavily on shields how much design tweaking is really needed? What do you look for in enemy fleets to know what to respond with?

Say I click on a potential enemy's main fleet and I see they have a ton of destroyers, some corvettes, and a couple cruisers. They all look like they have an even mix of low level armour and shields and they are armed mostly with lasers and the odd missile. What would the correct "counter" to a fleet like this be?

Or the materialist fallen empire who just absolutely obliterated me taking almost no losses when my 90k fleet smashed into their 80k fleet. Knowing the materialist FE's ships, what's the correct counter?

A balanced weapon loadout is counter to a balanced fleet, yes, but more often than not an AI will focus (even if only by one module) on either shields or armor.

Reveilled
Apr 19, 2007

Take up your rifles


I don't think I've ever seen a galaxy so friendly before. There is literally two rivalries in the whole galaxy, between the UNE and COM and the southern Fanatic Egalitarians and their authoritarian neighbour. Everyone just sits around and trades a lot.

Also, goddamn it can be painful expanding with 0.75 lanes. There's an artisan troupe two stars northwest of my easternmost outpost but getting it in my borders will take twenty-three outposts, yeesh.

Gort
Aug 18, 2003

Good day what ho cup of tea

Baronjutter posted:

Since each weapon now specializes in doing one thing, or is super bad at doing one thing, is there any reason to not just have a balance of weapons?

Well, yeah. If you hit the enemy's weakness you're much better off using specialised weapons. An example I ran into in my game was a big pack of Crystals in a system that nullified shields. Crystals have nothing but a shitload of hull points, and shields are obviously out. I refit my whole fleet with autocannons and armour, and went to town.

You're right that a mix of stuff is unlikely to run into an enemy that's specialised against it, but it also won't be as efficient as going all-in on something can be. It's a strategic choice.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Reveilled posted:



I don't think I've ever seen a galaxy so friendly before. There is literally two rivalries in the whole galaxy, between the UNE and COM and the southern Fanatic Egalitarians and their authoritarian neighbour. Everyone just sits around and trades a lot.

Also, goddamn it can be painful expanding with 0.75 lanes. There's an artisan troupe two stars northwest of my easternmost outpost but getting it in my borders will take twenty-three outposts, yeesh.

I remember someone making a mod that just added more slider-steps to some of the options in the game. I find 1.0 lanes a tiny bit too much and .75 lanes too snakey, would anyone know if it would be simple to just mod more options into the interface, like 0.8, 0.9, or the steps are hard-coded into the map script?

OwlFancier
Aug 22, 2013

Baronjutter posted:

Since each weapon now specializes in doing one thing, or is super bad at doing one thing, is there any reason to not just have a balance of weapons? Kinetics to kill shields, plasma to kill armour and hull? Some small mount lasers for targeting smaller ships? Outside of some space monsters that are 100% hull or some threats that focus super heavily on shields how much design tweaking is really needed? What do you look for in enemy fleets to know what to respond with?

Say I click on a potential enemy's main fleet and I see they have a ton of destroyers, some corvettes, and a couple cruisers. They all look like they have an even mix of low level armour and shields and they are armed mostly with lasers and the odd missile. What would the correct "counter" to a fleet like this be?

Or the materialist fallen empire who just absolutely obliterated me taking almost no losses when my 90k fleet smashed into their 80k fleet. Knowing the materialist FE's ships, what's the correct counter?

I've had a lot of success with my corvettes using 1 autocannon to 2 plasma, they have equivalent range and there's generally a lot more health/armour on things than shields, so yes I think you can do very well with a balanced loadout, that generally gives me about 115-125% efficiency overall owing to that preponderance of health distribution. Everything has more health than armour/shields and plasma is good against both armour and health, so it's by far the best finisher option apart from very specifically mining lasers if something has nothing but health and in vast quantities, but mining lasers are pretty inaccurate so they're a very niche weapon compared to plasma. You just need something to crack the shields at that point and you could use either a long range kinetic bombardment before your corvettes close range, or you could stick an autocannon on there which still does good damage to hull.

Your issue generally comes when you run into weapon size restrictions because autocannons are only small now, alas. So for medium size mounts you're a lot more varied on what you might want to put in the slot depending on what you want the ship to do. You've got a lot of choice between range and specialization and whether you want to run missiles instead.

I don't know what your FE was using but look at their designs and see, if there's lots of big guns then I'd suggest torpedo corvettes, lots of small craft, maybe missiles or S size weapons. Fighters/missiles, use PD destroyers. You really have to look and see.

Honestly I'm only bothering with corvettes for much of the game because they're extremely versatile and by far the fastest craft, that response time is very important, so I know more about them than the bigger ships, but the range differences are a lot bigger too now. Basic kinetics are very long ranged now so I can see the appeal in putting them on bigger ships for an opening shield cracker volley to allow your shorter ranged craft to pick unshielded targets when they get into range? I haven't tested it but it might work quite well?

OwlFancier fucked around with this message at 22:04 on Feb 26, 2018

Baronjutter
Dec 31, 2007

"Tiny Trains"

Oh hey someone made a mod that seems to greatly expand the map slider options, haven't tried it out yet but looks to maybe answer my and other people's desire for something between 1 and .75 hyperlane setting.
https://steamcommunity.com/sharedfiles/filedetails/?id=1311766166&searchtext=

Dongattack
Dec 20, 2006

by Cyrano4747
Can i make my own automatic naming scheme for planets/fleets/etc?

Communist Bear
Oct 7, 2008

Okay I'm starting to understand war exhaustion better. Bit of a pain in the area that status quo is forced, but border wars with the ravaging horde I've got as a neighbour is fun!

Demiurge4
Aug 10, 2011

I'm sad that shield capacitors went off the bend and became useless. They were a really good power spike that really gave destroyers the tank needed to take out starports.

Regenerative hull is the new meta.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Dongattack posted:

Can i make my own automatic naming scheme for planets/fleets/etc?

Yep, I think it's as easy as throwing in a text file and maybe adding the file name to a list somewhere.

Communist Bear
Oct 7, 2008

What's better? Guaranteeing the independence of a friendly neighbour to fight the horde? Or giving the friendly neighbour lots and lots of money so they can build ships and fend them off?

Ben Nerevarine
Apr 14, 2006
I don't know how people have already completed multiple 2.0 games already. I've put in probably ~8 hours into my current game, which I know is not a lot, but I'm still solidly early game. And I'm already considering starting over. :negative:

hobbesmaster
Jan 28, 2008

Pylons posted:

I have them, because I absolutely love carriers too, but I still don't think they're really worth using. I think it'd take a significant revamp to the way they work to make them worth it.

They still seem to succeed at lagging things out at least.

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AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I've done like 30 minutes to poke at all the pretty buttons so far... I'm going on vacation soon, and rather than skiing like my family intends, I shall... uhm... inwardly perfect my perfect empire of lifeseeded pops and shield away all undesirable worlds.

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