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genericnick
Dec 26, 2012

Baronjutter posted:

Exactly, don't lock things out entirely for anyone, just give bonuses through choices to make those things more enticing/useful

Nah, there is already.too much sameyness in Stellaris. Just fiddling with numbers would make that worse.

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OwlFancier
Aug 22, 2013

It works quite well in alphamod because the habitats you get access to via tech are the specialized ones, which are only situationally useful, whereas the 25 tile ones are just very good generally and allow you to use them to expand, while the specialist ones are more useful for collecting resources.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Please Wiz, PLEASE let me not murder space amoeba.

There's a big expanse of space amoebas where I need to be, but if I go near them murder happens. I need laser pheromones or something so they become my friends.

Spanish Matlock
Sep 6, 2004

If you want to play the I-didn't-know-this-was-a-hippo-bar game with me, that's fine.

Splicer posted:

Please Wiz, PLEASE let me not murder space amoeba.

There's a big expanse of space amoebas where I need to be, but if I go near them murder happens. I need laser pheromones or something so they become my friends.

Xenophile has been needing an interesting buff for ages anyway. It always feels weird to go around exterminating space life as a xenophile. Migration attraction is a one trick pony that has never really amounted to much of any kind of buff at all. Although I will admit that it seems to work much better now than it used to, my empire is teeming with all kinds of Xenos this run.

OwlFancier
Aug 22, 2013

Xenophile gives you the option to get better rewards from murdering space wildlife, I think you don't get prismatic lenses if you're xenophobe.

Demiurge4
Aug 10, 2011

OwlFancier posted:

It works quite well in alphamod because the habitats you get access to via tech are the specialized ones, which are only situationally useful, whereas the 25 tile ones are just very good generally and allow you to use them to expand, while the specialist ones are more useful for collecting resources.

I discovered my love for alphamod's natural fuel sources and adjacent buildings, they're super efficient.

The asteroid and barren colony stuff is OP though. In my game i have a single asteroid colony with like 135% mineral modifiers and 100% habitability and it's producing me 134 minerals.

CrazyLoon
Aug 10, 2015

"..."

Kenlon posted:

I really like the fact that you now need to base multiple fleets around your empire once you start to get big. Much better than the old doomstack.

I'll second this by saying, rather funnily, I still managed to do okay over a p wide region with 3 balanced fleets for 3 regions. Still, the only reason why that is is because I went max science path and filled out all the leader slots with scientists pumping extra research + unity at planets, meaning no room for more than 3 admirals.

But cripes, do I sometimes wish I had 5 admirals for 5 fleets. :( You can still juggle them if you like but with more fleets due to the command limit that's moreso annoying than not now, so yea...good job with your assassination, coward Martin Anward. I genuinely need a solid amount of admirals now.

really queer Christmas
Apr 22, 2014

I have a refugee who’s shown up in my empire who’s still got the “was enslaved” modifier. While I get you’re still upset about that- you’re free now dude! Welcome to gay space communism :unsmith:

Zulily Zoetrope
Jun 1, 2011

Muldoon
Refugees are hella good. I started as a Life-Seeded pacifist whose neighbors were all Blorg or Determined Exterminators or Devouring Swarms, so I just let all the refugees from their campaigns move into my crib, and went on to colonize as normal. I even gave a couple planets to the species whose nations were completely wiped out, and released them as vassal enclaves within my fortified borders. :3:

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
I love getting refugees as Rogue Servitors. "Fleeing oppression? Have a seat and we'll get you a nice cup of tea*."

*non-optional

Staltran
Jan 3, 2013

Fallen Rib

Spanish Matlock posted:

Right, which was the other part of the problem I'm talking about. I was kind of hoping that gates might be usable during actual play, instead of just a cherry on top for post-crisis grognards to dick around with while they try to cement one of the victory conditions.

Like I have both technologies, to reactivate gates and build them, and I've had them for about ~30 years, but I just have other things to spend my minerals on and the Crisis hasn't shown up yet so I'd kind of rather have fleets capable of taking that down then dick around dumping a huge amount of minerals into a gate network. Again, I have a wormhole in the center of my empire, so I can pop down to the only empire that hasn't succumbed to my charm offensive and joined the alliance, but that seems pretty weaksauce if a convenient wormhole is the difference between absolutely free long distance travel and tens of thousands of minerals worth of money sink to achieve the same effect.

I built a few gates long before I won and didn't feel like they were overly expensive. And later on, the AIs built some too (pretty sure not all were just reactivated). What's your minerals per month?

And then later on, I built a gate in a system with one of my three shipyards, because I got annoyed by ships having to move 3 systems away to the gate that I had already built there (because there was a wormhole there). And one in my capital, basically just because. And one in one of my other shipyards that had a gateway one jump over. Then while waiting for the crisis to pop I handed out probably 100k minerals total as gifts to my tributaries and independent 1-planet rebels to bribe them into accepting vassalization, since I didn't feel like building over the 1000 hard naval capacity cap. This was after building a science nexus, a sentry array, and my dyson sphere was halfway done.

You can get in a situation where you can easily afford to build gateways, is what I'm saying. Though to be fair, I was a pre-crisis grognard dicking around after winning waiting around for the crisis to fire.

Kemper Boyd
Aug 6, 2007

no kings, no gods, no masters but a comfy chair and no socks
Feeling kinda stupid but:

I just fought a war against robitts alongside an AI. Is there any way to find out what systems my AI ally needs to occupy to win the war?

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Kemper Boyd posted:

Feeling kinda stupid but:

I just fought a war against robitts alongside an AI. Is there any way to find out what systems my AI ally needs to occupy to win the war?

Claims mode - one of the buttons on the bottom right - will allow you to mouseover systems and find out who has claims on them.

Staltran
Jan 3, 2013

Fallen Rib
Anyone tried the UI scaling instead of just getting UI mods? I just tried 0.7 and 0.8 but they both looked kinda bad. Is it just something you need to get used to or should I get mods? If mods, the Tiny x ones, the 1080 overhaul, or something else?

Admiral Joeslop
Jul 8, 2010




1080p mod is great, the Tiny X mods aren't updated so I haven't been using them.

Spanish Matlock
Sep 6, 2004

If you want to play the I-didn't-know-this-was-a-hippo-bar game with me, that's fine.

Staltran posted:

I built a few gates long before I won and didn't feel like they were overly expensive. And later on, the AIs built some too (pretty sure not all were just reactivated). What's your minerals per month?

And then later on, I built a gate in a system with one of my three shipyards, because I got annoyed by ships having to move 3 systems away to the gate that I had already built there (because there was a wormhole there). And one in my capital, basically just because. And one in one of my other shipyards that had a gateway one jump over. Then while waiting for the crisis to pop I handed out probably 100k minerals total as gifts to my tributaries and independent 1-planet rebels to bribe them into accepting vassalization, since I didn't feel like building over the 1000 hard naval capacity cap. This was after building a science nexus, a sentry array, and my dyson sphere was halfway done.

You can get in a situation where you can easily afford to build gateways, is what I'm saying. Though to be fair, I was a pre-crisis grognard dicking around after winning waiting around for the crisis to fire.

I'm in like 2390's I think, and I'm fluctuating between 200-400 minerals per month, depending on what I'm doing, and whether I'm roaming ships around. Fanatic Xenophile Pacifist, I edited in mining guilds with my extra civic point, and I've got level IV mines.

To be fair I only recently went over the 5 (then 7 from another civic edit to dump the free haven buff) core world cap, so I imagine I'm going to see a bit of a rise in the near future, but I think I've still got a pretty fair point about how many things seem aimed at the far end game in terms of affordability. I think the mid-game would be a lot more interesting if the gateway network tech was specc'd to kick off at the beginning of the midgame and be functional by the end of it. I kind of agree with the points made about Gene modding as well, that could probably use a rework to make it a more attractive mid-game option, just some quality of life changes like requiring less research points if you're just editing two pops instead of 20, that sort of thing.

I'm sure there are a few other things, but I feel like in general there's a design ethos that all of these things are too powerful to actually be in the main game, and should be saved for the endgame, which I, for one, tend to think makes for a more boring game.

In any case, Stellaris is still one of the best space 4x/grand strat games available so this isn't a serious complaint so much as a constructive criticism. I'm really enjoying this expansion so far, and I'm excited to finish up this game and build a new empire.

OwlFancier
Aug 22, 2013

Demiurge4 posted:

I discovered my love for alphamod's natural fuel sources and adjacent buildings, they're super efficient.

The asteroid and barren colony stuff is OP though. In my game i have a single asteroid colony with like 135% mineral modifiers and 100% habitability and it's producing me 134 minerals.

Yeah I really like what it does with adjacency in general, little chains of buildings that need adjacency to each other in a production chain, and making tile blockers give adjacency bonuses so they boost early colonies while you want to clear them later. Agreed about the barren stuff though.

Slashrat
Jun 6, 2011

YOSPOS
Does anyone have tips for winning subjugation wars? I demanded a pathetic neighbor become my protectorate and they refused, but the score required to get them to surrender is twice of what even driving them to full war exhaustion while also occupying all their systems and half their planets (and pacifying one of them) gets me. I can't force a status quo since subjugation is all or nothing.

It does seem a bit silly to me that getting them to accept becoming my protectorate is so much harder than conquering them outright or even destroying/pacifying all their planets. At the very least I would have thought that once I demonstrated my ability to destroy their planets with impunity as they have no fleets and no free systems to build them in, they would see subjugation as their a pretty good alternative.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

metasynthetic posted:

Most of the ascension perks that have additional costs beyond the initial buy in aren't really justifiable, they're only practical if you're already running away with the game. Megastructures? If I have that many minerals to spare it means I already have a sizable, well-developed empire that's probably the best in the galaxy, with enough fleet that I don't feel a need to spend minerals on it to stay secure. Species upgrade projects take an absurdly long time. Gaia terraforming is not at all worth it by that point in the game unless you're Life Seeded, which is in itself basically just handicapping yourself by volunteering for an OCC.

Species upgrades are like 30 months when you've got the perk, at least for 100 - 150 guys which is the usual amount of things I have.
Unless you've got LOADS of pops.

OwlFancier
Aug 22, 2013

Life seeded is actually not bad if you run into primitives, because you can just annex them and then use them to do your colonization while you have a super productive capital.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
Yo Wiz, managed to create a repeatable CtD by messing around with fleets. My fleet has 8 ghost slots in the build queue, and how they got there I don't know, I just noticed them when I realized my fleet wasn't reinforcing to full.



If I split the fleet and merge it again, it works fine, with the ghosts still in the queue, but if I move my admiral so the new fleet takes priority, the game crashes. I tried dismantling the shipyards in question to see if that would clear up the queue, but no dice.

Edit: You can clear it by transferring the ships to a new fleet one by one until it runs out of ships. Weird that that works, but merging doesn't.

Cynic Jester fucked around with this message at 13:57 on Mar 2, 2018

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE
So far the biggest benefit of having a Colossus is that you no longer need claims - you have the equivalent of a claim on every system of your war opponents.

Reveilled
Apr 19, 2007

Take up your rifles

Taear posted:

Species upgrades are like 30 months when you've got the perk, at least for 100 - 150 guys which is the usual amount of things I have.
Unless you've got LOADS of pops.

Also, if you do the sci-do trope of agriworld, energyworld, mineworld, etc, you have a task of bite size chunks instead of one massive project as you run sequential projects to make your mineworlders better miners and so on. Even before you get the reductions in speed, I find a good technique (especially in hives or empires with migration controls enabled) is to hold off on colonising too much initially and just not modifying core world pops at all, modify the single pop on new colonies and let the colony grow from that, then every time you want a mineworld or an agriworld or whatever, use the seed world to do the colonisation.

Admiral Joeslop
Jul 8, 2010




I'd like a megastructure that lets you build a hyperlane between two points that aren't connected, within a certain range.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Admiral Joeslop posted:

I'd like a megastructure that lets you build a hyperlane between two points that aren't connected, within a certain range.

Isn't this functionally what a gateway pair does?

Admiral Joeslop
Jul 8, 2010




ulmont posted:

Isn't this functionally what a gateway pair does?

This is true and I can't really think of a reason to have a hyperlane instead but maybe someone could think of something.

Edit: Make it cheaper than a Gateway and only require a tech but you can't block it off like you can a Gateway.

Gobblecoque
Sep 6, 2011
I've got so many minerals coming out of my rear end I don't know what to do with them so I would love to build gateways all over but the goddamn tech won't show up. I even have 3 reactivated gateways in my borders but here I am researching my second physics repeatable tech because I've researched everything else. Mega engineering is being a sneaky bastard too. Usually I dig the sorta unpredictable nature of research in this game but other times it's a real pain in the rear end.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
A tech that lets you build new hyperlanes would be pretty awesome though, as it stands I’m back to racing for jump drives because it cuts like 90% of travel time in lots of cases.

Orbs
Apr 1, 2009
~Liberation~
That multiplayer game I posted about before is actually moving to Saturdays, so if you saw the time before and couldn't make it, take another look. (There will also be another Thursday game run by someone else in the group.)

Don't mind the smell.



Thread: https://forums.somethingawful.com/showthread.php?threadid=3850158

Discord: https://discord.gg/ZvWaBeN

We also did a casual beta game last night to test things out. Trip report: smooth as butter. There were a few bugs we ran into, due to it being a beta and all. But we had three hours of uninterrupted fast speed, with some tense wars and a pseudo-federation of killbots discussing the merits of having preset kill limits.

Staltran
Jan 3, 2013

Fallen Rib

Gobblecoque posted:

I've got so many minerals coming out of my rear end I don't know what to do with them so I would love to build gateways all over but the goddamn tech won't show up. I even have 3 reactivated gateways in my borders but here I am researching my second physics repeatable tech because I've researched everything else. Mega engineering is being a sneaky bastard too. Usually I dig the sorta unpredictable nature of research in this game but other times it's a real pain in the rear end.

That's not coincidental: Gateway construction requires mega-engineering. Do you have citadels? Mega-engineering needs that now (in addition to battleships and zero point power). If you have the pre-reqs, make sure you've got a voidcraft guy, maniac, or curator researching engineering. Both voidborn and master builders also double the weight, but you probably don't want to use an ascension perk on them if you weren't already planning to. And of course, if you can get your hands on a ruined megastructure that would multiply the weight by 20, but you probably don't have one of those nearby. e: Also once you do get mega engineering, gateway construction has a 0.1 weight multiplier if the engineering scientist isn't a particle expert, a genius, a curator, or a maniac.

Spanish Matlock posted:

I'm in like 2390's I think, and I'm fluctuating between 200-400 minerals per month, depending on what I'm doing, and whether I'm roaming ships around. Fanatic Xenophile Pacifist, I edited in mining guilds with my extra civic point, and I've got level IV mines.

To be fair I only recently went over the 5 (then 7 from another civic edit to dump the free haven buff) core world cap, so I imagine I'm going to see a bit of a rise in the near future, but I think I've still got a pretty fair point about how many things seem aimed at the far end game in terms of affordability. I think the mid-game would be a lot more interesting if the gateway network tech was specc'd to kick off at the beginning of the midgame and be functional by the end of it. I kind of agree with the points made about Gene modding as well, that could probably use a rework to make it a more attractive mid-game option, just some quality of life changes like requiring less research points if you're just editing two pops instead of 20, that sort of thing.

I'm sure there are a few other things, but I feel like in general there's a design ethos that all of these things are too powerful to actually be in the main game, and should be saved for the endgame, which I, for one, tend to think makes for a more boring game.

In any case, Stellaris is still one of the best space 4x/grand strat games available so this isn't a serious complaint so much as a constructive criticism. I'm really enjoying this expansion so far, and I'm excited to finish up this game and build a new empire.

400 minerals a month with your fleet in port isn't exactly a lot at that point of the game. I think the costs are balanced more for the 1k net mineral income range. You can build stuff in sector planets now, so I would never stop colonizing when you reach the core planet cap. Frankly I think you should colonize every world in your borders ASAP, even the 20% habitability size 12 ones. Plus each colonized system lets you build one more trading hub, which lets you have more mines instead of power plants.

Also, are you running the mineral edict at all times? It really helps now. Both of my recent games have been militarist, but apparently droning optimizations is even better if you can get it.

The base cost for each gene mod project is quite annoying, yes.

Staltran fucked around with this message at 15:04 on Mar 2, 2018

Admiral Joeslop
Jul 8, 2010




Is there a handy list of all the possible government combinations (Pacifist/Fanatic Egalitarian, Pacifist/Fanatic Xenophobe, etc) or will I have to make my own checklist? I imagine it's pretty big since you can have 2-3 per empire.

Lake Effect
May 8, 2008

really queer Christmas posted:

I really hate pirates

I have an alternate theory that really only Wiz et al could confirm (I have no expectation on this one way or the other):

Maybe Pirates are working exactly as intended. They are a game mechanic to explicitly put a throttle on early over-expansion. Sometimes the cost of a game mechanic/balance choice isn't just an ingame number being adjusted but **making the cost be user annoyance**.

axeil
Feb 14, 2006
The new beta patch is wonderful. I made not-The Borg and I've been having a great time with it. I turned tech/unity costs to .75 and the game has been flying by. I really stacked the cost to build modifiers so it costs almost nothing to build new borg.

Been a really fun game so far, I've never colonized but I've got 4 other planets already.

Question though, is there a downside to putting population controls on your cyborg thralls? I don't want them sullying my pure assimilators with their biological garbage filling up my worlds.

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


Lake Effect posted:

I have an alternate theory that really only Wiz et al could confirm (I have no expectation on this one way or the other):

Maybe Pirates are working exactly as intended. They are a game mechanic to explicitly put a throttle on early over-expansion. Sometimes the cost of a game mechanic/balance choice isn't just an ingame number being adjusted but **making the cost be user annoyance**.

Same for locking automated survey behind a midish game tech, except that's horrible and wrist breaking

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Woot took out a devouring swarm with my tomb world foxy floofs. in Celebration, I made all the pops of the insect races of my desert worlds into copies of the insectile hive mind with genetic ascension perks and gene modding.

breadshaped
Apr 1, 2010


Soiled Meat
I am finding the changes really interesting, a lot of them are quite good for throttling that early game rush I dislike.

One thing I have no idea about is the whole War Fatigue, I feel like someone needs to post a comprehensive guide on it. I don't understand how I'm winning the war, taking over territories and defeating fleets but I have 100% exhaustion on the left-hand side, while theirs is only ~45%.

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

Admiral Joeslop posted:

Is there a handy list of all the possible government combinations (Pacifist/Fanatic Egalitarian, Pacifist/Fanatic Xenophobe, etc) or will I have to make my own checklist? I imagine it's pretty big since you can have 2-3 per empire.

The Stellaris wiki should have a full list.

Archaeology Hat
Aug 10, 2009

ThatBasqueGuy posted:

Same for locking automated survey behind a midish game tech, except that's horrible and wrist breaking

I always find autosurvey turns up at more or less exactly the point I'm running out of stuff I actually care about surveying (ie. my local neighbourhood) so I always figured where it was in the tech tree was pretty good.

Randarkman
Jul 18, 2011

Bedshaped posted:

I am finding the changes really interesting, a lot of them are quite good for throttling that early game rush I dislike.

One thing I have no idea about is the whole War Fatigue, I feel like someone needs to post a comprehensive guide on it. I don't understand how I'm winning the war, taking over territories and defeating fleets but I have 100% exhaustion on the left-hand side, while theirs is only ~45%.

War exhaustion is not the same as war score. The winning side may be eager to take what they have, declare victory, and go home, rather than keep dying and paying to achieve total victory.

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Magil Zeal
Nov 24, 2008

The more I see the numbers being run on costs and how the mechanics play out in the game, the more I realize the 2% research penalty for each claimed system is bullshit. I'm honestly not sure why it's in the game, it seems very poorly thought-out. I need to figure out how to mod this crap out.

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