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Is the Terraforming Candidate anomaly super common for anyone else? I've got something like two dozen candidates in my game.
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# ? May 28, 2018 22:56 |
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# ? Apr 25, 2024 00:30 |
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Baronjutter posted:Almost every time I get a precursor homeworld it's some sort of situation like this with me in red. If I remember correctly, it spawns between 5-8 jumps of your capital. It ignores bypasses (wormhole / gateway), but otherwise will spawn anywhere within range.
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# ? May 28, 2018 23:02 |
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Nordick posted:I got the Vultaum homeworld in this game and it's smack dab in the middle of my empire. Also got the homeworld in a very good location. However it is 1356, the galaxy is fully mapped and I still haven't seen a single fallen empire (set 3 to spawn) and also have a living ocean anomaly that looks interesting but it requires building a research station above the planet. Unfortunately the planet has no research resources so I don't appear to be able to advance this. Hoping that there is a beta this week with a few fixes because I'm very much enjoying this playthrough.
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# ? May 28, 2018 23:43 |
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binge crotching posted:If I remember correctly, it spawns between 5-8 jumps of your capital. It ignores bypasses (wormhole / gateway), but otherwise will spawn anywhere within range. It must be 5-8 jumps based on the old proximity system, because it is definitely not 5-8 hyperspace jumps in my current game. The border to my neighbor was about 9 jumps, and then I had to conquer three systems off them to have access to the precursor system.
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# ? May 28, 2018 23:58 |
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Skippy McPants posted:Is the Terraforming Candidate anomaly super common for anyone else? I've got something like two dozen candidates in my game. Yes, it's fairly common for me to have between 10-20 of them in a large galaxy now. It's better than it was before where you had maybe 1 if you were lucky but it seems it may be a little too common now? But at the same time if a planet had a active magnetosphere and gravity strong enough to retain gasses why couldn't I just slam asteroids into it until the air became breathable? binge crotching posted:If I remember correctly, it spawns between 5-8 jumps of your capital. It ignores bypasses (wormhole / gateway), but otherwise will spawn anywhere within range.
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# ? May 28, 2018 23:59 |
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Is anyone else real grumpy about the way other empire's territory auto-explores now? It makes anomolies pretty much entirely an early game thing, now that they've been expanded it'd be real cool to be getting more advanced ones in the late game. I'm going to try and disestablish an empire tonight by taking only their planets, curious to see if it will de-explore space and let me re-survey it.
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# ? May 29, 2018 00:27 |
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Once a planet (or other celestial object) is scanned by anyone you can no longer get an anomaly from it regardless of whether you scanned it or not. So going around scanning other empire's territory was just wasting your science ship's time when they could be scanning things that have yet to be explored. From the outcome of various wars when a system reverts to neutral (i.e. no one controls it anymore) it will change back to 'unexplored' but since it's likely already been scanned you won't get anything special from it anyway. (At least this is the way it used to be in earlier versions but I don't recall reading anything to the contrary lately)
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# ? May 29, 2018 00:34 |
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I'm noticing that space which gets revealed by empire communications being established confuses the auto survey because while the new empire's systems are revealed the hyperlanes exits are not (though as a player you can see it on the map). Auto-explore thinks there are no unsurveyed systems available until you manually send the ship over first.
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# ? May 29, 2018 00:35 |
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So question. If I start as a Oligarchy with Civil Service, then switch to Empire will I be forced to repick/lose Civil Service. As it's Requirements will no longer be met. I'm really stuck on an Imperial Empire where newly conquered aliens start as slaves but through service can gain citizenship ( not voting rights obviously, but at least rights. ). Kinda baffled I can't seem to do this.
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# ? May 29, 2018 01:00 |
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Psychotic Weasel posted:(At least this is the way it used to be in earlier versions but I don't recall reading anything to the contrary lately) This seems to be no longer the case, because as of the current patch I've gotten anomalies from systems formerly claimed by other empires.
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# ? May 29, 2018 01:08 |
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Anyone do the L-Cluster and get the Freed Dragon, Immature Sample (or something like that). It flew off to another part of the galaxy and I've almost tracked it down, but I'm curious what will happen.
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# ? May 29, 2018 01:14 |
PittTheElder posted:Is anyone else real grumpy about the way other empire's territory auto-explores now? It makes anomolies pretty much entirely an early game thing, now that they've been expanded it'd be real cool to be getting more advanced ones in the late game. I'm going to try and disestablish an empire tonight by taking only their planets, curious to see if it will de-explore space and let me re-survey it. the solution is diplomatic anomalies ala star trek where inhabited planets spawn a new pool of anomalies that have to do with both weird science things and various diplomatic scenarios
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# ? May 29, 2018 01:16 |
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Rookersh posted:So question. Yeah, any civic whose requirements are no longer met will go inactive until you either meet the requirements again or reform out of it. The Citizen Service civic doesn't actually do anything with citizenship though, it's just fluff. You can edit species rights in any form of government and change from slavery to residency or whatever you want regardless of your form of government.
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# ? May 29, 2018 01:21 |
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https://twitter.com/Martin_Anward/status/1001063470123638784 Wiz you are a beautiful and magical being
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# ? May 29, 2018 01:35 |
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Jazerus posted:the solution is diplomatic anomalies ala star trek where inhabited planets spawn a new pool of anomalies that have to do with both weird science things and various diplomatic scenarios I heartily endorse this idea or product
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# ? May 29, 2018 01:38 |
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Anyone know of a conversion mod that gives buildings and etc a organic look? I already found the "Scourge Ships" mod that gives me organic ships, now i just need the buildings. Edit: Just cosmetic changes i mean, altering how the vanilla buildings look.
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# ? May 29, 2018 01:43 |
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Gadzuko posted:Yeah, any civic whose requirements are no longer met will go inactive until you either meet the requirements again or reform out of it. The Citizen Service civic doesn't actually do anything with citizenship though, it's just fluff. You can edit species rights in any form of government and change from slavery to residency or whatever you want regardless of your form of government. Oh! Huh. So how would I go about setting it. I can't check at work, but is there basically a tab in the rights screen that lets me set people as slaves, but also gives then full rights if they serve? My ideal is. - Core species is always full citizenship. - Set as Xenophile/Militaristic/Authoritarian. Any species that migrate naturally get full citizenship ( because they chose to join our great Empire and obviously already believe in our cause. ). - Any species we annex/conquer will be enslaved. However if they serve in the military they will gain full freedom. No exceptions here, even Weak can serve.
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# ? May 29, 2018 01:58 |
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I feel like it would be cool if we could set citizen rights by planet, so we could set up like penal colonies and poo poo, or the opposite like paradise worlds where any pop could be sent to enjoy full social welfare regardless of their usual species rights. Maybe not practical or useful, but cool.
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# ? May 29, 2018 02:07 |
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Citizen Service actually does effect citizenship in that any species with full military serivce has to be given full citizenship if you have it. It doesn't really matter in play but it is an interesting touch.
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# ? May 29, 2018 02:12 |
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Nordick posted:I feel like it would be cool if we could set citizen rights by planet, so we could set up like penal colonies and poo poo, or the opposite like paradise worlds where any pop could be sent to enjoy full social welfare regardless of their usual species rights. Don't populations count as like 1 million people? That wouldn't be a prison world, it would be a gulag world.
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# ? May 29, 2018 02:20 |
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Rookersh posted:Oh! Huh. You can't set anything in species rights as being contingent on military service because that's not a concept the game recognizes, you'll have to do it manually. You can prevent a species from serving, or let them be in armies but not become generals, but you can't do a full on "only pops that serve in the military become citizens" because the game just doesn't simulate that. Jabarto posted:Citizen Service actually does effect citizenship in that any species with full military serivce has to be given full citizenship if you have it. It doesn't really matter in play but it is an interesting touch. I forgot this until I checked the wiki but yeah, it does limit your options, it just doesn't fully recognize the concept of "service guarantees citizenship" because pops don't ever "serve" per se. The wiki has a pretty good breakdown of species rights: https://stellaris.paradoxwikis.com/Species_rights
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# ? May 29, 2018 02:23 |
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Rutibex posted:Don't populations count as like 1 million people? That wouldn't be a prison world, it would be a gulag world. I don't really care, the whole pop thing is so abstract to begin with. Pops are just pops to me, I don't really concern myself with what they're supposed to represent "in the real world".
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# ? May 29, 2018 02:33 |
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When did they get rid of the ticking upward war exhaustion for the WiH? It was a good move, it makes it way easier to finish the dang thing, just wondering when.
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# ? May 29, 2018 03:07 |
Jazerus posted:the solution is diplomatic anomalies ala star trek where inhabited planets spawn a new pool of anomalies that have to do with both weird science things and various diplomatic scenarios This is brilliant. A “diplomatic incident!” anomaly class for inhabited systems would be awesome and could replace just parking your science ships on assist or decommissioning them after the initial exploration phase.
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# ? May 29, 2018 05:59 |
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Baronjutter posted:-Diplomacy and federations and vassals, they've been tweaked a bit since launch but all are pretty bad and lacklustre.
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# ? May 29, 2018 06:16 |
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I'm playing a life-seeded empire tall empire and really struggling with unity. I can't find any ways to get it other than Strongholds and the temple building. If I give my droids Propaganda Machines it only boosts the unity output if the tile they're on is already putting out Unity, right? Otherwise I'd just give propaganda machine to every droid. Anything else I can do other than Curator poo poo?
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# ? May 29, 2018 06:16 |
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CrazyTolradi posted:I am really hoping Federations get a major look over soon, because it just feels like such an empty system right now. I think being able to have different ways a president can be chosen or elected would be a good start as well as giving more advantages to a federation than just no border friction and a naval capacity pool. Chosen?? Elected?! Any diplomacy/federation DLC that doesn't add the full breadth of CK2 monarchistic succession types will be a failure. Plus some sort of EU4 style HRE mechanics!
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# ? May 29, 2018 07:10 |
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Need space NATO with crises over the butterflies only allocating 5.98% gdp to military spending when the charter clearly states an even 6%, the free riding winged fucks.
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# ? May 29, 2018 07:54 |
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Baronjutter posted:Chosen?? Elected?! Any diplomacy/federation DLC that doesn't add the full breadth of CK2 monarchistic succession types will be a failure. Plus some sort of EU4 style HRE mechanics! Mostly I was inspired by elements of the Civ 4/5 UN system as well as the Alliance system Space Empires 5 put in place. One of the mods I play with, https://steamcommunity.com/sharedfiles/filedetails/?id=1325109871, has some great ideas and works mostly fine if you're just in a fed with human players. Has some bugs, but isn't bad for a mod.
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# ? May 29, 2018 09:13 |
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Eiba posted:I don't know if the random gifts from strangers is working the way it's supposed to, but in practice it has been for me. Every time someone I don't know gives me a gift like that I call them back up and give them a nonagression pact, and going forward I take more of an interest in the wellbeing of that country. There is in fact special gift dialogue (I just tested it and it works fine). Are you sure that they used the standard dialog when gifting?
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# ? May 29, 2018 11:55 |
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I noticed that Stimsis (of Fourth Stimpire fame) was removed from the name list file. I feel grief.
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# ? May 29, 2018 12:11 |
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CrazyTolradi posted:I noticed that Stimsis (of Fourth Stimpire fame) was removed from the name list file. I feel grief. No, it's still there. Are you looking in the right place? Are you sure a mod didn't remove it?
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# ? May 29, 2018 12:15 |
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Wiz posted:No, it's still there. Are you looking in the right place? Are you sure a mod didn't remove it?
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# ? May 29, 2018 12:21 |
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Wiz posted:There is in fact special gift dialogue (I just tested it and it works fine). Are you sure that they used the standard dialog when gifting? Wiz, a lot of people who otherwise hate me have been giving me large amounts of energy. Should I take gifts from strangers or report it as a bug?
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# ? May 29, 2018 12:34 |
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Wiz posted:No, it's still there. Are you looking in the right place? Are you sure a mod didn't remove it? Hey Wiz, since you're around I was wondering what strength you expect players to be at when they unlock the L-Gate stuff? I had a couple of 5k fleets and was equivalent or stronger than all my neighbours when I activated it and I was surprised at how completely outmatched I was. Fortunately I just reloaded a save but it feels like it would have been rather game ending in ironman.
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# ? May 29, 2018 12:53 |
Chalks posted:Hey Wiz, since you're around I was wondering what strength you expect players to be at when they unlock the L-Gate stuff? I had a couple of 5k fleets and was equivalent or stronger than all my neighbours when I activated it and I was surprised at how completely outmatched I was. I opened an L-gate with about 3k fleet strength. Those nanites were not kind.
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# ? May 29, 2018 13:00 |
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Aethernet posted:Wiz, a lot of people who otherwise hate me have been giving me large amounts of energy. Should I take gifts from strangers or report it as a bug? There's a bit of AI weirdness in 2.1 with it being too friendly in general. Should be sorted in 2.1.1.
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# ? May 29, 2018 13:33 |
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Chalks posted:Hey Wiz, since you're around I was wondering what strength you expect players to be at when they unlock the L-Gate stuff? I had a couple of 5k fleets and was equivalent or stronger than all my neighbours when I activated it and I was surprised at how completely outmatched I was. The L-Gate chain is being completed a lot quicker than intended. We're going to make some tweaks.
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# ? May 29, 2018 13:33 |
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So, update on something I mentioned a little back. It seems that refugees you accept can't be assimilated specifically.
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# ? May 29, 2018 13:34 |
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# ? Apr 25, 2024 00:30 |
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Wiz posted:There's a bit of AI weirdness in 2.1 with it being too friendly in general. Should be sorted in 2.1.1. There's nothing wrong with an AI player actually being nice for once. Makes a change from the standard KILL KILL KILL you usually get out of these things.
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# ? May 29, 2018 13:42 |