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Electro-Boogie Jack
Nov 22, 2006
bagger mcguirk sent me.

uber_stoat posted:

I like that it's down to one movement system now but I do hope they speed up fleet movement.

If hyperlanes are roads, it would be nice if there was a Stellaris equivalent of railroads in some of the Civ games- something you can build at greater expense on some of your most traveled routes to significantly speed up fleets passing through them. Maybe a building you can construct in multiple consecutive systems that lets fleets traveling through them move straight from one hyperlane to the next. Mid-game tech, maybe with energy upkeep cost for each one and a limit on the number you can build that grows slowly with the number of systems you own so that you have to use them judiciously.

Mark it on the galactic map with a broader hyperlane line, maybe?

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CrazyTolradi
Oct 2, 2011

It feels so good to be so bad.....at posting.

Electro-Boogie Jack posted:

If hyperlanes are roads, it would be nice if there was a Stellaris equivalent of railroads in some of the Civ games- something you can build at greater expense on some of your most traveled routes to significantly speed up fleets passing through them. Maybe a building you can construct in multiple consecutive systems that lets fleets traveling through them move straight from one hyperlane to the next. Mid-game tech, maybe with energy upkeep cost for each one and a limit on the number you can build that grows slowly with the number of systems you own so that you have to use them judiciously.

Mark it on the galactic map with a broader hyperlane line, maybe?
Easy way to do this would be a starbase building that gave FTL and sublight bonuses in system.

Thrasophius
Oct 27, 2013

Electro-Boogie Jack posted:

If hyperlanes are roads, it would be nice if there was a Stellaris equivalent of railroads in some of the Civ games- something you can build at greater expense on some of your most traveled routes to significantly speed up fleets passing through them.

That would be pretty cool actually. So ships can only spool up a hyperdrive as fast as they do because of size limitations, so you can have a giant external hyperdrive allowing them to spool up, and propel them, faster. I actually really like that idea. It gives you an advantage on home turf and allows you to catch or catch up to invading fleets. Also means you can strategically destroy the generator to slow fleets to your speed.

Electro-Boogie Jack
Nov 22, 2006
bagger mcguirk sent me.

CrazyTolradi posted:

Easy way to do this would be a starbase building that gave FTL and sublight bonuses in system.

Yeah, although that may not help as much with the scenarios where you need to move your fleets through like 20 or 30 empty systems, because you probably haven't upgraded any of those outposts to full starbases, right? I wonder if having your construction ship build a Hyperlane Conduit Extension in a system would kinda work.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
The big thing I don't like about the hyperlane system (aside from the slow as molasses thing) is that capturing a system with a gateway doesn't stop the enemy warping their ships in after your fleets have left, and retaking everything behind you. You basically need to dedicate fleets just to sitting on gates during a war, especially now that the new galaxy generation can lead to some really convoluted laneways.

By the way, I saw something I've never seen before in the game I'm currently playing. In the crazy contacts screen I posted a bit back, where the AI was playing the best I've ever seen, the Estwani empire is noted as having a 'protective' opinion of me. Well, yesterday, I sent a small fleet of mine off to do some pirate cleaning (since a few sprung up while I was capturing the L-cluster) and then realised Estwani were sending a goddamn escort fleet to follow those ships of mine as they pottered around. I've never seen an AI empire have a fleet follow one of my fleets. They also guaranteed to protect my independence, out of all the other empires in the galaxy, despite being the 'expand at all costs' empire type. Probably because I was playing pacifists.

Black Pants fucked around with this message at 05:15 on Jun 1, 2018

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

Thrasophius posted:

So it's slow as gently caress now and spam is still a thing. Sounds like a step backwards. Did they at least change warscore and get rid of the whole "oh you completely dominated me and occupied all my territory. You have enough score for these two planets. How about a 10 year truce?"

This was changed, yes. If you go for status quo, you get to keep any territory you've got claims on (That you've fully occupied). Making claims costs influence.

If you're one of the Total War civics (Purifier types and Assimilators) you don't need to make claims and automatically take over any territory you occupy, but your enemies can do the same to you. You can also do that by having a Colossus.

Oh yeah, I also hope you like micromanaging starports. Lots and lots and lots of starports.

Oh and uh, the way FTL works is that you now have to actually go to the appropriate side of the system you're in before you can FTL to the target system, no more just heading to the nearest edge. This is a major part of why it is so slow.

CrazyTolradi
Oct 2, 2011

It feels so good to be so bad.....at posting.

Electro-Boogie Jack posted:

Yeah, although that may not help as much with the scenarios where you need to move your fleets through like 20 or 30 empty systems, because you probably haven't upgraded any of those outposts to full starbases, right? I wonder if having your construction ship build a Hyperlane Conduit Extension in a system would kinda work.
Solution to that would be just have a tech that unlocks a modifier on all outposts to increase sublight and FTL speeds.

bewilderment
Nov 22, 2007
man what



I played a lot of yesterday for the first time in ages and my main issue with the starbase system (+ hyperlanes) is that unless it's a super-choice system (be it a chokepoint, territory block or a nice system you just have to have) there's basically no reason to build non-contiguous starbases because of how much it costs influence-wise.

I can have a single system surrounded on all sides by my starbases, 100% surveyed, but apparently since I don't have a starbase in it, it's 'lawless space' and not my territory.

Xenaero
Sep 26, 2006


Slippery Tilde
Shoot, I was thinking of publishing my 50+ empires on the workshop but then I realized I've probably made it incompatible with people who don't own a lot of DLC

KingLemming
Jan 1, 2013

fuck gregtech

CrazyTolradi posted:

Solution to that would be just have a tech that unlocks a modifier on all outposts to increase sublight and FTL speeds.

I shall investigate this.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


KingLemming posted:

I shall investigate this.

There's already a mod for that - it adds an auto upgrading component with a system wide aura to starbase (even outposts) which boosta friendly speed.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

CrazyTolradi posted:

Easy way to do this would be a starbase building that gave FTL and sublight bonuses in system.

But... there is one? :confused:

CrazyTolradi
Oct 2, 2011

It feels so good to be so bad.....at posting.

isndl posted:

But... there is one? :confused:
That's only a windup and cool down bonus to FTL, I thought that too when I saw the first post about this, but checked the bonuses it gives and well, eh.

wiegieman posted:

There's already a mod for that - it adds an auto upgrading component with a system wide aura to starbase (even outposts) which boosta friendly speed.
Link?

CrazyTolradi fucked around with this message at 06:22 on Jun 1, 2018

Kestral
Nov 24, 2000

Forum Veteran
The talk about Sword of the Stars earlier made me realize what Stellaris needs: cetacean species pack DLC. Game's already got obvious influences from the Uplift trilogy, and SotS is well-loved, so let's get some psionic biowarfare dolphins going.

Synthbuttrange
May 6, 2007

Floaters DLC for the aquatic/gas dwelling species you could ever want

Xik
Mar 10, 2011

Dinosaur Gum

isndl posted:

But... there is one? :confused:

CrazyTolradi posted:

That's only a windup and cool down bonus to FTL, I thought that too when I saw the first post about this, but checked the bonuses it gives and well, eh.

Vengarr
Jun 17, 2010

Smashed before noon

Black Pants posted:

The big thing I don't like about the hyperlane system (aside from the slow as molasses thing) is that capturing a system with a gateway doesn't stop the enemy warping their ships in after your fleets have left, and retaking everything behind you. You basically need to dedicate fleets just to sitting on gates during a war, especially now that the new galaxy generation can lead to some really convoluted laneways.

I thought it does? Gateways can only be used if you control both sides, or the guy on the other side has open borders with you. Wormholes can be used whenever, but they're rarer.

Rookersh
Aug 19, 2010
I think my problem with nothing but trading post/anchorage spam is it's just so boring.

Like I'd hope Wiz goal for the game isn't for people to have 30 Starbases that all have 8 Trading Hubs/8 Anchorages just to get enough Fleet Capacity/Energy to play. At that point you might as well drop Starbase building capacity to 4 and to boost the effect of Trading Hubs/Anchorages so the player has to make smarter choices about what they build within the Starbase.

Thrasophius
Oct 27, 2013

Shadowlyger posted:

Oh and uh, the way FTL works is that you now have to actually go to the appropriate side of the system you're in before you can FTL to the target system, no more just heading to the nearest edge. This is a major part of why it is so slow.

Woah woah woah so you can't just be out of the gravity well and jump? If the system you want is to the south and you arrive in the north you need to literally travel to the south side before it lets you jump? drat that sounds tedious as all hell.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Read it again. It affects FTL jump speed. That is, how long it takes to go between systems. That's not the problem. Most of the problem is ship speed "in-system". It takes a long time to physically cross the systems to get to the edges to make the jumps. It's very much like Sins of a Solar Empire that way.

This is yet another reason corvettes are favoured right now-they move the fastest in-system, so they're easy to put them where they need to actually be. It's also why everyone is going all afterburners, all the time(For the extra in-system speed), which also helps the favoured evasion tactics of the corvettes.

Bloodly fucked around with this message at 07:35 on Jun 1, 2018

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

CrazyTolradi posted:

That's only a windup and cool down bonus to FTL, I thought that too when I saw the first post about this, but checked the bonuses it gives and well, eh.

Well, it gives half of what the OP was asking for then. :shrug:

Vengarr posted:

I thought it does? Gateways can only be used if you control both sides, or the guy on the other side has open borders with you. Wormholes can be used whenever, but they're rarer.

Depends on what CB you're using. If you're using one of the Total War CBs you assume full ownership of the system once you've defeated the local station, but if you're using one of the regular CBs you merely occupy the system pending war goal settlement. If it's occupied it's still their system as far as the pathfinding is concerned, so the gateways would function normally to allow them to maneuver behind you.

Rookersh posted:

I think my problem with nothing but trading post/anchorage spam is it's just so boring.

Like I'd hope Wiz goal for the game isn't for people to have 30 Starbases that all have 8 Trading Hubs/8 Anchorages just to get enough Fleet Capacity/Energy to play. At that point you might as well drop Starbase building capacity to 4 and to boost the effect of Trading Hubs/Anchorages so the player has to make smarter choices about what they build within the Starbase.

The hyper-specialization of stations is a little frustrating, particularly given the limited number of specializations available. One of the first stations I'll build is in an otherwise unremarkable system specifically as a shipyard so I can respec my home system station to full on energy production. There's also a shortage of modules to build if you're not looking to spec for combat, with Anchorage stations ending up in nebulae or black hole systems wherever possible because what else are you going to do with those module slots? And I can't just leave them blank because then the orange jigsaw piece is going to haunt my outliner for the rest of the game.

Stations in general seem like they could use some examination as to their intended purpose; on the surface they're purely naval/defense but the energy they can produce in colonized systems is too good to pass up, and all too often their ability to host defensive platforms is completely ignored because you only want the anchorage/shipyard effects. Might be cool if those could be split off and be constructed separately, like habitats except for naval purposes.

McSpanky
Jan 16, 2005






OwlFancier posted:

Ah, the Culture strategy.

I wish there was an edict or ascension perk or something to offload pops from planets to habitats/rings and then deconstruct all the surface structures and declare them holy worlds nature preserves for crazy influence gains.

Black Pants posted:

...As a materialist cyborg empire, why is my reply to another empire embracing cybernetics 'Disconcerting.'?

You're worried about the competition edging in on your monopoly?

Nickiepoo posted:

This is actually a neato idea. Like if building the different stages of the structures were tech and/or perk locked, so you can build a (pricey) local sentry array by mid-game, but upgrading it to the galaxy-spanning version only happens by the late game. Likewise for Dyson Spheres and the research one, though I don't know how this would work with ringworlds, maybe more tiles being made available as you upgrade it.

Point being that they become long-term empire spanning projects rather than the 'one and done (but with multiple clicks)' that they kind of are now.

Dyson Spheres already work like this, right? After you build the framework the Partial stages give you progressively more energy until the final one hits the full 1000 credit cap. Ringworlds should work the same way, you get a basic ring frame that supports like 12-tile sections and then upgrades that eventually fill out to the full 25 per.

CrazyTolradi
Oct 2, 2011

It feels so good to be so bad.....at posting.

Bloodly posted:

Read it again. It affects FTL jump speed. That is, how long it takes to go between systems.
It doesn't even do that much, it just reduces the spooling and cooldown of the FTL, not even the speed while on the hyperlane. As you say, this isn't the real issue either.

Also it requires you to upgrade all the outposts along the "routes" inside your space you're most likely to use, which means more micromanagement and using more station cap.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

McSpanky posted:

Dyson Spheres already work like this, right? After you build the framework the Partial stages give you progressively more energy until the final one hits the full 1000 credit cap. Ringworlds should work the same way, you get a basic ring frame that supports like 12-tile sections and then upgrades that eventually fill out to the full 25 per.

Well, they both work the same really, they're both Outpost -> Frame -> 4x sections. I think Dyson Spheres could do with more granularity on the investment because 130k minerals before you get any income at all from it is absurdly high but Ringworlds at 50k to being able to start colonizing is more reasonable, and 20k for each additional 'planet' is basically cheap compared to 50k for the Dyson Sphere.

Xik
Mar 10, 2011

Dinosaur Gum

Bloodly posted:

Read it again. It affects FTL jump speed.

Yeah I know, it was being discussed so I figured would dump it just for context. The cooldown reduction is sort of pointless i feel because it takes so long to cross system that I don't think the FTL cooldiwn is ever the problem?

Personally, I don't mind the slower pace of travel, but wouldn't complain if the sublight speed was buffed a little bit. It puts more emphasis on the defensive choke points, both in terms of buying time and splitting up fleets.

Thrasophius
Oct 27, 2013

Bloodly posted:

This is yet another reason corvettes are favoured right now-they move the fastest in-system, so they're easy to put them where they need to actually be. It's also why everyone is going all afterburners, all the time(For the extra in-system speed), which also helps the favoured evasion tactics of the corvettes.

So its a double whammy. Corvette spam was already a thing but now its even more so. Seems like an unintentional buff to me.

That's a shame, I did like my battleships but now they have to slowboat it across systems too to jump. Why use them?

McSpanky
Jan 16, 2005






isndl posted:

Well, they both work the same really, they're both Outpost -> Frame -> 4x sections. I think Dyson Spheres could do with more granularity on the investment because 130k minerals before you get any income at all from it is absurdly high but Ringworlds at 50k to being able to start colonizing is more reasonable, and 20k for each additional 'planet' is basically cheap compared to 50k for the Dyson Sphere.

That's true enough for the Dyson Spheres, but I think the whole thrust of the idea was the ability to build lower-tech prototypes of the mega-engineering structures earlier and then teching up into the full-scale final versions as opposed to the current model. So like someone was saying earlier about the O'Neill Cylinder-Habitat upgrade idea, there'd be like some midtech version of the Ringworld that would be a phase between habs and the endpoint that you could upgrade as research progresses and get some use out of it as you go, instead of jumping straight into mega-engineering which is mostly a late/endgame crown jewel project.

Dyson Spheres could be reimagined the same way to get some function out of them earlier and smooth out the investment curve, like you start off with Freeman Dyson's original model of solar collector satellite swarms that get larger and more complex until you finally crack the super scifi tech to actually start encapsulating the star.

McSpanky fucked around with this message at 09:24 on Jun 1, 2018

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

Thrasophius posted:

Woah woah woah so you can't just be out of the gravity well and jump? If the system you want is to the south and you arrive in the north you need to literally travel to the south side before it lets you jump? drat that sounds tedious as all hell.

It does mean strategic positioning matters now, though. If they're trying to get through a star system and you have a fleet in said system, you can reliably bring them to battle, instead of having to jump all over creation trying to get juuuust the right angle of approach to either land directly on top of the enemy to force them to fight or at least land in close enough that you can cool down the FTL engines and catch the enemy before they jump out.

For my money, having to move across a system is way, way less tedious than the micromanagement hell of trying to pin down an enemy fleet pre 2.0.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy

Vengarr posted:

I thought it does? Gateways can only be used if you control both sides, or the guy on the other side has open borders with you. Wormholes can be used whenever, but they're rarer.

During a regular war, if you occupy a system with a gateway, the gateway still belongs to the empire you're at war with, and they can still use it.

Xenaero posted:

Shoot, I was thinking of publishing my 50+ empires on the workshop but then I realized I've probably made it incompatible with people who don't own a lot of DLC

Publish it anyway, just mention the requirements.

Black Pants fucked around with this message at 12:24 on Jun 1, 2018

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Thrasophius posted:

So its a double whammy. Corvette spam was already a thing but now its even more so. Seems like an unintentional buff to me.

That's a shame, I did like my battleships but now they have to slowboat it across systems too to jump. Why use them?

It's a big speed difference too. A corvette with afterburners can be twice as fast as a battleship without one. Yet corvettes also give you excellent combat power per fleet cap. They also do a great job of jumping out rather than dying, which is good for your war score. It's difficult to justify using any other ship type in mechanical terms.

Tomn posted:

It does mean strategic positioning matters now, though. If they're trying to get through a star system and you have a fleet in said system, you can reliably bring them to battle, instead of having to jump all over creation trying to get juuuust the right angle of approach to either land directly on top of the enemy to force them to fight or at least land in close enough that you can cool down the FTL engines and catch the enemy before they jump out.

For my money, having to move across a system is way, way less tedious than the micromanagement hell of trying to pin down an enemy fleet pre 2.0.

Yeah I think it's only a good thing that ships need to cross systems to jump, rather than simply never going inside a gravity well. And a corvette fleet moves fairly quickly through a system. The issue is mainly that larger ships take so long that you end up really waiting around for them. All ships should move at or near the same speed, and Hyperspace Registrars should be stronger and have an increased aura effect to include nearby systems so that building a highway is feasible.

Black Pants posted:

During a regular war, if you occupy a system with a gateway, the gateway still belongs to the empire you're at war with, and they can still use it.

Yeah and it's really dumb. Gateways should be controlled by whomever controls the starbase. Perhaps give them a cool down mechanic like the starbases so they can't be used immediately by the winning side.

Kaal fucked around with this message at 11:56 on Jun 1, 2018

McSpanky
Jan 16, 2005






Hyperlane Registrars' effects should extend between the direct routes any stations housing them are connected to.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Earlier in the thread there were some people talking about a crisis and refugees. And well now it looks like they got their wish:

https://twitter.com/Martin_Anward/status/1002514306905321472

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
The picture for refugees from crises should be aliens standing in front of a wall covered with pictures of other aliens.

Rincewinds
Jul 30, 2014

MEAT IS MEAT

Aethernet posted:

The picture for refugees from crises should be aliens standing in front of a wall covered with pictures of other aliens.
Alternatively for purifiers.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
Yessss. I like doing the 'endangered species preservation' thing once I reach Ringworld tech. I don't even bother putting buildings, just let them roam freerange.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Admiral Joeslop posted:

The Worm is a false prophet.

Blashphemer

RedSnapper
Nov 22, 2016
Finally had my first Horizon Signal and got to the event where a scientist does some genemodding on himself. Since I use a wireless keyboard and mouse, I play on the couch so, before I made my decision, the scientist got executed by my dog..

That's my Stellaris story for today

CrazyTolradi
Oct 2, 2011

It feels so good to be so bad.....at posting.

RedSnapper posted:

Finally had my first Horizon Signal and got to the event where a scientist does some genemodding on himself. Since I use a wireless keyboard and mouse, I play on the couch so, before I made my decision, the scientist got executed by my dog..

That's my Stellaris story for today
Doggo did what had to be done.

TyrsHTML
May 13, 2004

RedSnapper posted:

Finally had my first Horizon Signal and got to the event where a scientist does some genemodding on himself. Since I use a wireless keyboard and mouse, I play on the couch so, before I made my decision, the scientist got executed by my dog..

That's my Stellaris story for today

Good doggo

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Grammar-Bolshevik
Oct 12, 2017
I cant remember where it was previously in the thread, but some dude falsely 'corrected' me regarding the grey tempest essentially ignoring armour an shields for the bulk of its damage. Their strike craft AND their 400 dmg main cannon ignores armour an shields. So build to max out hull an get point defence.

Else you're going to lose a lot.

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