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Modders are going to go hogwild with this functionality and I can't wait.
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# ? Sep 12, 2018 15:50 |
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# ? May 16, 2024 06:43 |
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Aethernet posted:https://twitter.com/Martin_Anward/status/1039882102693609478?s=19 What I really want to know is what part of Earth is covered in fungus.
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# ? Sep 12, 2018 15:50 |
I feel like there were only 12 building slots in past teasers?
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# ? Sep 12, 2018 15:51 |
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Anno posted:I feel like there were only 12 building slots in past teasers? Good eye! https://twitter.com/Martin_Anward/status/1032344718829600769
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# ? Sep 12, 2018 15:53 |
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I like these little touches. It probably doesn't take much effort, and adds alot of flavor. Now instead of clearing tile blocker #7 I can water the deserts of northern Africa or pave over Rio's favelas. Hey! That would be a pretty cool feature, starting with tile blockers that added something: slums would add housing but increase crime, industrial wasteland could add scavenger jobs that produce a small amount of minerals and luxuries, etc.
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# ? Sep 12, 2018 15:58 |
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I hope the paid dlc for this patch is planetary mega projects. Stuff like irrigating the Sahara or building an artificial continent or a 5km tall hive city.
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# ? Sep 12, 2018 16:02 |
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This planet overhaul looks loving amazing, Wiz & Co. I cannot wait to get my hands on it.
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# ? Sep 12, 2018 16:03 |
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Eiba posted:That wasn't my point, and that wasn't the point I was responding to. You said biotrophy silence made you less inclined to believe they were benevolent. At least that's how I understood you. I was saying their silence is normal and not evidence of anything. What I said was that the silence is a reason I have an issue with people asserting that the trophies are voluntary participants in their status. It’s not something that’s supported by the actual text in the game. Yes you can create a rogue servitude empire and write in the flavour box that they’re willing (I do the same thing when I play them), but I’m not trying to analyse text you wrote, I’m working from the text we share in common, which is what’s in the game.
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# ? Sep 12, 2018 16:07 |
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Conskill posted:The reflection on the reader and the context you interpret sci-fi in is something I have mixed feelings on. I've actually sat here for a quite a few minutes trying to collect my thoughts to no avail, so please forgive me if this isn't 100% on point. We can deconstruct Stellaris in the same way that we can deconstruct anything because everything is politics and so forth. Fair enough. But we're kind of swirling around an argument that's been here a few times: are aliens in Stellaris written to be more than funny-looking humans? What interests me in sci-fi is seeing how far writers can go with defining what is alien and what is different from us, while still necessarily chained to the culture they were born and conditioned into. Honestly, it strikes me as wasted thematic potential to use a modern hermeneutic on the Blorg, or vilify the Worm-that-Waits, or map human assumptions respecting the nature of the sapient starfish that finally relinquished control to their robot servitors. there's no reason, for instance, to assume the hypothetical interaction between future alien races will resemble something very close to eighteenth century great power politics. but that's what stellaris implicitly assumes for a number of reasons. quote:I get what you mean here. When I'm playing Stellaris I'm not critically deconstructing it. I don't sit down to play as a rogue servitor and spend the whole game thinking "hmm, what an apt metaphor for the patriarchy".
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# ? Sep 12, 2018 17:06 |
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https://twitter.com/Martin_Anward/status/1039905437280333824?s=19 CLARIFICATION: "SLUM CLEARANCE" NO LONGER "POOR PEOPLE SLAUGHTERFEST"
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# ? Sep 12, 2018 17:08 |
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Aethernet posted:CLARIFICATION: "SLUM CLEARANCE" NO LONGER "POOR PEOPLE SLAUGHTERFEST" Uninstalled, computer tossed under an industrial magnet, now dousing myself in petrol because life isn't worth living anymore t
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# ? Sep 12, 2018 17:20 |
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Excellent. Now I have something tangible to mistreat instead and a pop for only 300 energy. That's way more expensive than it used to be though.
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# ? Sep 12, 2018 17:22 |
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Nevets posted:I like these little touches. It probably doesn't take much effort, and adds alot of flavor. Now instead of clearing tile blocker #7 I can water the deserts of northern Africa or pave over Rio's favelas.
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# ? Sep 12, 2018 17:23 |
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Can you guys answer some newbie questions for me? First, what exactly is surplus food for? The game makes noise about how it makes pops grow faster but when I mouseover growing pops on planets I don't see any "surplus food" bonus or anything, and I'm regularly running like +16 food per month with my 200 storage cap hit. Right now I'm just trading it to other empires for useful poo poo like minerals or energy and letting them think they're getting a good deal even though I lucked into a Gaia world where every dang tile is +food. Secondly, I don't get military matters, like, at all. Does the military power estimate lie? If not, how come every time I research new tech like blue lasers or railguns and then upgrade my fleets, their total power goes down? Is having the auto-best design thing checked screwing me over? What are different ship types for? I just unlocked Destroyers and have passed up the opportunity to research fighters. What about different weapon types? Armor types? What sort of balance should I be going for in kinetic/laser and armor/shields? Do I want a missile variant of my Corvettes? Why? Is there a way to see what sort of armaments/armor my enemy is using and custom-design a ship class to counter that? How am I supposed to read the battle window to figure out exactly what's going on? The numbers at the bottom aren't obvious -- is "damage output" the damage my guys are taking or dishing out? What's the import of it? -- and the top bar is opaque. All I know is I send a fleet that's nominally equal-strength against a pirate fleet and we just melt the pirate ships one by one while taking negligible damage, and then a starbase with 1/4th the military power takes four times as long. Finally, what's a good amount of military power to keep on hand in peacetime? Right now I have two fleets, one at 600-ish strength that's supplemented by these three ancient tech fighters I found, and one at 400-ish power, but both powers keep dropping every time I unlock a new upgrade. It's been good enough to deal with the odd pirate outbreak, but I also worry about other civs judging my military potential.
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# ? Sep 12, 2018 17:24 |
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OwlFancier posted:I mean, thinking about the last time Sweden went around declaring war on everyone it would probably be quite terrifying honestly. Lots of angry scandis wandering through canada hopped up on the jesus and shooting people with muskets. Hey, most of his army was actually German, Dutch and Scottish mercenaries. Though that's not necessarily less frightening of a rampaging horde. Only the cavalry were primarily from Sweden, one time I saw them described by a source as something like "Tall, ruddy Swedes, swarthy Lapplanders on tough ponies and colorless Finns."
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# ? Sep 12, 2018 17:41 |
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I don't think Lapplanders should be riding on Finns and I am frankly surprised that the Finns put up with that.
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# ? Sep 12, 2018 17:45 |
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OwlFancier posted:I don't think Lapplanders should be riding on Finns and I am frankly surprised that the Finns put up with that. Nice
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# ? Sep 12, 2018 17:47 |
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Surplus food increases growth as long as you're already sitting at your cap, i.e. food generated while you're already capped out doesn't vanish into the ether, it turns into people instead. So if you're capped out, there should be a growth modifier from surplus food. If you keep trading away your food though, that means you're probably not capped out often, and thus aren't getting the growth bonus. Letting the game auto-design ships is suicide. There are two checkboxes with similar names, I mean the one in the bottom left of the ship designer that says "auto-generate designs." Never, ever, check that box. First thing I do on day 1 of a new game before advancing time at all is go and uncheck that box and never touch it again. If that box is checked, it's probably why researching new tech is making your power go down at times, because the design AI is very bad and has no idea how to design a ship so it will screw up in new and interesting ways whenever it gets new components to play with. There's also an "auto-upgrade" checkbox on the right side of the screen when you have a design selected, that one is safe to use. That one will keep the general design how you made it, but will automatically swap out Hyperdrive I for Hyperdrive II, or automatically swap in the newest reactor, or upgrade from Red to Blue lasers. What it won't do is completely reshuffle the ship from scratch each time a new component becomes available, like the broken one on the left. Armor/shields and kinetics/lasers all depends on who you're fighting. If you want to just kinda be generalist do a roughly even split, but really you should be scouting out your enemies if possible and seeing what they mostly use and then designing to counter that. Armor is strong against kinetics but weak against energy weapons, and shields are strong against energy weapons but weak against kinetics. Crazycryodude fucked around with this message at 19:19 on Sep 12, 2018 |
# ? Sep 12, 2018 17:56 |
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I really don't know why the auto generate designs option is even a thing considering I have no idea how you're supposed to use it post 2.0.
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# ? Sep 12, 2018 17:59 |
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Loving this flavour. I hope it's pretty easy to make your own additions and get it hooked up to the custom system file so you can create your own custom homeworld or version of future-earth to start with. Hook some event triggers up to specific tile clearance and you got your self a whole drat early-game mini-game.
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# ? Sep 12, 2018 18:00 |
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Baronjutter posted:Loving this flavour. I hope it's pretty easy to make your own additions and get it hooked up to the custom system file so you can create your own custom homeworld or version of future-earth to start with. Hook some event triggers up to specific tile clearance and you got your self a whole drat early-game mini-game. Yeah seriously with some events and poo poo you could create a whole management game out of planets with random events linked to deposits.
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# ? Sep 12, 2018 18:01 |
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I quit awhile ago but these new changes are getting me excited, has there been any hint of a release date for the new features/DLC?
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# ? Sep 12, 2018 18:13 |
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Aethernet posted:https://twitter.com/Martin_Anward/status/1039905437280333824?s=19
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# ? Sep 12, 2018 18:15 |
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2018 release is unlikely, IMO
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# ? Sep 12, 2018 18:15 |
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Aethernet posted:https://twitter.com/Martin_Anward/status/1039905437280333824?s=19 After the Mega-Repavers have long rumbled off into the distance, reducing the favelas of Neo-Mumbai to steaming, clean, black asphalt, after the screams and chaos of the millions of people fleeing before the city-sized machines or being crushed mercilessly underfoot, a single person stands up amidst the silence, shivering. A hovercraft lands beside them, and a technocrat in his crisp robes disembarks, and hands them a small, gray card. "Welcome, citizen!"
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# ? Sep 12, 2018 19:07 |
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OwlFancier posted:I really don't know why the auto generate designs option is even a thing considering I have no idea how you're supposed to use it post 2.0. As someone who loves to design his own poo poo in games, my first thought when encountering the auto-designer was "Ah, the option for lazy people. Got it!"
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# ? Sep 12, 2018 19:10 |
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Libluini posted:As someone who loves to design his own poo poo in games, my first thought when encountering the auto-designer was "Ah, the option for lazy people. Got it!" That would be fine if it didn't utterly break the fairly important retrofit mechanic and fleet manager.
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# ? Sep 12, 2018 19:15 |
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OwlFancier posted:That would be fine if it didn't utterly break the fairly important retrofit mechanic and fleet manager. Even without auto design that breaks occasionally, with it is seems like every other tech breaks it.
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# ? Sep 12, 2018 19:29 |
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Crazycryodude posted:Surplus food increases growth as long as you're already sitting at your cap, i.e. food generated while you're already capped out doesn't vanish into the ether, it turns into people instead. So if you're capped out, there should be a growth modifier from surplus food. If you keep trading away your food though, that means you're probably not capped out often, and thus aren't getting the growth bonus. quote:Letting the game auto-design ships is suicide. There are two checkboxes with similar names, I mean the one in the bottom left of the ship designer that says "auto-generate designs." Never, ever, check that box. First thing I do on day 1 of a new game before advancing time at all is go and uncheck that box and never touch it again. If that box is checked, it's probably why researching new tech is making your power go down at times, because the design AI is very bad and has no idea how to design a ship so it will screw up in new and interesting ways whenever it gets new components to play with. And what are missiles for, exactly? Do I want missile variants of all my designs, and if so, should I be producing at a 50/50 split between just guns and lasers and missile variants?
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# ? Sep 12, 2018 20:03 |
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CapnAndy posted:Oh no, I'm capped out at 200 (I picked the low storage/encourage growth option) with +16 food a month and that's after trading away a bunch of it. Like I said, Gaia world where almost every tile is +food (it was just a really impressive jungle world but then my guys found inactive terraforming machines, I pumped 'em full of power, and won the jackpot). I'm drowning in the stuff. I just can't find the growth modifier anywhere and was doubting its existence. It tends not to be a very dramatic boost unless you've got a huge surplus relative to the number of non-full planets, though.
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# ? Sep 12, 2018 20:04 |
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CapnAndy posted:Oh no, I'm capped out at 200 (I picked the low storage/encourage growth option) with +16 food a month and that's after trading away a bunch of it. Like I said, Gaia world where almost every tile is +food (it was just a really impressive jungle world but then my guys found inactive terraforming machines, I pumped 'em full of power, and won the jackpot). I'm drowning in the stuff. I just can't find the growth modifier anywhere and was doubting its existence.
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# ? Sep 12, 2018 20:26 |
For some reason I thought that the bonus from capped food gave you additional base growth rather than it being a modifier? I might be making that up though.
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# ? Sep 12, 2018 20:27 |
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Anno posted:For some reason I thought that the bonus from capped food gave you additional base growth rather than it being a modifier? I might be making that up though.
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# ? Sep 12, 2018 20:53 |
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OwlFancier posted:That would be fine if it didn't utterly break the fairly important retrofit mechanic and fleet manager. Well, I could live with the auto-designer being deleted, that should solve this problem, right?
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# ? Sep 12, 2018 20:55 |
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I don't know why the food stockpile policy choice doesn't give you a bonus for setting it higher, seems like it would be really easy to do, and right now there isn't much of a benefit to increasing it since food is easy to make and planetary deposits are spread evenly enough that 1 paradise dome + 1 farm on most planets each could be on a +2 tile and be enough to be self sufficient.
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# ? Sep 12, 2018 20:56 |
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Ideally the bonus is that if your 25-tile agriworld that makes 300 food a month gets blockaded/occupied, a big stockpile gives you some breathing room before everyone starts starving. But in practice that very rarely happens and I've pretty much never actually had negative food income. There's kind of a fringe benefit in that you can buy off Marauders with food if you've got a few thousand sitting around which is usually preferable to energy or minerals, but the main intended benefit really doesn't come into play because food production in the current version is decentralized enough to not really have any key points of failure that would result in the sudden massive deficit a stockpile is supposed to buffer against.
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# ? Sep 12, 2018 21:40 |
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Libluini posted:Well, I could live with the auto-designer being deleted, that should solve this problem, right? Since I assume the AI uses the same designer, it would probably be better to try to improve it. That alone might go a long way towards improving the AI.
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# ? Sep 12, 2018 21:54 |
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Hot Stellaris Take: After gutting tiles the next target should be gutting the current ship designer and once again replacing it with something that's both more interesting and way easier for the AI to deal with.
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# ? Sep 12, 2018 21:56 |
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The stockpile is useful when alternating between periods of peace and hyper aggression/expansion. You don't have to worry about food while you suck up a bunch of the AI's lovely fringe worlds.
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# ? Sep 12, 2018 21:56 |
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# ? May 16, 2024 06:43 |
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Yeah I always bump my food stockpile up to maximum as early as I feel I can absorb the growth bonus loss. It's nice to have a huge stockpile to bail out your idiot starving allies, or that moment you realize you just built 20 habitats worth of research labs and haven't increased your food supply for the last century. Gives you the time to actually terraform and colonize a new farm-world rather than panic-demolishing buildings.
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# ? Sep 12, 2018 21:58 |