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Technically you have some control over your strata transfer rate, it's linked to species welfare levels. More equal living quality decreases time to demote. Not that I imagine the game tells you this unless you look at the description of the living standards. It also might be specifically a feature of social welfare and shared burden standards, can't remember if it happens for utopians too.
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# ? Dec 29, 2018 01:17 |
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# ? Apr 24, 2024 13:51 |
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OwlFancier posted:Great sure the AI fields big fleets. Don't matter worth a drat when they just suicide into your forts over and over again like idiots. The last game I ran into some genocidal dolt who declared war twice and lost a quarter of his empire both times. Don't need to worry about it because I bribed some guy to do a defpact with me so I barely need a fleet. Took a bunch of the purifier systems with a handful of corvettes when they just gave up and stopped fighting after killing their fleet on my fort. The complaint that "the ai doesn't utilize what it has very well" is much different from "the ai is crippled and can't make poo poo". That screenshot resulted in us tearing you apart because your empire loving sucked, and in the end it turned out you were running mods that drastically change the pace of the game and most likely completely gently caress the AI. It is a prime example of why when you say "the AI sucks and can't do poo poo on grand admiral" I just assume you've clicked to a lower difficulty or have an AI breaking mod, because that is what has happened already and you haven't changed your tune. Captain Splendid posted:Because the planet was already at max districts? Come on, man, I would've figured that one out at least. Being at max districts doesn't preclude you from doing things like changing resource districts to city districts, or building residences. Some empires don't have demoting time, there is a tradition that cuts it in half, and I want to say shared burdens removes it as well. You've got resettling off by choice (manual or because of your type of govt), but either way it isn't game ending. Even paying upkeep for 5 years to then gain 20 pops is a pretty good deal.
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# ? Dec 29, 2018 01:27 |
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I think Paradox added or plans to add a "grace period" for pop demotion to let pops freely demote back down to workers if they've only been working the alloy mill for a few months. Sort of wish it was the opposite where you needed to expend resources to upgrade pops, which took time to pump people through your education system. Sort of like the pop upgrading in the Imperialism series.
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# ? Dec 29, 2018 01:59 |
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I'm interested in playing life-seeded xenophile/egalatarians and integrating other species to do colonization for me. What sort of traditions/ascension stuff is good for that kind of tall build especially early on? I haven't played since shortly after Unity first came out and am still learning all of the changes.
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# ? Dec 29, 2018 02:08 |
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I wouldn't mind the planetary management thing so much if the sector AI wasn't made (more) retarded. Hurr durr let's build endless robot and alloy factories and trash the player's income.
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# ? Dec 29, 2018 02:28 |
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OwlFancier posted:Great sure the AI fields big fleets. Don't matter worth a drat when they just suicide into your forts over and over again like idiots. The last game I ran into some genocidal dolt who declared war twice and lost a quarter of his empire both times. Don't need to worry about it because I bribed some guy to do a defpact with me so I barely need a fleet. Took a bunch of the purifier systems with a handful of corvettes when they just gave up and stopped fighting after killing their fleet on my fort. Yeah it really is a problem but I also don't know how much bandwidth the team has so we get stuff like glavius, which is fine for now but eventually needs attention. When the preythorans invaded I found a good choke point and rallied my fleets there for what I figured would be a massive conflict (1mil preythorans fleet vs 250k me) that I could use to at least stall them. Then the preythorans send each fleet in one at a time for the least climactic war in history. It's bizzare how little the ai plans ahead.
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# ? Dec 29, 2018 02:57 |
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The general war/fleet AI is absolutely worse than its ever been. They felt way more coordinated and able to pick out weak spots in your defenses and not suicide them selves in a trickle of fleets. I can easily take on empires with overwhelming fleet power because they'll send their four 50k fleets at my 50k fleet plus 20k station one at a time. All the cool new economic stuff is a great concept, but if your AI can't play your game what's the point? Do the paradox dudes only play multiplayer?
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# ? Dec 29, 2018 03:04 |
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All the pre-release stuff was multiplay only. All release stuff when they talk up the game is multiplay. The answer is pretty much "Yes., they play multiplayer exclusively." Single-player has only barely been a consideration at any point. I can understand wanting to get it out before the holidays. But....we're paying to beta test. AGAIN.
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# ? Dec 29, 2018 03:50 |
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What’s a good set of civic and trait picks for an aggressive Fanatic Purifier start? I assume the best tradition opening would be Expansion into Supremacy?
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# ? Dec 29, 2018 03:51 |
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How are you goons handling defense platforms/bastion choke points in 2.2?
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# ? Dec 29, 2018 04:06 |
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Bloodly posted:All the pre-release stuff was multiplay only. All release stuff when they talk up the game is multiplay. No, this is pretty much entirely wrong. Not all of the pre-release "stuff" was multiplayer only. In fact, almost none of it was. The only real multiplayer "stuff" they showed was the Dev Clash. All of the other streams, both from Paradox and from the enormous number of people they gave pre-release copies to, was single player. I don't even know what "All release stuff when they talk up the game is multiplay" means. They've barely done anything since release except say that they're going to be focusing on patching and balancing for a while and announce that Wiz is moving to a new project. Even the Dev Clash hasn't been active since I think the first week post-launch. The answer is not, "yes they play multiplayer exclusively"; not only is that patently untrue as their QA department would be monstrously inefficient if they did MP only, but it's just clearly not the correct answer. The more likely correct answer is that they wanted to get it out before Christmas for sales purposes, which is a fate which has befallen literally thousands of games by this point. And, finally, you're not paying to beta test, because the actual expansion features pretty much work as advertised. Criminal syndicates kinda suck, but as far as actual serious problems go it's 100% free features. Zurai fucked around with this message at 04:19 on Dec 29, 2018 |
# ? Dec 29, 2018 04:12 |
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Gyshall posted:How are you goons handling defense platforms/bastion choke points in 2.2? My current play through is a missiles and hangers only Devouring Swarm gimmick. So uhh... nothing but hangers in the bastion and double hangers in the platform. It works really well for the first bit of the fight. Once point defense chews them down it really sucks.
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# ? Dec 29, 2018 04:43 |
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When they brought out Stellaris, many, many articles were done of the game at that point. All were multiplay. Every time they've needed to talk about the game, it's always in a multiplayer context. Every time they bother to show off the game, it's always in a multiplayer context. Never single-play. I feel like I'm the only one who remembers this stuff. 1500+ hours. My feelings are mixed at best at this point. Bloodly fucked around with this message at 04:55 on Dec 29, 2018 |
# ? Dec 29, 2018 04:49 |
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Bloodly posted:When they brought out Stellaris, many, many articles were done of the game at that point. All were multiplay. Every time they've needed to talk about the game, it's always in a multiplayer context. Every time they bother to show off the game, it's always in a multiplayer context. Never single-play. Ah, the ol’ “I’ll ignore peoples posts and assert something that is objectively false” strategy. Timeless. We’ll just ignore all those single player campaigns Wiz did to demonstrate features for upcoming patches, pretty much every single patch lol.
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# ? Dec 29, 2018 05:19 |
Does multiplayer restore your ability to feel human or is that mod territory for now?
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# ? Dec 29, 2018 05:56 |
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Bloodly posted:When they brought out Stellaris, many, many articles were done of the game at that point. All were multiplay. Every time they've needed to talk about the game, it's always in a multiplayer context. Every time they bother to show off the game, it's always in a multiplayer context. Never single-play. You are the only one who remembers this stuff because it didn't happen. I thought you were referring to just MegaCorp but even if you're counting from the very beginning, there has only been the Dev Clash, two abortive YouTube multiplayer games, and a handful of the dev streams where there were two people essentially playing singleplayer in the same galaxy. None of the dev preview streams were at all multiplayer focused and the players barely interacted with each other.
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# ? Dec 29, 2018 06:08 |
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Captain Oblivious posted:Ah, the ol’ “I’ll ignore peoples posts and assert something that is objectively false” strategy. Timeless. Yes, those single-play demonstrations, which were done purely to show off mechanics and in no way represented an actual gameplay experience.
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# ? Dec 29, 2018 07:01 |
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ZypherIM posted:The complaint that "the ai doesn't utilize what it has very well" is much different from "the ai is crippled and can't make poo poo". The only mod I was running was real space which broadly just makes systems slightly bigger. It doesn't do anything to the AI and you're really reaching if that's your justification for why the AI is a complete bag of shite that can't even compete with piles of free money being thrown at it.
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# ? Dec 29, 2018 11:28 |
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Regarding encouraging tall play styles, it occurs to me that Stellaris is my only game where buildings and improvements do not scale with the planet's resources. Building an alloy foundry or clearing a blocker takes the same amount of time, no matter whether the planet has 3 or 30 pops, and regardless of how many metals/consumer goods/etc. are produced there. This means that upgrading a fresh colony is just as easy as your home-grown one. In the Endless games, system/city improvements are tiered very strongly. Under that ruleset, it sometimes doesn't even make sense to build certain upgrades before the planet/city has reached a certain degree of development. In addition, tiles/cities/planets themselves could be upgraded if they were sufficiently developed and you had the correct resources. These upgrades were absolutely worth diverting your resources to. In some cases that meant that rather than grabbing a new system over there, I'd maybe upgrade this present system and use the gains to fuel the next wave of expansion. In the old Masters of Orion franchise, building construction speed depended on the productivity of a planet's population. Upgrading a system was considerably cheaper (if you factor in occassional insta-buying of projects) if there was already a somewhat developed population present. Both of these mechanics do not really limit wide expansion, since you can still get these systems. But they reward some tall thinking by making it more efficient. And imo it's also more plausible to have a planet's build speed partially determined by how developed it is. I wonder if there was a special reason why Stellaris was made this way.
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# ? Dec 29, 2018 13:16 |
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So it turns out terraforming is completely broken in this update, every time you do it there's a good chance you'll lose some resource districts. I heard something about gaia world terraforming being bugged but it turns out it happens with anything except the ones which remove resource deposits entirely. Another fun bug is that if you have more resource districts on a planet than it can support it deletes all districts of that type, not just the excess ones. I'm glad I don't play on ironman.
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# ? Dec 29, 2018 13:19 |
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Dire Lemming posted:So it turns out terraforming is completely broken in this update, every time you do it there's a good chance you'll lose some resource districts. I heard something about gaia world terraforming being bugged but it turns out it happens with anything except the ones which remove resource deposits entirely. Another fun bug is that if you have more resource districts on a planet than it can support it deletes all districts of that type, not just the excess ones. I'm glad I don't play on ironman. Yea, I found that out the hard way when my mineral production tanked and I was forced to rebuild a ton of districts
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# ? Dec 29, 2018 14:06 |
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It bugged me that I found a world with an "abandoned terraforming project" penalty to happiness and food, and when I terraformed it myself the penalty didn't go away.
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# ? Dec 29, 2018 14:42 |
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Shadowlyger posted:They why do I keep seeing "Hey I just came back and how the gently caress do I play this" Because the system fundamentally changed? When something changes people will ask how it works. That doesn't mean it's complicated, it means it's new. 2.2 is fine. It's a huge improvement over 2.1.
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# ? Dec 29, 2018 14:45 |
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Gort posted:It bugged me that I found a world with an "abandoned terraforming project" penalty to happiness and food, and when I terraformed it myself the penalty didn't go away. If the special project to complete or cancel it also goes away, that sucks, but IIRC that anomaly means that there's equipment on the planet that's continuously spewing terraforming poo poo into the world at a rate that makes life uncomfortable for inhabitants while also not quite getting the terraformation job done. And of course, one of the outcomes is the equipment backfires and instead unleashes hosed up hellmutants into your world.
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# ? Dec 29, 2018 15:08 |
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Fister Roboto posted:The #1 thing I hope paradox fixes when they get back from break is automatic, instant (and apparently random) pop promotion. I've mentioned this before, but replacing a specialist building with another has a chance of creating unemployed specialists and empty worker slots, because it might promote the workers before reassigning the specialists for some reason. I haven't figured out a consistent way to prevent this.
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# ? Dec 29, 2018 15:35 |
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That's not the worst that could happen. It can destroy the colony and turn the planet into a Toxic World. Good times. Edit: Running a highly industrialized economy where you input minerals and make/sell CGs and Alloys is fun and profitable, until alloy prices tank to 4e because someone dumped their load and the entire scheme falls apart. I literally had to switch to food rationing and selling off food to stabilize my economy before stockpiles zeroed out.
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# ? Dec 29, 2018 15:38 |
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AAAAA! Real Muenster posted:This is from a few pages ago but cant you demolish the building that you are intending on replacing, then build the new building? The pops working the building that gets demolished will be unemployed while the new building is constructed but when I've done that the unemployed pops go into the building first. That's what I used to do before Glavius' mod came back online. Wasn't a fan of the opportunity cost, and doing the micro on the day the new building gets finished got annoying quickly. As alluded to, Glavius' mod seems to have mostly fixed that issue; the new building will pick up unemployed specialists before promoting worker pops.
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# ? Dec 29, 2018 15:52 |
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OwlFancier posted:The only mod I was running was real space which broadly just makes systems slightly bigger. It doesn't do anything to the AI and you're really reaching if that's your justification for why the AI is a complete bag of shite that can't even compete with piles of free money being thrown at it. I'm going to be writing up a post on a tall style empire that pretty objectively will show that something on your end was fuuuuucked. Since I can see like 5 AI empires because I have commercial pacts with them, I'm actually able to look at their fleets and planets. Also I've been in at least 3 wars where territory was taken and a humiliation war. You tooling around with 20 corvettes 60 years in and not getting jumped is definitely some combination of your settings and your mods. Dire Lemming posted:So it turns out terraforming is completely broken in this update, every time you do it there's a good chance you'll lose some resource districts. I heard something about gaia world terraforming being bugged but it turns out it happens with anything except the ones which remove resource deposits entirely. Another fun bug is that if you have more resource districts on a planet than it can support it deletes all districts of that type, not just the excess ones. I'm glad I don't play on ironman. I don't think a bug is happening, I think what is going on is some planetary features are exclusive to certain classes of planet, and when you terraform to a different class those aren't supported and get nuked. They should definitely look at having those get re-rolled into something the planet can support. Feature request: add a year long "mobilization time" to offensive federation wars, where the AI consolidates and positions fleets in preparation for the war.
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# ? Dec 29, 2018 16:02 |
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ZypherIM posted:I don't think a bug is happening, I think what is going on is some planetary features are exclusive to certain classes of planet, and when you terraform to a different class those aren't supported and get nuked. They should definitely look at having those get re-rolled into something the planet can support. This is precisely the problem, both for the Gaia bug and for the current issue with other terraforming - there actually ARE fallback features for some type switches, and the recent beta added some for Gaias, but I suppose it isn't comprehensive yet so some switches still gently caress up the district caps.
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# ? Dec 29, 2018 16:11 |
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TheDeadlyShoe posted:That's not the worst that could happen. It can destroy the colony and turn the planet into a Toxic World. Good times. Yeah, the glpbal market really makes it easy to do poo poo. I wind up producing minerals and buying alloys buy the ideas the same
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# ? Dec 29, 2018 16:17 |
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ZypherIM posted:I don't think a bug is happening, I think what is going on is some planetary features are exclusive to certain classes of planet, and when you terraform to a different class those aren't supported and get nuked. They should definitely look at having those get re-rolled into something the planet can support. I thought that's what was happening too but I played around with it and found that 1. They do get re-rolled as new things if they need to be most of the time and 2. You can lose features that are supported by both the original planet type and the new one. I tried an arctic to alpine terraform on a world with 15 mineral districts and it went down to 6(!) despite the fact that arctic and alpine planets use the same mineral deposits. Edit: Doing a bit more fiddling, it seems like part of it might be a bug with features added by Guilli's planet modifiers, but there's still some vanilla deposits that won't switch either, even on a new game with no mods. Dire Lemming fucked around with this message at 16:56 on Dec 29, 2018 |
# ? Dec 29, 2018 16:34 |
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Dire Lemming posted:I thought that's what was happening too but I played around with it and found that 1. They do get re-rolled as new things if they need to be most of the time and 2. You can lose features that are supported by both the original planet type and the new one. I tried an arctic to alpine terraform on a world with 15 mineral districts and it went down to 6(!) despite the fact that arctic and alpine planets use the same mineral deposits. Yeah terraforming is annoying (and somewhat buggy with ALL districts being deleted sometimes). The way terraforming and deposits work is a pita too. Basically, deposits themselves tell the game what to swap to when terraforming. Eg; Deposit A -on terraforming swap to: <deposit B> <deposit C> *allowed on planet x/y/z* Deposit B -on terraforming swap to: <deposit A> <deposit C> etc It's really convoluted and is only just managable because the base game has like 15 deposits total. Doing this for 100+ deposits and all (modded) planet combinations is impossible. There's also no "equivalent" deposits for all my deposits to swap to since they're bound to the planet modifiers. I am thinking of solutions though. Also, today's update for my mod added a "Planet terraforming" or "Gaia terraforming" planet modifier that give the planet a +2/2/2 districts (or +3/3/3 for gaia worlds) one time bonus after terraforming. This to catch some of the districts disappearing. I'm going to wait until they finish patch 2.2.3 and see what they plan for terraforming and deposits. Might make an intelligent script and some terraform only deposits to switch to, to catch any +district losses. Probably a lot of work though..
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# ? Dec 29, 2018 17:11 |
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Bloodly posted:When they brought out Stellaris, many, many articles were done of the game at that point. All were multiplay. Every time they've needed to talk about the game, it's always in a multiplayer context. Every time they bother to show off the game, it's always in a multiplayer context. Never single-play. I don't know how you can get confused by this but when only one player is active in a game it isn't a "multiplay" scenario, no matter how many people are actually sitting in the room and talking about it.
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# ? Dec 29, 2018 17:26 |
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I'm really not a fan of gene molding in it's current form. I end up making a template, starting the project, and then when I finish, there are still a few unmodded stragglers around (not sure if it's fresh pops or colony ships that do it). Running the Xenophile perk that allows interbreeding is even worse, since I want to genemod them, but there's so many of them and I also want research. What I'd love to see is something like assimilation for gene modding and robot modding. Creating new templates should cause pops to slowly drift towards those templates over time, which would let people running massive numbers of species in their empire actually play with the genetic perks to make those species strong, and let hybrids also take advantage of their extra points. It would also be neat to leave the old system in to allow for quick shifting of large batches of pops at once, and the slower drift would help with stragglers and new immigrants.
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# ? Dec 29, 2018 17:53 |
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I also dislike how slow things like gene modding or robot upgrades are. Robots should just gradually upgrade to newer models as they age and get parts upgraded or replaced. Gene modding should just also be a gradual thing as well and not something you spend research time on.
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# ? Dec 29, 2018 18:28 |
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Raenir Salazar posted:I also dislike how slow things like gene modding or robot upgrades are. Robots should just gradually upgrade to newer models as they age and get parts upgraded or replaced. Gene modding should just also be a gradual thing as well and not something you spend research time on. Leave the option to manually upgrade available for when you want to retire a certain template, but have it cost minerals instead of research points.
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# ? Dec 29, 2018 19:04 |
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Splicer posted:My pet robomodding implementation would be that when you make a new template that's when the research project spawns. Once you've finished the prototyping project the template becomes available. Whenever a robot joins a job or a new template becomes available it checks its templates and then over the next few months upgrades to whatever template gives it the biggest +mod for its current job. Yeah, there's a lot of fiddly micro in Stellaris that just doesn't scale to when you're managing ever larger numbers of pops and something like this would be wonderful.
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# ? Dec 29, 2018 19:07 |
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I think a lot of the complaints are valid, but still doesn't get in the way of having enough fun with the game as is. I am actually enjoying it way more than previously because it is much closer to a "roleplay experience" with your spacedudes/dudettes thanks to having the basics of an internal gameplay in place. The main problem with such a major overhaul is that is pretty much a new game now, and a lot of already developed mechanics will need to be reformed and consolidated. I dunno what the new director has in mind for first things first to be tackled, but I hope that when the time comes up for a new DLC, perhaps a more conservative one is in order to get the game properly geared up
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# ? Dec 29, 2018 19:39 |
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dead comedy forums posted:I think a lot of the complaints are valid, but still doesn't get in the way of having enough fun with the game as is. I am actually enjoying it way more than previously because it is much closer to a "roleplay experience" with your spacedudes/dudettes thanks to having the basics of an internal gameplay in place. This is where I’m at. There’s a lot of things I’d like to see worked on but it doesn’t ultimately impact me that much. Except the late game performance issues. That poo poo is grim.
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# ? Dec 29, 2018 19:45 |
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# ? Apr 24, 2024 13:51 |
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Raenir Salazar posted:I also dislike how slow things like gene modding or robot upgrades are. Early on it's extremely slow, mid-late game it's always 1 month. Especially gene modding since Society tech is so easy to come by in 2.2. Raenir Salazar posted:Robots should just gradually upgrade to newer models as they age and get parts upgraded or replaced. Gene modding should just also be a gradual thing as well and not something you spend research time on. I do like the idea of having robots auto-migrate to better templates over time, but I would still like to see the option to force upgrade like there currently is.
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# ? Dec 29, 2018 20:31 |