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Splicer posted:You should probably read up the chain a bit, we're talking about a lot of things.
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# ? Feb 2, 2019 03:21 |
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# ? Apr 29, 2024 13:36 |
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TheDeadlyShoe posted:I can't actually remember the reasoning. +skill cap used to be +skill and it got changed, and everyone seemed to generally approve of the change. The max level used to always be 5, and old leaders didn't gain any xp from getting +skill, only new guys. So uh, don't undo the max level changes and let existing leaders get xp when you gain +skill poo poo and the argument "we did it once and it sucked" is pretty sunk.
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# ? Feb 2, 2019 03:58 |
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TheDeadlyShoe posted:I can't actually remember the reasoning. +skill cap used to be +skill and it got changed, and everyone seemed to generally approve of the change. One of the big problems with the old +level benefits directly was that by the end of the game leaders got real boring. You'd buy them at level 4 or level 5 with their one skill and they'd not gain any more (because they were either at max level or almost at max level), effectively turning off the entire leveling system. You could start with a level 5 researcher with Spark of Genius but they'd never be anything but a level 5 researcher with Spark of Genius, but that was still the objectively correct decision because researching anomalies was gated behind high level scientists and researching high level anomalies is important (and also losing your single max level admiral in the middle of a war was going to really gently caress you over). You were essentially disabling a big chunk of the leader system. One of the other problems was that there were multiple seemingly complimentary skill bonuses fighting against each other, because the higher your starting level the less +XP was worth and vice versa, and if you were starting at or close to max level you didn't really care about increased or decreased lifespans. Adding level caps increases variety, both from the variety of level caps themselves and the increased chance to roll skills, and also allows the static bonuses from scientists to somewhat scale with other game bonuses. A higher overall anomaly cap and a variable max you can reach also makes those level X anomalies something you really have to work toward. Higher level cap compliments +XP and higher life expectancy skills, and makes lower life expectancy skills actually hurt. So +level cap is a real good idea, and +level start had some real big problems in the existing setup. In the new setup all the downsides of it (samey endgame, fewer skills, messy trait interactions) are mitigated or outright negated by the existence of +level cap and the biggest nobrainer aspect of it (scientist anomaly fail chance) isn't there any more. Every +cap also increasing +starting level would not be a good idea, but I'm not sure why it went away entirely. I wouldn't want to see new leaders regularly starting at level 8, but the "hooray for leaders" ascension also adding +1 starting level wouldn't break anything, or the +2 max level to (leader) traditions also adding a +1 to their starting level, or a single late game tech adding +1 across the board would be fine. The biggest issue would be buying a leader just before you bought the perk, which yeah I could see being annoying. e: On a complete aside, the arrested development mallus should have a lower XP penalty but also reduce the leader's max level cap. Splicer fucked around with this message at 12:13 on Feb 2, 2019 |
# ? Feb 2, 2019 12:02 |
Splicer posted:The biggest issue would be buying a leader just before you bought the perk, which yeah I could see being annoying. Actually the annoying part would be getting the perk early in a decade (soon after the leader pool gets rerolled), I'm about 99% sure leaders already in the pool didn't get a level when you got a new +1 starting level from something. On a less pedantic note: Splicer posted:One of the big problems with the old +level benefits directly was that by the end of the game leaders got real boring. You'd buy them at level 4 or level 5 with their one skill and they'd not gain any more (because they were either at max level or almost at max level), effectively turning off the entire leveling system. You could start with a level 5 researcher with Spark of Genius but they'd never be anything but a level 5 researcher with Spark of Genius, but that was still the objectively correct decision because researching anomalies was gated behind high level scientists and researching high level anomalies is important (and also losing your single max level admiral in the middle of a war was going to really gently caress you over). You were essentially disabling a big chunk of the leader system. Disabling a big chunk of the leader system actually sounds really nice, since it's currently really boring. Especially scientists. Optimizing scientist placement is tedious and completely uninteresting.
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# ? Feb 2, 2019 12:54 |
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Staltran posted:Actually the annoying part would be getting the perk early in a decade (soon after the leader pool gets rerolled), I'm about 99% sure leaders already in the pool didn't get a level when you got a new +1 starting level from something. Staltran posted:On a less pedantic note:
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# ? Feb 2, 2019 13:02 |
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Raenir Salazar posted:The discussion is about SciFi tropes. I started this conversation referencing the Formics as justification for the thing I'd think is cool, and later supported that reference with a reference to Nemesis by Isaac Asimov. The discussion is basically about some posters who ironically, cannot imagine that a species may not view the universe the same way they do.
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# ? Feb 2, 2019 14:11 |
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Gentleman you can't discuss sci-fi in here! This is the
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# ? Feb 2, 2019 14:29 |
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This researcher mod has made a huge difference to my enjoyment of the game. Far more than it probably should. e: whoops! e2: double whoops! Splicer fucked around with this message at 20:53 on Feb 2, 2019 |
# ? Feb 2, 2019 15:23 |
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Splicer posted:This researcher mod has made a huge difference to my enjoyment of the game. Far more than it probably should. I assume that the mod adds a 'Cursed Architect' trait that lets researchers with it unlock techs for non-Euclidean buildings? Or is this just a visual representation of posting on SA?
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# ? Feb 2, 2019 15:29 |
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Aethernet posted:I assume that the mod adds a 'Cursed Architect' trait that lets researchers with it unlock techs for non-Euclidean buildings? Or is this just a visual representation of posting on SA?
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# ? Feb 2, 2019 15:46 |
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AAAAA! Real Muenster posted:How about we talk about Stellaris because this is the Stellaris thread? But we are? We're discussing allowing hive minds to have a wider array of interactions or perhaps more mechanics such as allowing one civic point or perhaps allowing in one case, for hive minds to have peaceful coexistence with non-hive mind pops, (or interactions other then food or purging) weird how you didn't see that.
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# ? Feb 2, 2019 16:22 |
Splicer posted:This researcher mod has made a huge difference to my enjoyment of the game. Far more than it probably should. That hasn't been updated in over two years (or ever) and the comments imply it didn't work back then either, this is what I've been using (made by the guy in the comments of the mod you linked). Maybe the one you linked works but it was literally made for 1.1 and has never been updated so I wouldn't count on it even without the comments.
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# ? Feb 2, 2019 16:27 |
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Is there any plan to fix how useless Fallen Empire worlds are to machine empires? I took out the militant isolationists and now I'm in the process of demolishing their ancient palaces and military buildings because I can't use them to generate jobs.
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# ? Feb 2, 2019 16:47 |
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How often does the DLC for Stellaris go on sale? I already have Leviathans and Utopia. Considering getting Apocalypse, Megacorp, and maybe the 2 story packs Synthetic Dawn and Distant Stars, but $60 is pretty hefty for mixed review DLCs.
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# ? Feb 2, 2019 17:24 |
Praxis Prion posted:How often does the DLC for Stellaris go on sale? I already have Leviathans and Utopia. Considering getting Apocalypse, Megacorp, and maybe the 2 story packs Synthetic Dawn and Distant Stars, but $60 is pretty hefty for mixed review DLCs. Usually right around the time a new big DLC shows up everything before it gets a discount. Unfortunately we just had MegaCorp, and they haven't even hinted at what/when the next one will be yet so it'll probably be a while. Might be a Paradox Week sale or something in the next seasonal Steam sale, of course.
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# ? Feb 2, 2019 17:47 |
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Darkrenown posted:I'll take a look, thanks. On a side note, it finishes the colonisation if the world you capture is being colonised by the same species
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# ? Feb 2, 2019 17:47 |
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Praxis Prion posted:How often does the DLC for Stellaris go on sale? I already have Leviathans and Utopia. Considering getting Apocalypse, Megacorp, and maybe the 2 story packs Synthetic Dawn and Distant Stars, but $60 is pretty hefty for mixed review DLCs. Pretty often. Here's the price history for Utopia on Steam, and they usually go on sale together (though Megacorp probably wont be on sale for a bit since it's new): So once every month or two, if you keep an eye out for sales. More often if you keep an eye on other stores as well.
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# ? Feb 2, 2019 18:13 |
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I'm kind of at the point of giving up on the game. I was excited for 2.2 and Megacorp, but just so much seems broken that it's not a good use of my limited gaming time. Is the Beta going to fix much?
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# ? Feb 2, 2019 18:16 |
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Platonicsolid posted:I'm kind of at the point of giving up on the game. I was excited for 2.2 and Megacorp, but just so much seems broken that it's not a good use of my limited gaming time. Is the Beta going to fix much? The main fix in the beta currently is performance improvements, I think. You can also use Glavius' AI mod if you want to improve the AI further. Bremen fucked around with this message at 19:27 on Feb 2, 2019 |
# ? Feb 2, 2019 18:42 |
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Platonicsolid posted:I'm kind of at the point of giving up on the game. I was excited for 2.2 and Megacorp, but just so much seems broken that it's not a good use of my limited gaming time. Is the Beta going to fix much? What do you find broken? Just listing that as a generic problem doesn't do much to help us identify issues and suggest solutions.
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# ? Feb 2, 2019 18:59 |
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Splicer posted:e: On a complete aside, the arrested development mallus should have a lower XP penalty but also reduce the leader's max level cap. Negative leader traits need to be removed completely, or at least be far less common. It's almost impossible to get a leader over level 5 or 6 without him getting addicted to drugs or slowing/halting his experience gain, to the point that I've given up on leader-centric builds altogether.
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# ? Feb 2, 2019 19:22 |
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Splicer posted:So +level cap is a real good idea, and +level start had some real big problems in the existing setup. In the new setup all the downsides of it (samey endgame, fewer skills, messy trait interactions) are mitigated or outright negated by the existence of +level cap and the biggest nobrainer aspect of it (scientist anomaly fail chance) isn't there any more. Every +cap also increasing +starting level would not be a good idea, but I'm not sure why it went away entirely. I wouldn't want to see new leaders regularly starting at level 8, but the "hooray for leaders" ascension also adding +1 starting level wouldn't break anything, or the +2 max level to (leader) traditions also adding a +1 to their starting level, or a single late game tech adding +1 across the board would be fine. The biggest issue would be buying a leader just before you bought the perk, which yeah I could see being annoying. Splicer posted:e: On a complete aside, the arrested development mallus should have a lower XP penalty but also reduce the leader's max level cap. Both of these would be nice changes.
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# ? Feb 2, 2019 19:34 |
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Splicer posted:Yes but let's pretend we live in a dream world where the +level would be applied to the yet to be purchased leaders or the leader pool rerolled on purchase or something. Though I suppose in that dreamworld there'd also be a check to bring any already purchased leaders up to the minimum starting level. Yea I mean, I specifically said that existing and pool leaders should gain the xp and level-up rolls for a reason when I suggested it. It would also help a small amount with the whole "leaders leading research can't roll new traits" bug that is still floating around. I'd like to see more traits in general, and as new stuff is added more traits that interact with them. We got a crime thing, but how about an admiral trait that raises piracy suppression, or a gov that increases trade protection in his sector. Negative traits are annoying in stellaris because they're just negative. If they get around to stealing the event system from eu4 (or something similar), negative traits often have good interactions with events.
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# ? Feb 2, 2019 19:54 |
Are there any mods that do away with the card based research system? Holy poo poo it's just such hot garbage.
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# ? Feb 2, 2019 20:03 |
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Nitrousoxide posted:Are there any mods that do away with the card based research system? It's hard-coded. The card system isn't too bad once you get a few extra Research Alternatives. Jiggering your scientists also helps if you are trying to draw a specific tech, their traits help determine which cards come out. This is most important with Engineering, which has the highest number of techs and the most diverse pool.
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# ? Feb 2, 2019 20:13 |
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I don't know why, but it feels worse now than it did. I've had games where it took a hundred years to draw any of the +% buildings/edict techs, for example, or the rare material mining techs. Perhaps it's because the resource system is more complicated so you need more component bits before it gets up and running properly?
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# ? Feb 2, 2019 20:18 |
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I always have super bad luck in getting the +fleet command or fleet forcelimit ones in the early game. Yes, I easily have infinite energy to reroll scientists until I get one with... whatever trait gives me a higher CHANCE to roll them.
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# ? Feb 2, 2019 20:23 |
ZypherIM posted:Negative traits are annoying in stellaris because they're just negative. If they get around to stealing the event system from eu4 (or something similar), negative traits often have good interactions with events. Some upside would definitely be nice, especially since in Stellaris replacing a leader is easy, so e.g. getting Arrested Development at a low level is often equivalent to the leader just dropping dead. The only case I can think of where a negative trait is useful in Stellaris is corrupt governors to get crime temporarily high enough for a crime lord deal, and that probably shouldn't be useful. Plus it has the problem of only needing to teleport a governor in for a day to get a benefit before teleporting the usual governor back in. MrL_JaKiri posted:I don't know why, but it feels worse now than it did. I've had games where it took a hundred years to draw any of the +% buildings/edict techs, for example, or the rare material mining techs. Perhaps it's because the resource system is more complicated so you need more component bits before it gets up and running properly? That's probably a part of it, but I think there's just more techs now. And I think there's a lot more techs with no prereqs (or prereqs that you'll almost certainly have) now too. Nitrousoxide posted:Are there any mods that do away with the card based research system? Look for mods that give you a lot more research options. Shouldn't be too difficult to make one if there isn't one already, either.
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# ? Feb 2, 2019 20:23 |
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Staltran posted:That hasn't been updated in over two years (or ever) and the comments imply it didn't work back then either, this is what I've been using (made by the guy in the comments of the mod you linked). Maybe the one you linked works but it was literally made for 1.1 and has never been updated so I wouldn't count on it even without the comments. Splicer fucked around with this message at 20:46 on Feb 2, 2019 |
# ? Feb 2, 2019 20:44 |
Splicer posted:And that other, actually working one would be the one I'm subscribed to. Jesus, I failed in making that post in every respect. You posted it in the right thread at least
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# ? Feb 2, 2019 20:57 |
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Staltran posted:Some upside would definitely be nice, especially since in Stellaris replacing a leader is easy, so e.g. getting Arrested Development at a low level is often equivalent to the leader just dropping dead. The only case I can think of where a negative trait is useful in Stellaris is corrupt governors to get crime temporarily high enough for a crime lord deal, and that probably shouldn't be useful. Plus it has the problem of only needing to teleport a governor in for a day to get a benefit before teleporting the usual governor back in. I never thought about the corrupt benefit for making a deal with a crime lord. For Arrested Development though, unless the leader is at least level 6 or 7 I just immediately delete fire it and hire a new one. It seems to mostly fire when they hit level 2 or 3, so starting over isn't much of an issue. Still annoying when it happens though!
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# ? Feb 2, 2019 21:00 |
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Staltran posted:Some upside would definitely be nice, especially since in Stellaris replacing a leader is easy, so e.g. getting Arrested Development at a low level is often equivalent to the leader just dropping dead. The only case I can think of where a negative trait is useful in Stellaris is corrupt governors to get crime temporarily high enough for a crime lord deal, and that probably shouldn't be useful. Plus it has the problem of only needing to teleport a governor in for a day to get a benefit before teleporting the usual governor back in. Staltran posted:That's probably a part of it, but I think there's just more techs now. And I think there's a lot more techs with no prereqs (or prereqs that you'll almost certainly have) now too.
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# ? Feb 2, 2019 21:02 |
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Praxis Prion posted:How often does the DLC for Stellaris go on sale? I already have Leviathans and Utopia. Considering getting Apocalypse, Megacorp, and maybe the 2 story packs Synthetic Dawn and Distant Stars, but $60 is pretty hefty for mixed review DLCs. https://www.paradoxplaza.com/on-sale/ Megacorp's not on sale but all the other Stellaris DLC is 50% off, including Distant Stars and Apocalypse.
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# ? Feb 2, 2019 21:16 |
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ZypherIM posted:It would also help a small amount with the whole "leaders leading research can't roll new traits" bug code:
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# ? Feb 2, 2019 21:25 |
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MrL_JaKiri posted:I don't know why, but it feels worse now than it did. I've had games where it took a hundred years to draw any of the +% buildings/edict techs, for example, or the rare material mining techs. Perhaps it's because the resource system is more complicated so you need more component bits before it gets up and running properly? I'm using a mod that gives everyone the basic rare resource extraction techs from the start, but artifically making them still has to be researched. It helps a lot in smoothing out early and the AI seems to appreciate it too.
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# ? Feb 2, 2019 22:04 |
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Splicer posted:I'm terrified of posting another link but GOOD NEWS Ooh this is cool! Is it possible to link this to my Steam account?
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# ? Feb 2, 2019 22:08 |
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Praxis Prion posted:Ooh this is cool! Is it possible to link this to my Steam account?
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# ? Feb 2, 2019 22:13 |
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Nice, that's much more reasonable. Thank you!
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# ? Feb 2, 2019 22:17 |
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Jabarto posted:Negative leader traits need to be removed completely, or at least be far less common. It's almost impossible to get a leader over level 5 or 6 without him getting addicted to drugs or slowing/halting his experience gain, to the point that I've given up on leader-centric builds altogether. Platonicsolid posted:I'm kind of at the point of giving up on the game. I was excited for 2.2 and Megacorp, but just so much seems broken that it's not a good use of my limited gaming time. Is the Beta going to fix much? Raenir Salazar posted:But we are? We're discussing allowing hive minds to have a wider array of interactions or perhaps more mechanics such as allowing one civic point or perhaps allowing in one case, for hive minds to have peaceful coexistence with non-hive mind pops, (or interactions other then food or purging) weird how you didn't see that. AAAAA! Real Muenster fucked around with this message at 22:25 on Feb 2, 2019 |
# ? Feb 2, 2019 22:21 |
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# ? Apr 29, 2024 13:36 |
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DatonKallandor posted:I'm using a mod that gives everyone the basic rare resource extraction techs from the start, but artifically making them still has to be researched. It helps a lot in smoothing out early and the AI seems to appreciate it too. That sounds super convenient. What's the name of the mod?
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# ? Feb 2, 2019 22:53 |