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Communist Bear posted:
https://steamcommunity.com/sharedfiles/filedetails/?id=1610578060
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# ? Feb 10, 2019 14:38 |
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# ? Apr 26, 2024 19:30 |
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Can someone tell me how to permanently disable the early game cultist event chain that spams stupid numbers of powerful fleets at you starting in like 2201? I feel like I get it every game and it just makes me want to quit and start over because it is so obnoxious.
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# ? Feb 10, 2019 16:10 |
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AAAAA! Real Muenster posted:Can someone tell me how to permanently disable the early game cultist event chain that spams stupid numbers of powerful fleets at you starting in like 2201? I feel like I get it every game and it just makes me want to quit and start over because it is so obnoxious. If you don't do the special project, the event never starts. So you can defeat the initial cultist ships, and leave the special project until you're ready. scaterry fucked around with this message at 16:32 on Feb 10, 2019 |
# ? Feb 10, 2019 16:28 |
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scaterry posted:If you don't do the special project, the event never starts. So you can defeat the initial cultist ships, and leave the special project until you're ready. edit: like....this was my first game in over a month because I have been waiting for them to fix some of the bugs and balance issues and now I'm done again for a long time. You shouldnt be forcing players into combat before they can afford to recruit an admiral. I seriously hope they spend the next three months re-evaluating some of the key mechanics and gameplay concepts of the events/crises they have in the game because its getting really bad. AAAAA! Real Muenster fucked around with this message at 16:38 on Feb 10, 2019 |
# ? Feb 10, 2019 16:35 |
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What size fleet are you having spawn? The initial fleet you should be able to kill with your three corvettes and starbase, and iirc the next stage is three ~500 fleets, which is less than your initial fleet cap of default corvettes.
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# ? Feb 10, 2019 16:44 |
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Aethernet posted:What size fleet are you having spawn? The initial fleet you should be able to kill with your three corvettes and starbase, and iirc the next stage is three ~500 fleets, which is less than your initial fleet cap of default corvettes. I didnt even have time to finish building the mining bases or research stations in my home system before this poo poo spawned. Like...what the gently caress is the thinking here?!?
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# ? Feb 10, 2019 16:50 |
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That sounds tremendously unlucky. You do know you can keep building mining stations in systems with hostile fleets by setting your constructor to passive, right?
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# ? Feb 10, 2019 16:55 |
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AAAAA! Real Muenster posted:I lost two of my starting three corvettes fighting the initial spawn in my home system. Then I got boxed in by fleets of like 400 power that had multiple corvettes and destroyers (when I havent even finished researching one tech yet so no chance at destroyers for me). With Militarized economy and thus 12 alloy income it will take me something like fifteen years to be able to afford enough corvettes to have equal fleet power. It so happens that these fleets spawned on the only two exit points from the cluster of stars I started in, and also on the two habitable worlds near me. Its completely insane that there is something in the game like this. I stand no chance accomplish *anything* in the first 20 years of the game because of an event chucking absurd fleet power at me before I have accomplished literally anything. You're not wrong, but maybe just restart? There are a lot of ways to get a lovely or even just uninteresting start in Stellaris and it's not a lot of effort to just start a new campaign with the exact same settings. I get that you shouldn't have to and that that event is kinda bullshit, but if it fired that early you must be like 10? 20? minutes into the game. Personally I restart pretty frequently in the first couple decades depending on how things look around me.
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# ? Feb 10, 2019 17:03 |
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Aethernet posted:That sounds tremendously unlucky. Aethernet posted:You do know you can keep building mining stations in systems with hostile fleets by setting your constructor to passive, right?
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# ? Feb 10, 2019 17:04 |
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I totally agree -- the other starting events are more unambiguously beneficial. I would love to see the cultist event moved 10-20 years later so it doesn't interfere with expansion/exploration.
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# ? Feb 10, 2019 17:10 |
canepazzo posted:* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires Anyone can confirm if this works for them?
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# ? Feb 10, 2019 17:10 |
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canepazzo posted:Anyone can confirm if this works for them? Are you playing a machine or synth empire? Other empires get the old production plants.
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# ? Feb 10, 2019 17:22 |
scaterry posted:Are you playing a machine or synth empire? Other empires get the old production plants. Oh I didn't notice this was applying to machines only, cheers
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# ? Feb 10, 2019 17:27 |
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canepazzo posted:Oh I didn't notice this was applying to machines only, cheers
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# ? Feb 10, 2019 18:14 |
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AAAAA! Real Muenster posted:I read that as applying to everyone, including Synths, so... yeah, I don't know why organics wouldn't get it? That kind in the patch notes is pretty of why I wanted to try a game lol It's badly written. It's part of the "Machine Empire" section, and the bit at the end says it also applies to Empires who took the Ascension path. (This makes more sense if you ask yourself why, if it applied to every empire, they would specifically call out one as having it apply to)
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# ? Feb 10, 2019 18:20 |
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Unless my maths are way off that regular AI empire's fleet needs a command limit of 476, and there are three more cruisers merging. How the heck is that possible?
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# ? Feb 10, 2019 18:23 |
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Uh, anyone having an issue where your fleet is refusing to upgrade? EDIT; Dismantling my other two shipyards - which were at different starbases mind you - fixed the issue. The gently caress. That or it wanted me to have all the necessary alloys first? Shadowlyger fucked around with this message at 18:28 on Feb 10, 2019 |
# ? Feb 10, 2019 18:25 |
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Poil posted:
iirc federation fleets don't have any kind of cap other than the total federation naval capacity cap and/or a limit of 500? ships if I end up the leader of a federation I usually end up with my main fleet and then a roving rapid-response deathball of federation cruisers/destroyers
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# ? Feb 10, 2019 18:29 |
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Shadowlyger posted:Uh, anyone having an issue where your fleet is refusing to upgrade? You need to have all the necessary alloys.
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# ? Feb 10, 2019 18:39 |
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Epsilon Plus posted:iirc federation fleets don't have any kind of cap other than the total federation naval capacity cap and/or a limit of 500? ships
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# ? Feb 10, 2019 19:21 |
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I believe the 5 star icon is the big indicator, but also the blue background is only for fed fleets. It can be fun to be the democratic crusader type: fight ideology wars to install a friendly govt, and then bring the new people into your federation. AAAAA! Real Muenster posted:Can someone tell me how to permanently disable the early game cultist event chain that spams stupid numbers of powerful fleets at you starting in like 2201? I feel like I get it every game and it just makes me want to quit and start over because it is so obnoxious. My personal problem with the quest chain (and the others like the probe survey one) is that the rewards don't always feel worth the hassle. That said, this one gives you a battleship at the end, which can be fairly useful. In terms of this chain, others sort of highlighted some points already but if you or someone else gets it, there are a few things to do to keep it under control. First, pull your fleet away from where the ships spawn if possible. At the worst case, even if you lose some it should be annoying but not crippling. The main thing is that after you beat the 3 ships, you can let the ship sit there indefinitely at the step of "board the cult vessel" and no additional enemies will spawn. You'll need to set your constructor/science ships to passive in order to do stuff in your home system, but within a year they've all left it and you can change them back. Then when you'd normally be building ships, and you get up to around 500 fleet power you can go ahead and restart the chain while you keep building up some fleet and getting an admiral.
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# ? Feb 10, 2019 19:36 |
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my approach: ~just do it~. a few fleets scattered about isn't crippling. Sublight probes is the only absolutely worthless chain. Annoying with crap rewards.
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# ? Feb 10, 2019 21:39 |
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TheDeadlyShoe posted:my approach: ~just do it~ I usually don't get any of them, and when I do its like 90% probes. Which is just such a lovely chain. At best every one is a system you've already scanned and is just annoying auto-spawned enemies, at worst you lose 3 systems worth of anomaly rolls. It should give you like 2 pops you find in a generational colony ship your race sent out centuries ago or something.
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# ? Feb 10, 2019 21:43 |
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Yeah, sublight probes are a worthless chain with a chance of spawning a 400 void cloud in the very early game and 'rewards' that are practically punishments for anomaly hunters. Instead of system scans it should give you an anomaly in that system.
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# ? Feb 10, 2019 21:57 |
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ZypherIM posted:at worst you lose 3 systems worth of anomaly rolls.
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# ? Feb 10, 2019 22:01 |
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Bold Robot posted:You're not wrong, but maybe just restart? There are a lot of ways to get a lovely or even just uninteresting start in Stellaris and it's not a lot of effort to just start a new campaign with the exact same settings. I get that you shouldn't have to and that that event is kinda bullshit, but if it fired that early you must be like 10? 20? minutes into the game. ZypherIM posted:My personal problem with the quest chain (and the others like the probe survey one) is that the rewards don't always feel worth the hassle. That said, this one gives you a battleship at the end, which can be fairly useful.
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# ? Feb 10, 2019 22:16 |
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AAAAA! Real Muenster posted:
I mean, I've posted several times about how rewards for events need to be updated because the usefullness of the choices have changed so drastically. Like I don't bother with hab worlds survey at all: energy and society research point isn't worth it compared to just getting bonus influence. Some have been updated here and there. However, I can see how it is pretty down there on the priority queue to go through all the old events and update them. I'm hoping that as they get through the meat of the post-big patch bugs and stuff they'll task someone to do it.
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# ? Feb 10, 2019 22:31 |
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ZypherIM posted:I mean, I've posted several times about how rewards for events need to be updated because the usefullness of the choices have changed so drastically. Like I don't bother with hab worlds survey at all: energy and society research point isn't worth it compared to just getting bonus influence.
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# ? Feb 10, 2019 22:45 |
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Nearly 50 years of constant war for the War in Heaven event. Now the galaxy looks like a jigsaw puzzle. This could have been ended a lot sooner if the Empire AI prioritized fighting each other rather than faffing around with the neutral states. edit: So much for peace. Scourge event kicked off a couple of years after the war ended. Warmachine fucked around with this message at 03:17 on Feb 11, 2019 |
# ? Feb 11, 2019 02:49 |
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MrL_JaKiri posted:You need to have all the necessary alloys. Apparently not playing this game for a month causes me to forget basic rear end mechanics.
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# ? Feb 11, 2019 03:33 |
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I'm playing my first serious game since 2.2 came out. How do you all cope with the alloy shortage early game for fleet building? I'm using the market to sell extra minerals for energy, which I use to buy alloys, but the conversion rate isn't good to start and tanks further quickly. It's also unclear what buildings/etc I should be prioritizing on my planets. I have some unemployed pops with no immediately obvious way to shift or employ them. This is very early game, fleet strengths ~1.5k-2k tops.
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# ? Feb 11, 2019 04:07 |
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What are you building on your planets if you can't get jobs for them?
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# ? Feb 11, 2019 04:30 |
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pmchem posted:I'm playing my first serious game since 2.2 came out. How do you all cope with the alloy shortage early game for fleet building? I'm using the market to sell extra minerals for energy, which I use to buy alloys, but the conversion rate isn't good to start and tanks further quickly. You're right, selling minerals to buy alloys is super inefficient but you should start with the structure that converts minerals to alloys. Build more of those Maybe you could post screenshots of some of your planets and people could make suggestions
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# ? Feb 11, 2019 04:37 |
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For early game, you should only need two alloy forges to get up to naval cap and starbase cap in a reasonable amount of time. Just make sure you don't build your second one too early or you'll end up starved for minerals. I usually fit it in as my second building on my home planet after an autochthton monument.
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# ? Feb 11, 2019 06:02 |
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pmchem posted:I'm playing my first serious game since 2.2 came out. How do you all cope with the alloy shortage early game for fleet building? I'm using the market to sell extra minerals for energy, which I use to buy alloys, but the conversion rate isn't good to start and tanks further quickly. The only time I really sell anything off is if I am approaching the max resource cap, or if I *really* need energy for some pop-up that is requesting a large amount for something important (i.e. curator research). I never felt building to be too difficult of a thing in Stellaris, since the game is very forgiving and will let you replace districts as you need a certain resources, and it will let you get away with a lot if you are placing your buildings in reaction to current events and at-the-moment thinking. If I don't take mastery of nature, I'll be careful with what the size and features of the planet are and try to settle planets that are 75+ habitability or are over size 15. If I do take mastery of nature, I'll settle pretty much every planet possible knowing I can expand and terriform it at a later date with not too much resource loss at the beginning. I'm not an old player and don't play on the hard difficulties, but my planet development plans go one of four ways: Home planet: Start with another alloy factory, heritage site, holo theatre, then a robot factory (race/roleplaying specific). After that I will build an additional civilian industry and another alloy factory, then just about nothing except research labs with a research station for the boost. Story-line buildings also will go on the main planet. Planets with lots of resource districts: I mainly develop them as rural worlds with nothing but the districts being filled. If one of the districts has far more number than the others, I'll specialize it predominantly for that resource center alone. Otherwise, I try to develop them evenly if they're all around the same quantity across the three. I'll build about one of each of the districts until I get my planetary capital, and then specialize and tailor accordingly to my needs at the time. I'll throw in a holo theatre if anemities fall too low, and the occasional city district if I need more homes for my peepes. If I have extra jobs and no districts left over, I go for research buildings or a special-resource building or two. - Also don't neglect mineral districts at the beginning *too* much. You'll be swimming in minerals early in the game, but by the late game you will be bleeding them out for planet buildings and consumer good/alloy upkeep. I try to stockpile them with starbase silos at the beginning so I have enough for building what I need in the mid-game. Planets with few resource districts and lots of population, or an ecumenopolis: These places are my manufactoring planets and have city districts, plenty of alloy factories, civilian factories and rare-resource factories for upgrading other buildings on that planet and other planets like exotic gas, synthetic crystal, etc... mostly focusing on the gas, though. I try to have my income for rare-resource be around +5 to +10 for the crystals, gas and motes for edicts and trade, while the rest of them go towards upkeep for building upgrades. If there is space, I'll shove a research lab in somewhere. Planets that have almost no resource districts: resort world. Load it up with luxury housing and commercial factories, letting the trade value skyrocket to collect some of those sweet energy credits. Alloy production has never been a problem with this build order. Entorwellian fucked around with this message at 08:54 on Feb 11, 2019 |
# ? Feb 11, 2019 07:29 |
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Has it been mentioned recently how incredibly stupid and irritating it is that you can't turn a planet into a resort world after the fact?
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# ? Feb 11, 2019 08:14 |
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ProfessorCirno posted:Has it been mentioned recently how incredibly stupid and irritating it is that you can't turn a planet into a resort world after the fact? Not recently, no. I discovered that the other day, and wasn't sure if it was some awkward mod interaction, nor was there much I could find online. Then I resettled off all my pops and re-colonized and the decision was available. It checks (I'm pretty sure; haven't looked at the code) for the initial colony ship capitol building, and you can't downgrade your capitol, so you're just kind of screwed. I guess it makes sure that it's a pristine resort world, not some manufactured "we tore down all the buildings and brought it back to nature" resort.
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# ? Feb 11, 2019 08:47 |
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ProfessorCirno posted:Has it been mentioned recently how incredibly stupid and irritating it is that you can't turn a planet into a resort world after the fact? Extremely. I had to learn by a lot of trial and error. This game REALLY needs a manual after the final dlc for it is developed in the future. Something I could read through and know this stuff ahead of time instead of searching it up on the wiki after finding it as a research option and realizing I can't use it on a single planet I have. Entorwellian fucked around with this message at 13:40 on Feb 11, 2019 |
# ? Feb 11, 2019 09:52 |
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Vavrek posted:Not recently, no. I discovered that the other day, and wasn't sure if it was some awkward mod interaction, nor was there much I could find online. Then I resettled off all my pops and re-colonized and the decision was available. It checks (I'm pretty sure; haven't looked at the code) for the initial colony ship capitol building, and you can't downgrade your capitol, so you're just kind of screwed. The weirdness in how resorts work means I'm already trying to pick the biggest - well, ok, the legally smallest - shithole I can for it, why should it make a difference if I used to have a bunch of solar panels lying around?
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# ? Feb 11, 2019 13:19 |
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# ? Apr 26, 2024 19:30 |
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Former opencast mines and miles of decaying polytunnels are notoriously attractive to tourists. Mind you, given that tomb worlds can be resort worlds - at least they used to - the district restrictions do seem silly.
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# ? Feb 11, 2019 13:39 |