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Performance post: Passed over 2.2.4, playing with the beta patch and the performance somehow seems even worse? It feels like the game is as slow in the 2220s as it was in 2270 on 2.2.3. I may be imagining it, but the game really seems unplayable to me now, going into 2040 and 2050.
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# ? Feb 16, 2019 01:41 |
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# ? Apr 26, 2024 14:28 |
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Warmachine posted:Civics getting a revamp to create some incredibly asymmetric gameplay would make me very very happy. When this is the case, this game is at its best. It's like getting to play a totally new game.
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# ? Feb 16, 2019 03:37 |
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Is mechanist good? It seems like having parallel robot and organic growth at the start with the ability to tailor organic pops to be good at non mining/food jobs is pretty great ( 2.2.4) Is the robot energy upkeep that bad? Does the slaver guilds civic effect robots from mechanist? How much of a gimmick can you build enslavers of robots around.
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# ? Feb 16, 2019 03:46 |
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AAAAA! Real Muenster posted:Yeah a different Civic would be cool too. I've got my own little tweak mod, and Natural Pilots was almost the first extra trait I added. I've got it adding evasion and sublight speed though, since strike craft aren't worth using at the moment. It functions on the basis of whether you have any of the relevant pops in your empire, presuming you will put them into pilot roles. Likewise for gunners/navigators etc. It was one of the traits I really liked in Moo2, you could go all in on dodge/aim etc.
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# ? Feb 16, 2019 03:53 |
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Saros posted:Is mechanist good? It seems like having parallel robot and organic growth at the start with the ability to tailor organic pops to be good at non mining/food jobs is pretty great ( 2.2.4) Is the robot energy upkeep that bad? Does the slaver guilds civic effect robots from mechanist? It gives you a massive head start, and it also doubles the weighting for droid and synthetic techs.
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# ? Feb 16, 2019 03:53 |
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Duelists should be Warrior Poets
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# ? Feb 16, 2019 03:53 |
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Mechanical Ape posted:One of the race options should be "bicycle" Declare war with the "I want to ride my bicycle" casus belli.
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# ? Feb 16, 2019 04:27 |
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Saros posted:Is mechanist good? It seems like having parallel robot and organic growth at the start with the ability to tailor organic pops to be good at non mining/food jobs is pretty great ( 2.2.4) Is the robot energy upkeep that bad? Does the slaver guilds civic effect robots from mechanist? Mechanist is a great starting civic, and I think it's one of the better ones. It takes several years to create each robot, but it's still an extra pop every couple of years.
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# ? Feb 16, 2019 06:36 |
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Is Nihilistic Acquisition a good unity pick for a devouring swarm? Will I just grab a bunch of dudes and then eat them?
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# ? Feb 16, 2019 07:13 |
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GamingHyena posted:Is Nihilistic Acquisition a good unity pick for a devouring swarm? Will I just grab a bunch of dudes and then eat them? I picked it up as the intro for my Assimilators game and hoooooly gently caress is it hilarious. Basically yes, and yes!
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# ? Feb 16, 2019 07:35 |
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So machine empires are strong as gently caress in 2.2.5, it's kinda nuts.
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# ? Feb 16, 2019 09:59 |
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PittTheElder posted:So machine empires are strong as gently caress in 2.2.5, it's kinda nuts.
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# ? Feb 16, 2019 10:14 |
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Anyone else have a bug where you'll go talk to the artisans and a bit later they'll give you an art monument with the dialogue as if you'd just bought it from them?
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# ? Feb 16, 2019 11:50 |
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Moregard on the official foruns posted:Sectors are a larger task that is a big too big to tackle right now, with a lot of other fixes being done, but I do want you to know I have sectors as one of my highest priorities going forwards. We will probably not be going back to manual sector management, but we will definitely be looking into how to make the automatic assignment better, while also making sure that resource management and AI development works better. We will probably make a dev diary about our plans for the Sectors in the future, so that we can share our thoughts before committing to anything. This is positive, although I'd really like something that reduced the slog of managing 50 worlds manually sooner rather than later. Even something that just let me set up a simple series of commands on unemployed pop would be great.
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# ? Feb 16, 2019 11:51 |
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I encountered a bug where I periodically get messages that slaves have been sold successfully and I get energy credits. But my empire is Fanatic Egalitarian, all my pops live in Utopian Abundance, and trying to open the slave market screen has the sell button greyed out since I don't sell slaves, but also grinds my machine to a halt, massive frame drops until I can coax the game into closing the slave market window. This is a new development since I was using the slave market to buy new citizens every so often just fine up until that point. Psykmoe fucked around with this message at 12:39 on Feb 16, 2019 |
# ? Feb 16, 2019 12:23 |
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Psykmoe posted:I encountered a bug where I periodically get messages that slaves have been sold successfully and I get energy credits. But my empire is Fanatic Egalitarian, all my pops live in Utopian Abundance, and trying to open the slave market screen has the sell button greyed out since I don't sell slaves, but also grinds my machine to a halt, massive frame drops until I can coax the game into closing the slave market window.
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# ? Feb 16, 2019 14:31 |
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PittTheElder posted:So machine empires are strong as gently caress in 2.2.5, it's kinda nuts. Yea, turns out getting +1 base population growth is pretty insane. Basically an extra job got pushed up each tier of the main building. Also getting +1 all research for unity workers instead of +3 green is really good. Those combined with their above average traits+civics (in terms of strength if not how interesting they are) makes them pretty insane. I think the answer is to increase base growth for organics, and maybe have some sort of way for normal empires to specialize unity research output (I'd love to be able to choose between +3 green, +1 all, +2 blue +1 green, or +1 green +2 yellow). GamingHyena posted:Is Nihilistic Acquisition a good unity pick for a devouring swarm? Will I just grab a bunch of dudes and then eat them? I think the best part of NA is when you're unable to actually take planets (or don't want to) you're still able to significantly weaken your opponent. In terms of unity output I'm not sure how great it is, but in terms of letting you crush someone it can be quite good.
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# ? Feb 16, 2019 17:07 |
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ZypherIM posted:Yea, turns out getting +1 base population growth is pretty insane. Basically an extra job got pushed up each tier of the main building. Also getting +1 all research for unity workers instead of +3 green is really good. Those combined with their above average traits+civics (in terms of strength if not how interesting they are) makes them pretty insane. ZypherIM posted:I think the answer is to increase base growth for organics, and maybe have some sort of way for normal empires to specialize unity research output (I'd love to be able to choose between +3 green, +1 all, +2 blue +1 green, or +1 green +2 yellow). e: As in, if space makes a lot of Physics, and manufacturing buildings make a lot of Engineering, and pop management buildings make a lot of society, then you end up falling into certain archetypes depending on how you play. Splicer fucked around with this message at 18:52 on Feb 16, 2019 |
# ? Feb 16, 2019 18:45 |
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Is anyone aware of a mod that forces systems to spawn more/better resources? I'm getting *really* fed up with systems that only have one deposit with a 2 value. I started a new game, I have explored 17 systems with Map the Stars active. I have found 7 Anomalies, zero of which grant additional resources. I have 12 (!) systems that have no more than 4 total deposit value; the majority are 1 energy deposit valued at 2. I dont have a single system with total deposit value over 7. It is infuriating because I can see that a neighbor has dozens of resources across his five claimed systems; this AI has over two dozen science from space deposits while I have a whopping two total! That or a mod that reduces the effect of additional systems of my empire sprawl so I dont have this ugly patchwork of an empire as I cherrypick the not-total-poo poo systems. AAAAA! Real Muenster fucked around with this message at 19:15 on Feb 16, 2019 |
# ? Feb 16, 2019 19:12 |
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I really wish democracies would just magic up candidates like imperials get heirs instead of this horrible and dumb mess of resigning leaders every 10 or 20 years. Almost done with a very hard anomaly? gently caress you they got elected and all progress is reset lol. AAAAA! Real Muenster posted:Is anyone aware of a mod that forces systems to spawn more/better resources? I'm getting *really* fed up with systems that only have one deposit with a 2 value. I started a new game, I have explored 17 systems with Map the Stars active. I have found 7 Anomalies, zero of which grant additional resources. I have 12 (!) systems that have no more than 4 total deposit value; the majority are 1 energy deposit valued at 2. I dont have a single system with total deposit value over 7. It is infuriating because I can see that a neighbor has dozens of resources across his five claimed systems; this AI has over two dozen science from space deposits while I have a whopping two total!
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# ? Feb 16, 2019 20:08 |
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AAAAA! Real Muenster posted:Is anyone aware of a mod that forces systems to spawn more/better resources? I'm getting *really* fed up with systems that only have one deposit with a 2 value. I started a new game, I have explored 17 systems with Map the Stars active. I have found 7 Anomalies, zero of which grant additional resources. I have 12 (!) systems that have no more than 4 total deposit value; the majority are 1 energy deposit valued at 2. I dont have a single system with total deposit value over 7. It is infuriating because I can see that a neighbor has dozens of resources across his five claimed systems; this AI has over two dozen science from space deposits while I have a whopping two total! Guilliman's planets mod is the closest thing I can think of to this. Poil posted:I really wish democracies would just magic up candidates like imperials get heirs instead of this horrible and dumb mess of resigning leaders every 10 or 20 years. Almost done with a very hard anomaly? gently caress you they got elected and all progress is reset lol. Agree, this is why I don't play democracies. My leaders are busy doing stuff. I don't want to have to spend a bunch of influence to prevent an important scientist from becoming president.
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# ? Feb 16, 2019 21:04 |
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AAAAA! Real Muenster posted:Which version are you on? Ah yeah, should have mentioned. This started happening after I switched to the Stellaris_test branch. 2.2.5
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# ? Feb 16, 2019 21:05 |
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Bold Robot posted:Agree, this is why I don't play democracies. My leaders are busy doing stuff. I don't want to have to spend a bunch of influence to prevent an important scientist from becoming president. Also agreed. And to piggyback off this, you really should be able to guarantee the results of an election if you tamper with it enough. Then maybe Shadow Council would actually be worth something.
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# ? Feb 16, 2019 21:12 |
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AAAAA! Real Muenster posted:I dont have a single system with total deposit value over 7. It is infuriating because I can see that a neighbor has dozens of resources across his five claimed systems; this AI has over two dozen science from space deposits while I have a whopping two total! I'm quite certain this is an AI difficulty thing, I think they get some bonuses to resource discovery or just better systems spawned around them, because as you say it's routine to see this on higher difficulty levels. It's annoying, but a really good reason to knock over your neighbors and taking their systems.
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# ? Feb 16, 2019 22:06 |
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PittTheElder posted:I'm quite certain this is an AI difficulty thing, I think they get some bonuses to resource discovery or just better systems spawned around them, because as you say it's routine to see this on higher difficulty levels. It's annoying, but a really good reason to knock over your neighbors and taking their systems. Yea the AI bonus to resources is shown on the galaxy map. Also note that your own +mining station bonuses are also shown. Sometimes there are low value systems, but I haven't really had issues with just tons of crap systems in my immediate vicinity personally.
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# ? Feb 16, 2019 22:25 |
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Prioritizing the Map The Stars edict and pushing out three to five research ships to survey consistently throughout that initial period really helps center those anomalies around your starting systems.
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# ? Feb 16, 2019 22:28 |
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Kaal posted:Prioritizing the Map The Stars edict and pushing out three to five research ships to survey consistently throughout that initial period really helps center those anomalies around your starting systems. 1 extra ship is going to get you the majority of your space if you've got high density amounts of opponents. Getting more is only useful if you're playing with under like .. 50-60% of the number of empires possible for your map size. Just remember that you don't need to research anomalies right away, and you can sweep back through after MTS wears off.
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# ? Feb 16, 2019 23:01 |
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ZypherIM posted:Sometimes there are low value systems, but I haven't really had issues with just tons of crap systems in my immediate vicinity personally. I've decided that I am going to make a mod that guarantees each system has at least two deposits OR makes sure certain things, such as Asteroid Belts and Gas Giants, always have something, which would decrease the odds of having a poo poo-deposit system but not force every system to be rich. AAAAA! Real Muenster fucked around with this message at 23:22 on Feb 16, 2019 |
# ? Feb 16, 2019 23:19 |
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Kaal posted:Prioritizing the Map The Stars edict and pushing out three to five research ships to survey consistently throughout that initial period really helps center those anomalies around your starting systems. Yeah I always enact "Map the Stars" at the first part of the game at least once when I get my 3rd or so science vessel. If there are no empires around me by the time it expires, I'll enact it a second time around.
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# ? Feb 16, 2019 23:44 |
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ZypherIM posted:Yea the AI bonus to resources is shown on the galaxy map. Also note that your own +mining station bonuses are also shown.
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# ? Feb 17, 2019 01:16 |
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Playing (another) commonwealth of man run and i captured Sol. They should have some flavor text for that!
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# ? Feb 17, 2019 06:20 |
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Bold Robot posted:Guilliman's planets mod is the closest thing I can think of to this. Not my mod doing it. This is my mod's resource spread:
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# ? Feb 17, 2019 08:18 |
Is War in Heaven a battle to the death? It's been going on for over 100 years and one of the awakened empires is almost consumed by the Scourge, but they still just have 10% war exhaustion. For some reason, some planets get a population purge of 35%/mo and others just 5%, so it takes forever. I'm the leader of the non-aligned faction so I'm at war with basically everything. The scourge can't eat these jerks fast enough.
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# ? Feb 17, 2019 14:04 |
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When you become the third faction in a War In Heaven, are you the same priority target as each awakened empire, or are you somehow considered a "lesser" threat? The only time War In Heaven pops I'm somehow right next to one of the empires involved and feel like I absolutely have to submit to them or get my rear end shredded in twain.
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# ? Feb 17, 2019 14:11 |
Epsilon Plus posted:When you become the third faction in a War In Heaven, are you the same priority target as each awakened empire, or are you somehow considered a "lesser" threat? The only time War In Heaven pops I'm somehow right next to one of the empires involved and feel like I absolutely have to submit to them or get my rear end shredded in twain. I was nowhere near either of them, but most of my federation "allies" immediately deserted me to join one of them. By the time I had to deal with them directly, I was in a stronger position. As I'm posting, the awakened empire that is still powerful just destroyed 3 habitable planets (inc one of mine), so between them and the scourge, we're going to have a pretty barren galaxy.
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# ? Feb 17, 2019 14:33 |
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Guilliman posted:Not my mod doing it. I've never made a mod before, would you mind if i PM you a question or two that I know I'll have the next time I'm working on it?
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# ? Feb 17, 2019 15:03 |
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Guilliman posted:Not my mod doing it. No, I meant that if he wants a mod to make the galaxy have more resources, your mod is his best bet. It’s a great mod and I’m not trying to disparage it, I think everyone should try it.
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# ? Feb 17, 2019 15:42 |
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Playing the beta branch 2.2.5, I just finished The Flesh is Weak to turn all my guys into cyborgs - not full on Synths yet, just cyborgs. Every pop in my empire immediately stopped working as though they were being forcibly cyberized after the fact, which does make pops produce nothing, but I didn't expect the free, empire-wide conversion through Flesh is Weak to nuke my economy as well. I don't remember that happening last time I went the cyborg direction. After a few planets popped the Unemployment problem with increased benefit costs or crime, pops started working again ... but when there must have gone something wrong with job distribution because now every one of my planets has like 10 open menial jobs and the same number of specialists waiting around unemployed - and I built up my planets slowly to prevent this, and my robots have full citizen rights so I have no pops that would only be good for menial jobs for example. My jobs were fine and now they're a mess. So my economy is still a shambles but no longer totally dead. Wish I already had that Prosperity tradition that speeds up citizen demotion, but I picked another one in Prosperity only months before Psykmoe fucked around with this message at 17:53 on Feb 17, 2019 |
# ? Feb 17, 2019 17:46 |
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Psykmoe posted:Playing the beta branch 2.2.5, I just finished The Flesh is Weak to turn all my guys into cyborgs - not full on Synths yet, just cyborgs. Huh, that didn’t happen to me on the last 2.2 game I played. Did you have a lot of different species - I wonder if it only converted your primary and then left all the others on Assimilation by default?
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# ? Feb 17, 2019 17:51 |
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# ? Apr 26, 2024 14:28 |
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ulmont posted:Huh, that didn’t happen to me on the last 2.2 game I played. Did you have a lot of different species - I wonder if it only converted your primary and then left all the others on Assimilation by default? I wondered about that, but it instantly turned all pops in my empire into cyborgs regardless of species. On top of that, the game doesn't actually default to Assimilation for new migrants, you have to manually decree that all new citizens go under the knife to get cyborg implants by adjusting Rights for the various species. I didn't have this problem when I was playing 2.2.3 a while ago.
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# ? Feb 17, 2019 17:56 |