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Psykmoe posted: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. Playing as assimilators, a similar thing happens any time I genemod or robomod pops. All of them stop working for a few months for no apparent reason before abruptly hopping back in also for no apparent reason.
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# ? Feb 17, 2019 17:57 |
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# ? Apr 20, 2024 00:20 |
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Guilliman posted:Not my mod doing it. Weird. I'm not using your mod, but my maps generally look like that. The only thing I sometimes see happen is the game deciding to put most or everything of one specific strategic resource in one specific part of the galaxy, so everyone not living there is getting hosed. (But that could be working as intended, to facilitate trade!)
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# ? Feb 17, 2019 18:39 |
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Psykmoe posted: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. This part you can at least shortcut by adjusting default to assimilation and then resetting rights to default. Makes it drat near impossible to set everyone to assimilate if not cyborgs and then all cyborgs to good living standard though.
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# ? Feb 17, 2019 18:40 |
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Libluini posted:Weird. I'm not using your mod, but my maps generally look like that. The only thing I sometimes see happen is the game deciding to put most or everything of one specific strategic resource in one specific part of the galaxy, so everyone not living there is getting hosed. (But that could be working as intended, to facilitate trade!) Yea I think there is something weird screwing over muenster. I tend to get galaxies that are similar to that screenshot, and I run no mods. I think in the very first 2.2.0 release I had some galaxies that were really sparse, but after 2.2.1 and before 2.2.0 I never had a huge derth of them.
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# ? Feb 17, 2019 21:05 |
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ulmont posted:This part you can at least shortcut by adjusting default to assimilation and then resetting rights to default. Makes it drat near impossible to set everyone to assimilate if not cyborgs and then all cyborgs to good living standard though. Actually while inspecting the defaults, for some reason all my cyborgs came out with their living standards set to Utopian Abundance which my economy wasn't quite ready for. Very puzzling. I had Social Welfare before enacting The Flesh is Weak.
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# ? Feb 17, 2019 21:18 |
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So something needs to be done about automation. Super badly. Even if the current sector system worked perfectly(which it doesn't), having to manually transfer resources to a stupid number of sectors in the late game is soulkilling. The sector system worked fine when the player had control, but now that you end up with hordes of 1 planet sectors, it all turns to poo poo. I've been playing a few multiplayer games recently, where I actually play out the end game and good lord is it awful. It gets to the point where I start turning everything into tomb worlds because I just don't want to deal with more planets and sectors, even if it would be a big boost to my empire to just integrate them. Try playing a late game empire without having the ability to pause. It is real bad™.
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# ? Feb 17, 2019 21:25 |
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Cynic Jester posted:So something needs to be done about automation. Super badly. Even if the current sector system worked perfectly(which it doesn't), having to manually transfer resources to a stupid number of sectors in the late game is soulkilling. The sector system worked fine when the player had control, but now that you end up with hordes of 1 planet sectors, it all turns to poo poo. I've been playing a few multiplayer games recently, where I actually play out the end game and good lord is it awful. It gets to the point where I start turning everything into tomb worlds because I just don't want to deal with more planets and sectors, even if it would be a big boost to my empire to just integrate them. Try playing a late game empire without having the ability to pause. It is real bad™. Agreed. I finished my 2.2.4 game today, small galaxy. Defeated a fallen empire and inter dimensional invaders. But, the AI was painful to deal with. Just to see how it did, I had sector AI take over toward the endgame. I even gave it 16 brand new freshly colonized L-cluster planets to develop. It was horrible. The AI did nothing useful for the old core planets, badly mismanaged the new planets (too much farming, too few jobs/housing, no upgrades), did not develop starbases, did not construct research platforms, and so on. And don’t get me started on federation war AI. I agreed to go to war at a fed ally’s behalf. Laid waste to all enemy fleets and starbases. Gave my allies all the energy, minerals, alloys, etc. they could hold or use. THE WAR ENDED ONLY AFTER MAX EXHAUSTION because my ally never invaded his claims. wtf? How have federations gotten WORSE since 2.0?
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# ? Feb 18, 2019 00:20 |
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Psykmoe posted:Actually while inspecting the defaults, for some reason all my cyborgs came out with their living standards set to Utopian Abundance which my economy wasn't quite ready for. Very puzzling. I had Social Welfare before enacting The Flesh is Weak. Yep, for whatever reason if you have citizen rights set to assimilation or awakening, it then sets the integrated pops to Utopian instead of Shared Burden. I would think that burden has a higher weighting, but it might just be grabbing the first one in the list.
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# ? Feb 18, 2019 00:41 |
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ZypherIM posted:Yea I think there is something weird screwing over muenster. I tend to get galaxies that are similar to that screenshot, and I run no mods. I think in the very first 2.2.0 release I had some galaxies that were really sparse, but after 2.2.1 and before 2.2.0 I never had a huge derth of them.
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# ? Feb 18, 2019 01:36 |
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I think the weight on technology for robots needs to be increased, considering how important that extra pop growth is. I just had a game where it just never showed up for me at all in the first fifty years, and my economy was incredibly weak as a result. No, I didn't have AI rights disabled.
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# ? Feb 18, 2019 03:52 |
Fister Roboto posted:I think the weight on technology for robots needs to be increased, considering how important that extra pop growth is. I just had a game where it just never showed up for me at all in the first fifty years, and my economy was incredibly weak as a result. No, I didn't have AI rights disabled. My current game has been the craziest tech rush I've ever encountered. I hit my first society repeatable (leader life span) in the 2280s and saw (but did not take) the first repeatable physics tech about 2300. I had jump drives in 2299. It's now 2310 and the weakest fallen empire just dropped to Superior in tech. I'm completely outclassing every non-FE in the game at this point; I'm fielding about 80k in ships and only using half my naval capacity. But even with that, I have been sitting on two ascenscion perks for fifty drat years. I waited on Synthetics for nearly 40 years before they finally popped around 2305. I got robots and at like 2225 and 2250, respectively. And I'm still waiting for Synthetic Personality Matrix, or whatever the prereq for synthetic ascension is called. And also the pre-req tech for Arcology project has never appeared (anti-gravity engineering) despite me getting titans and citadels and poo poo. I ended up stealing one from the AI instead. I just turned my world prepped to be an arcology into a huge research planet instead.
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# ? Feb 18, 2019 04:49 |
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ConfusedUs posted:My current game has been the craziest tech rush I've ever encountered. I hit my first society repeatable (leader life span) in the 2280s and saw (but did not take) the first repeatable physics tech about 2300. I had jump drives in 2299. It's now 2310 and the weakest fallen empire just dropped to Superior in tech. I'm completely outclassing every non-FE in the game at this point; I'm fielding about 80k in ships and only using half my naval capacity. Are you assigning leaders with weighted chances? Once you're looking at digging for tech that is something you should really be doing. Note that you also need 6 techs of the previous tier researched to unlock each tier. I'm actually unsure if this is across all techs or is branch specific. Synthetic Ascension [color][level][needs]: code:
code:
code:
It breaks the tech tree down into pre-reqs, and clicking on any tech will show weight modifiers and pre-reqs. The only thing it doesn't do cleanly is pre-req techs from other branches.
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# ? Feb 18, 2019 05:52 |
ZypherIM posted:Are you assigning leaders with weighted chances? Once you're looking at digging for tech that is something you should really be doing. Note that you also need 6 techs of the previous tier researched to unlock each tier. I'm actually unsure if this is across all techs or is branch specific. I do try to make sure to pick up someone specialized in the area I want most of my stuff early on, but I (almost) never swap them around after that. I also try to pick up maniacal/spark of genius scientists for my second round so I can slot them in once the first wave dies off. I definitely had a computer guy on physics and an industry guy on engineering. I think my society scientist was statecraft and genetics both (he had two, I could be wrong about one). Not to mention the huge bonuses for being materialist and pacifist
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# ? Feb 18, 2019 06:50 |
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I'm admittedly not very good at this game, but if my current campaign is anything to go by, Driven Assimilators seem quite strong right now. I'm playing as militarist space communists with Shared Burdens on Commodore with the Glavius AI mod. My initial neighbors were two regular space rear end in a top hat empires and a large Devouring Swarm. After I caught the swarm off guard and took a few planets, I learned of the Assimilators on the other side, blocked off from the swarm by a couple of systems in another space rear end in a top hat empire. I met them around 2240, and they were already overwhelming with several hundred pops, I assume helped by getting an advanced start. Within ten years they had researched wormhole tech and completely eaten the fully recovered devouring swarm through a shared wormhole. They were never less than overwhelming in any category and by 2280-90 I think they had around 1300 pops, which was 4 times more than me. Eventually the assimilators declared war on my rivals in the space rear end in a top hat bloc of the galaxy, who all had mutual defensive pacts. They were kept in check only due to me begrudgingly granting military access to all of them so they could try to pool their fleets against the Borg doomstacks, adopting a fully militarized economy behind a Maginot line of big Bastions and Fortress Worlds and eventually declaring from a different flank, AND the Khan awakening in 2290 on a third flank. I got a couple lucky engages with their fleets in my bastion systems, which let me eventually push to the black hole they had invaded the devouring swarm from. I didn't get the tech card for the wormhole for almost 20 years, which lead to me more or less sitting there fortifying the system and hoping they had enough distractions that they wouldn't send too much my way. In the meantime they managed to kill the Khan twice and eat about half of one the space rear end in a top hat empires. They also opened the L-gates, developed gateway tech, and built a colossus. It's now 2318, we have been at war for over 30 years. I managed to liberate 8 outlying planets and one of their core worlds on the other side of the wormhole (fortified to hell and back, though without a planetary shield thank god). Despite this, they still have over 2200 pops and double my total fleet strength. I have barely managed to get them to 50% war exhaustion. I'm at 100 exhaustion, but because their fleet is so much larger than mine they don't seem to be enforcing white peace. The only reason I got this far is due to the AI not knowing how to focus a target, but the sheer economic and research output that assimilators are able to produce from having two pop growth queues is impressive. Can't complain though, because it perfectly fits the RP narrative I was going for as my empire fills with refugees eager to fight the vile machines.
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# ? Feb 18, 2019 06:51 |
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A lot of the problem with getting a tech you want isn't the weight of the tech you want, but the weights of every other available tech. Like, having an industry expert as your engineering scientist increases the weight of Robotic Workers by 1.25x (base of 135), but what is the weight of everything else? With the bare minimum for Robotic Workers to be available, the total weight of every other available tech is 1177.5 by my count (don't forget, all the other industry techs get the weight bonus too!). Having an industry expert only increases the relative weight of Robotic Workers by 2.8%. That's, uh, not great. It's almost as if the random tech system is extremely bad! Fister Roboto fucked around with this message at 07:11 on Feb 18, 2019 |
# ? Feb 18, 2019 07:05 |
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I'm annoyed that you have to alt tab out to check the wiki constantly to find out what techs and possible scientist trait are required to even get the tech as an option, unless you've memorized the entire tech tree. You can spend a long time just endlessly rolling new scientists until you manage to luck into the one you need so you can spend an even longer time researching until you happen to roll the tech you wanted. Also total lol at the improved science ascension perk which increases rare techs by +50%, that makes mega-engineering... what 0.015% instead of just 0.01? I get the first ascension slot, and put something in it. I get the second ascension slot, and leave it open while waiting for the right tech to rng. I get the third ascension slot, and leave it open while waiting for the second one so I can pick one of the later options which requires spending two first. I usually do manage before the fourth one opens though.
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# ? Feb 18, 2019 08:54 |
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I'm quite relaxed about the tech weighting thing, as SOTS basically taught me that if you don't get a tech you want just change your strategy and do something else.
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# ? Feb 18, 2019 09:46 |
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Seriously though, what was the reason given for automating sector boundaries?
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# ? Feb 18, 2019 11:18 |
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Krazyface posted:Seriously though, what was the reason given for automating sector boundaries? Originally the idea was to separate the galaxy into sectors based on areas of space separated by chokes. So you’d have a large cluster of stars be a sector. Instead it seems to be based on distances of jumps from planets at random.
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# ? Feb 18, 2019 11:25 |
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Aethernet posted:I'm quite relaxed about the tech weighting thing, as SOTS basically taught me that if you don't get a tech you want just change your strategy and do something else. In Stellaris the core techs are random. It's entirely possible to go decades without rolling for destroyers. If you don't roll shield tech then it's much harder to go "I'll focus on armour tech" or "Better concentrate on alpha striking" because both those decisions are also locked behind random rolls you have little to no control over. Techs are wildly variable in utility, and many of them are the only thing that does what they do. Someone who rolls robots and growth boosts early is going to do a hell of a lot better than someone who spends the first few decades rolling blocker removals and building upgrades. And your ascensions are gated behind tech. This isn't to say it can't work, but you need to design around it. The techs as they exist aren't suited to a purely random draw system and the rest of the game doesn't integrate well with it either. They need to either take a long hard look at everything it touches and how to make them work together or just rip the whole thing out and start over.
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# ? Feb 18, 2019 11:32 |
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Demiurge4 posted:Originally the idea was to separate the galaxy into sectors based on areas of space separated by chokes. So you’d have a large cluster of stars be a sector. Instead it seems to be based on distances of jumps from planets at random.
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# ? Feb 18, 2019 12:17 |
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Since they increased the size that part don't bother me that much. What i want is to be able to just set a minimum "leave this amount of X in storage" value for resources and then let the sector AI just pull from the empire storages.
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# ? Feb 18, 2019 13:47 |
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This is in 2216, and the Brotherhood of Man jerks have already had a system break off into open rebellion. How do you even get that to happen so early?
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# ? Feb 18, 2019 14:38 |
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pmchem posted:And don’t get me started on federation war AI. I agreed to go to war at a fed ally’s behalf. Laid waste to all enemy fleets and starbases. Gave my allies all the energy, minerals, alloys, etc. they could hold or use. THE WAR ENDED ONLY AFTER MAX EXHAUSTION because my ally never invaded his claims. wtf? How have federations gotten WORSE since 2.0? This has been the single most frustrating thing I've encountered in the game so far. Like, I'm just staring at the little blue pips just on the border just...not moving. I switched policies over to unlimited war simply so I can be the one in control of that poo poo and wars don't all last 20 years.
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# ? Feb 18, 2019 15:06 |
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Dr_Gee posted:This has been the single most frustrating thing I've encountered in the game so far. Like, I'm just staring at the little blue pips just on the border just...not moving. I switched policies over to unlimited war simply so I can be the one in control of that poo poo and wars don't all last 20 years. Gotta echo this, joining an AI-led war is a terrible idea right now. I've started declining all war requests from the AI and then just turning around and proposing the same war myself if it's in line with my interests, because having a war drag on for an extra century and having no say and no ability to leave is annoying. Adding in the option to leave a war on your own, at the cost of a trust hit decided by how the war is going (leaving a war when the enemy is largely defeated gets a tiny trust hit, leaving while things are going poorly for your allies gets a much larger one that sticks around a lot longer) would be nice.
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# ? Feb 18, 2019 15:31 |
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Give all ships some basic invasion troops and add some invasion specific ship sections that carry more troops and the weird troops. Yes in practice this means troop ships by another name, but at least the AI will be able to use their freebie troops to invade while bombarding when their war algorithms poo poo the bed.
Splicer fucked around with this message at 15:36 on Feb 18, 2019 |
# ? Feb 18, 2019 15:33 |
ConfusedUs posted:My current game has been the craziest tech rush I've ever encountered. I hit my first society repeatable (leader life span) in the 2280s and saw (but did not take) the first repeatable physics tech about 2300. I had jump drives in 2299. It's now 2310 and the weakest fallen empire just dropped to Superior in tech. I'm completely outclassing every non-FE in the game at this point; I'm fielding about 80k in ships and only using half my naval capacity. Synthetic ascension is almost always terrible to get since it's tier 4 and behind multiple rare techs. You should focus on getting your prereqs set if you are going for it (positronic AI in physics up to tier 4 engineering research) with the weightings as they are it's actually way easier to pull synthetics than it is to pull synthetic personality matrix since you get tons of multipliers. After you get synthetics you should just research cheap techs and all of those partial techs you've salvaged from AIs but not finished to churn your cards until it shows. The only multiplier for it is 1.25 for a level 4 industry scientist and it has a base weight of 35... It should probably get the x4 multiplier from the flesh is weak like the synthetics tech itself but welp. Just accept that you pretty much are not going to get synth ascension until after 3300 unless you are very lucky.
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# ? Feb 18, 2019 16:35 |
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Dumb modding question because I am new to modding. I'm asking here first since so many of you dudes in this thread are chill and smart. I'm making a minor mod to slightly increase the amount of orbital deposits found in systems. I have successfully tweaked some of the weightings but the next thing I want to do is force certain stellar bodies to always have a deposit. The "00_null_deposit" file looks like this: code:
code:
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# ? Feb 18, 2019 16:53 |
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What's the most fun machine empire to play? Rogue servers to run an empire of butler bots seems like it could be or is default more enjoyable? Also null void beams are super strong. Energy weapon only fleets ahoy!
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# ? Feb 18, 2019 17:08 |
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I really like playing servitors because it's easy to be swimming in unity and have all the trees unlocked by early-mid 2300s
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# ? Feb 18, 2019 17:24 |
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AAAAA! Real Muenster posted:
You almost got it. You want to toss is_planet_class = pc_toxic and pc_gas_giant into the NOR; all of them are to be false.
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# ? Feb 18, 2019 17:30 |
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AAAAA! Real Muenster posted:I want to add toxic planets and gas giants to the "potential" list. Do I need to add some sort of statement like the NOR=, or can I simply list each like this?: code:
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# ? Feb 18, 2019 17:35 |
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LordMune posted:You almost got it. You want to toss is_planet_class = pc_toxic and pc_gas_giant into the NOR; all of them are to be false. Splicer posted:The null deposit is what makes planets show up with nothing. Do you mean you want to exclude gas giants and toxic worlds from the potential of nothing? If so you want this:
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# ? Feb 18, 2019 17:41 |
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AAAAA! Real Muenster posted:Thanks LordMune
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# ? Feb 18, 2019 17:51 |
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Poil posted:What's the most fun machine empire to play? Rogue servers to run an empire of butler bots seems like it could be or is default more enjoyable? Rogue Servitors > Vanilla (It's just more interesting from a RP view plus you get absurd unity generation) Assimilators > Determined Exterminators (Purely because of how absurdly snowbally having both pop channels along with instant integration is)
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# ? Feb 18, 2019 18:09 |
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Thanks. Going full necrons could be fun but not having any diplomacy at all, and everyone hating me even more just sounds frustrating.Truga posted:I really like playing servitors because it's easy to be swimming in unity and have all the trees unlocked by early-mid 2300s I can pick Nihilistic Acquisition as servitors? That's hilarious. But it seems my capital has bugged out, every single day tick in game it reshuffles all the menial bots. Back and forth among all the various jobs for months on end. Looks like it just stopped when I got an anomaly event. Wtf? edit: Nevermind it's back. Poil fucked around with this message at 18:29 on Feb 18, 2019 |
# ? Feb 18, 2019 18:21 |
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Splicer posted:IIRC toxic worlds give decent chunks of social tech and both gas giants and toxic give rare gas so you might want to pad out their drops with some other stuff to prevent a galaxy full of farts and soft sciences. Something else odd that is going on is that I am trying to nix the 2 value mineral deposit. I've changed its weight to zero: code:
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# ? Feb 18, 2019 18:23 |
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AAAAA! Real Muenster posted:Yeah I was worried about that so I added them to several other drop types because, the way I look at it, a Gas Giants often (as far as we know as humans on earth) have several dozen moons that are all very different, therefore a Gas Giant's output could be just about anything. I'm definitely going to do a lot of testing (starting a new game and exploring a bunch myself, or going into observer mode).
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# ? Feb 18, 2019 18:29 |
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Splicer posted:Are they two and a thing (like 2 minerals/2 energy) or just 2 minerals? edit: Having surveyed a few more systems....every single stellar object is getting a deposit now edit2: If remove the lines I added to 00_null_deposit it fixes the every-object-gets-a-deposit problem I have so much to learn... AAAAA! Real Muenster fucked around with this message at 19:15 on Feb 18, 2019 |
# ? Feb 18, 2019 18:39 |
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# ? Apr 20, 2024 00:20 |
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Aethernet posted:I'm quite relaxed about the tech weighting thing, as SOTS basically taught me that if you don't get a tech you want just change your strategy and do something else. This would be fine if tech didn't block off critical features like robots. It's really hard to just change your strategy when the RNG screws you out of having like 2/5 of the population that you should have, considering how important population is. Like I said in my original post, robots just never showed up for me at all in the first fifty years and my economy was terrible as a result. Splicer posted:In Stellaris the core techs are random. It's entirely possible to go decades without rolling for destroyers. If you don't roll shield tech then it's much harder to go "I'll focus on armour tech" or "Better concentrate on alpha striking" because both those decisions are also locked behind random rolls you have little to no control over. Techs are wildly variable in utility, and many of them are the only thing that does what they do. Someone who rolls robots and growth boosts early is going to do a hell of a lot better than someone who spends the first few decades rolling blocker removals and building upgrades. And your ascensions are gated behind tech. Yeah, the overall issue here is that you have almost no control over it. There are some things you can do to improve your chances of getting a tech you want, but they're marginal at best. 99% of the time you're going to be researching techs that you don't care about, just to get a chance of getting a tech that you need. It's unrealistic and just plain not fun. I really, really hope that the tech system is next on the chopping block after tiles.
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# ? Feb 18, 2019 18:41 |