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ZypherIM posted:
I think this is where I’m a bit stuck. I see you can play as basically the Borg from Star Trek, or as a species that completely ignores some fundamental game mechanics. Both sound cool, but I worry they’d lead to a worse experience for the first time.
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# ? Feb 22, 2019 22:47 |
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# ? Apr 27, 2024 04:35 |
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Tenacious J posted:I’m going to pick up this game this weekend. I assume the DLC is worth it? If you are like me you'll want all the DLC (or most of it) it all actually adds stuff for the most part. There's 1, maybe 2, that are purely cosmetic, but how could you not buy it so you can play as a race of plants? Some are better than others, and the base game is perfectly playable, so if you have a limited budget the thread can probably point you in the right direction.
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# ? Feb 22, 2019 22:49 |
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Tenacious J posted:I think this is where I’m a bit stuck. I see you can play as basically the Borg from Star Trek, or as a species that completely ignores some fundamental game mechanics. Both sound cool, but I worry they’d lead to a worse experience for the first time. Ignoring stuff can be useful, my first few games I played as robots and did straight war declarations any any filthy organics and backstabbed any other robots when it was convent. There are a ton of mechanics and learning a small subset first (like military) is a good thing. The game doesn't recommend it, but it sure made it easier to get a good grasp on.
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# ? Feb 22, 2019 22:52 |
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DatonKallandor posted:Get one of their fleets in sensor range, then click on the fleet, then click the little magnifying glass icon next to one of their ships. Those are some good sensors! Is it possible to infiltrate enemy/unfriendly space? Or do I have to rely on listening posts?
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# ? Feb 22, 2019 23:11 |
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alcaras posted:Arc Emitters, yeah, not Arc Lightning. Sorry. You're already tearing through armor/shields, so instead of arc emitters you should look into stuff like giga cannons if you want an XL slot. Next, you're going to want to make sure you're using the "line" computer type. This gives you a bonus to accuracy, which is tons better than the "artillery" computer's +range. The issue you have though, is that everything with any evasion to speak of is going to be really, really hard to hit. The formula is roughly as follow: take their evasion, subtract your tracking from it but don't go below 0. Subtract the remainder from your accuracy. So with a 90% accuracy weapon, 0% tracking, 20% accuracy off a computer, 15% tracking from sensors, versus a 90% evasion ship, you're left with a 35% hit rate. So we want to shore up your battleships against more evasive targets. The two main ways to do this are to use different (and smaller) guns, and to use a picket style computer (+30% tracking, a 10% increase compared to line computers). Corvettes, Cruisers, and Destroyers all can use those. Personally I like destroyers for this setup, you want something to get in and tangle with smaller ships, plus you can have them perform double-duty in stripping shields for your neutron launchers. Cruisers trend towards larger slots, which aren't what we want for this duty. I'd have a mix of 2 destroyer designs. One with picket sections to handle missiles from stations (you'd have like 3-5 of these unless they're using a lot of missile ships, then you'd want more), and the other with double gunship sections. If your opponent has a ton of evasion you can consider putting on a targeting computer, otherwise afterburners are still really good. You'd want auto-cannons on your small slots, and your medium slots lasers or plasma. A medium plasma slot on a destroyer would have a hit rate versus 90% evasion corvette of (80[base] + 15[sensor] - (90[base evasion] - 20[weapon tracking] - 30[computer tracking]) 55%, while lasers would be 75%. Plasma does 200% against armor while lasers do 150%, and also does 150% to hull versus 100% for lasers which makes the math pretty close over-all I think, but against less evasive targets plasma is a bit better. Another option would be to do one gunship section in the front and an interceptor section in the back, letting you do 2 autocannon, 2 small plasma (75% hit rate), 1 medium laser (75% hit rate). Tenacious J posted:I think this is where Im a bit stuck. I see you can play as basically the Borg from Star Trek, or as a species that completely ignores some fundamental game mechanics. Both sound cool, but I worry theyd lead to a worse experience for the first time. Yea I don't have a lot of playtime with assimilators, but playing as a genocidal race (driven exterminators/devouring swarm/fanatic purifiers) can simplify a bunch of stuff. They can be perfectly fun, and becoming the scary boogie man of the universe until they band together to fight you until <redacted> can be a fun game. I wouldn't worry overly much, unlike say EU4 you don't have wildly asymmetric starts to hose a challenging starting option.
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# ? Feb 22, 2019 23:14 |
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You don't have to play a genocide civ, you can play a synth civ with mandatory healthcare, and the healthcare is getting a shiny new robot body.
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# ? Feb 22, 2019 23:25 |
Vengarr posted:Xenophile is only interesting depending on the other civs in the game. If they're all xenophile or neutral, it's a big happy hug party, which is boring. If they're all xenophobic/genocidal, your love goes unrequited (and you probably die). Xenophobe/Genocidal gameplay is far more consistent. The flip side is that it also feels kinda samey between games. being xenophile has nothing to do with being peaceful toward neutrals or even other xenophiles, honestly. xenophile/egalitarian/militarist is a fun combination for example that gives you an excuse to war with anybody (but especially slavers and xenophobes) while still leaving you with a bunch of folks to potentially cooperate with
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# ? Feb 22, 2019 23:26 |
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To anyone that has modded Stellaris or anything really, I've spent a few more hours trying to figure out the problem I have outlined in this Paradox forums thread regarding modding orbital deposits, but still cannot figure it out. If you have a chance and could take a look I would appreciate it.
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# ? Feb 22, 2019 23:32 |
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In my space dickery game, I am having a problem: why would a player have both slaves and bots? Getting pops through nihilistic acquisition is a great way to get specialists, sure, but given the costs to maintain people through huge raids and the inherent happiness penalty, is there something I am not seeing here? (granted, I could use some refreshers on the new economy, because most of the time I am having trouble gearing it up properly)
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# ? Feb 22, 2019 23:44 |
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dogstile posted:I like both I just don't get the hangup on playing the bad guy. Sometimes playing the bad guy is fun. it can be fun yeah, that's not the hangup for me- it's the official Stellaris FB marketing and the official community group making jokes about degeneracy to thunderous 'PURGE EM ALL' response Like - they know what they're doing, and how to market the one game they make where genocide is modeled, I guess just the kind of thing that makes me go "hmm maybe this game is not for me anymore"
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# ? Feb 22, 2019 23:50 |
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E. Nesbit posted:I just had an issue with the Tzynn Star Empire where I'd build a slave processing facility on a colony which would then disappear within a month. This happened on multiple colonies, all of which were growing in population. Anyone else have anything like this occur in their games? There's a bad trigger on it where it thinks it can be built anywhere, but also that it can only exist on a slave world. It's fixed in the next patch. I'm glad my Null Void beams are getting some love, but has anyone discovered Psi Barriers? I never see them mentioned. Also, while I am fishing for recognition, has anyone had a Megacorpse concert?
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# ? Feb 22, 2019 23:54 |
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dead comedy forums posted:In my space dickery game, I am having a problem: why would a player have both slaves and bots? Getting pops through nihilistic acquisition is a great way to get specialists, sure, but given the costs to maintain people through huge raids and the inherent happiness penalty, is there something I am not seeing here? Planets scale up to pretty large populations fairly easily. Even just your homeworld with no extra stuff can support 70+ easily, and as you get upgraded buildings and stuff you can push 100+ without having to do anything real crazy. Basically you can run a pretty insane number of pops, but growing them slowly takes a long rear end time. The idea with nihilistic acquisition and robots is to just get more guys. Sure, maybe the new dudes don't have great traits or whatever, but 85% of perfect output is still 85% more than you have without that dude. Robots are a separate growth path (less important in 2.2), but more importantly getting +2 base growth is the same as getting a +66% growth modifier to your planet. You can get some techs and trait your robots to build faster and it can clock in around +100% growth (+3). If you're running slaves and basic robots you'll be making a ton of basic resources, and your main race probably won't be workers at all. Robots take mining/farming jobs, basic slaves take generator/clerk jobs. If you don't have enough of your main race to make specialist goods, consider a less restrictive form of slavery for one of your subjects, wait for upgraded robot techs, or just buy the needed goods on the market. Darkrenown posted:There's a bad trigger on it where it thinks it can be built anywhere, but also that it can only exist on a slave world. It's fixed in the next patch. Psionics are a tad annoying to go for at the moment, as you need a rare tech (or rare event) that is somewhat restrictive, while the others just need normal techs. I guess this'll be motivation to do a high stability setup I've been thinking about. Also you should subtly drop hints to the others that hive mind civics are stale (and mostly useless). edit: also can starbase buildings benefit from +mining/research techs? It'd go a long way to making the +energy/food modules worth it in some circumstance, though they probably need something more still. Like getting some raw +science. ZypherIM fucked around with this message at 00:10 on Feb 23, 2019 |
# ? Feb 23, 2019 00:03 |
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Peanut Butler posted:it can be fun yeah, that's not the hangup for me- Remember: Despite the jokes, Paradox stats show that the overwhelmingly most popular ethic is...Xenophile. Even during the long span of time where it was mechanically of little use. Deep down, most people slampick Paragon over Renegade
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# ? Feb 23, 2019 00:06 |
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Darkrenown posted:There's a bad trigger on it where it thinks it can be built anywhere, but also that it can only exist on a slave world. It's fixed in the next patch. I haven't seen Psi Barriers in my ongoing telepath game. Psi Shields yes, Barriers no. I've had plenty of 50 Cred concerts, but no Megacorpse so far.
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# ? Feb 23, 2019 00:31 |
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ZypherIM posted:good stuff Thanks for the tip. Going to take back and scale things a bit different afterwards. Oh well, time for Shared Burdens/Mechanist revolutionary shenanigans!
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# ? Feb 23, 2019 00:41 |
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Darkrenown posted:There's a bad trigger on it where it thinks it can be built anywhere, but also that it can only exist on a slave world. It's fixed in the next patch. I've found the Shields, but I've never seen Barriers show up. Or maybe I just didn't notice? Does the event just give you the one most appropriate for your tech level? Because I was pretty much already at Tier 5 by the time I started getting Shroud events. I like the shields, and the rest of the Psi tech, but because I got it so late in the game, it was a pain in the rear end to find Zro.
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# ? Feb 23, 2019 00:47 |
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Warmachine posted:I've found the Shields, but I've never seen Barriers show up. Or maybe I just didn't notice? Does the event just give you the one most appropriate for your tech level? Because I was pretty much already at Tier 5 by the time I started getting Shroud events. Different thing. If you get the Portal to "hell" when you are already psionic you can get the barrier tech by just recognising that you can psi the portal shut. It's pretty unlikely since you tend to get the portal early on, but it's possible!
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# ? Feb 23, 2019 00:55 |
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e: ah yeah, nope. Portal always shows up too early.
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# ? Feb 23, 2019 00:57 |
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Darkrenown posted:Different thing. If you get the Portal to "hell" when you are already psionic you can get the barrier tech by just recognising that you can psi the portal shut. It's pretty unlikely since you tend to get the portal early on, but it's possible! I, uh, highly doubt it ahah. You have to *not* get the (1 in how many) portal event before a tier 3 rare tech. Like it is possible it could happen, but has it actually happened to anyone outside of testing? Also found a beta bug (could be older, unsure): The ruler trait "fortifier" (-defense platform cost 33%) doesn't stack with the "secure the borders" agenda (-defense platform cost 15%). Defense platforms cost 66%. edit: it eventually fixed itself I think. Maybe the agenda doesn't kick in until a monthly tick? ZypherIM fucked around with this message at 01:29 on Feb 23, 2019 |
# ? Feb 23, 2019 01:03 |
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Darkrenown posted:There's a bad trigger on it where it thinks it can be built anywhere, but also that it can only exist on a slave world. It's fixed in the next patch. I posted about barriers some time back, the problem if that you have them marked as non-reverse engineer, so they are incredibly unlikely to ever be seen. Maybe make it so that the psi barriers and psi shields can be researched via debris from the sealed entry entity? At least that way there is a nearly guaranteed chance that they'll be seen in any given game.
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# ? Feb 23, 2019 01:47 |
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Captain Oblivious posted:Despite the jokes, Paradox stats show that the overwhelmingly most popular ethic is...Xenophile. Even during the long span of time where it was mechanically of little use. My style involves playing the biggest dick of a Xenophile race you’ve ever seen, with my first few friends used to stop me being jumped until my wide economy really takes off.
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# ? Feb 23, 2019 02:54 |
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Suggestion: have some civics that let you sell specific resources at a higher price point on the market. For example agrarian idyll maybe sells food at 10% higher prices, or mining guilds with minerals. Alternatively, when selling resources maybe have a minimum floor they get sold at (so at worst they always sell food at 75% of default price), but can't buy said resource (to prevent infinite money shenanigans). Slaving guilds should give you a discount on buying slaves on the market as well IMO.
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# ? Feb 23, 2019 02:56 |
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I would like food from Delicious pops to sell for more
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# ? Feb 23, 2019 02:59 |
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What's good for the Machine hivemind? I've been playing some Driven Assimilators and enjoying the quick growth with the extra cyborg race, them having rapid breeders and the negative leader traits. I always seem to run out of housing room and have to shift a bunch of districts when I really want all of the energy all of the time. I'd like to play some non-assimilators too so give me the tips.
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# ? Feb 23, 2019 03:01 |
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EthanSteele posted:What's good for the Machine hivemind? I've been playing some Driven Assimilators and enjoying the quick growth with the extra cyborg race, them having rapid breeders and the negative leader traits. I always seem to run out of housing room and have to shift a bunch of districts when I really want all of the energy all of the time. I'd like to play some non-assimilators too so give me the tips. As long as you take -build time on both your civic and trait you'll be pretty much set. Outside of that it is entirely up to you, but I found that also focusing hard on engineering research (there is a civic for +20% engineering research speed) nets you a pretty solid build as you can really crank out all the tasty, tasty engineering techs. Emotional emulators costs 1 (it should really cost 2, but gestalt traits didn't get a pass in 2.2) which is a really good buy too.
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# ? Feb 23, 2019 03:09 |
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EthanSteele posted:What's good for the Machine hivemind? I've been playing some Driven Assimilators and enjoying the quick growth with the extra cyborg race, them having rapid breeders and the negative leader traits. I always seem to run out of housing room and have to shift a bunch of districts when I really want all of the energy all of the time. I'd like to play some non-assimilators too so give me the tips. Determined Exterminators are better at war and worse at everything else due to lacking biological pops. Servitors are worse at war than Assimilators and slightly worse at economy, but generate absurd amounts of unity as every biological pop generates unity. Regular robots without either of those three civics are sort of bad in comparison. Still somewhat equal to regular biological empires after the recent buffs, but lacking biological pops is a huge disadvantage and they don't get to rock the Determined Exterminator bonuses to make up for it. You want all sources of Assembly Speed you can get, both from species traits and civics. -upkeep for robots is also super helpful, as your highest energy cost will be robot upkeep.
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# ? Feb 23, 2019 03:13 |
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Cynic Jester posted:Determined Exterminators are better at war and worse at everything else due to lacking biological pops. Servitors are worse at war than Assimilators and slightly worse at economy, but generate absurd amounts of unity as every biological pop generates unity. Regular robots without either of those three civics are sort of bad in comparison. Still somewhat equal to regular biological empires after the recent buffs, but lacking biological pops is a huge disadvantage and they don't get to rock the Determined Exterminator bonuses to make up for it. I think you haven't played a normal empire on beta, or haven't played a normal machine empire on beta. Because a standard machine empire is far and away better than organics. Getting +20% engineering research speed is a solid civic, and you aren't auto-war with other people. Later on +1 mineral output on miners actually is a pretty insane increase, so you aren't lacking a solid 3rd civic option. Unity isn't insane by any means, but getting +1 all research instead of +3 green means that building as many unity buildings as possible is perfectly fine, and puts you above most normal empires (basically all non-spiritualist). I don't think lacking bio pops is really a disadvantage, you don't have to worry about food at all freeing up pops, and you don't have to worry about leaving non-machine worlds around for them to live on. Assimilators also have some gnarly -relations penalties depending on who spawns.
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# ? Feb 23, 2019 03:32 |
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ZypherIM posted:I don't think lacking bio pops is really a disadvantage, you don't have to worry about food at all freeing up pops, and you don't have to worry about leaving non-machine worlds around for them to live on. Assimilators also have some gnarly -relations penalties depending on who spawns. Halved growth is a huge disadvantage and in no way is made up for by not needing food, as upkeep for well designed cyborg pops and robots are similar. Consumer goods requirements as a Servitor are a big problem though, as it cuts into your alloy production, which is why I rate them below Assimilators, who are the best Machine Empire by a mile. Twice the growth of Exterminators and huge power spikes from instantly integrating conquered planets with all their pops. If relations are a concern, Machine Empires of any stripe isn't really a good choice, especially since the Emulator trait lost its bonus to relations. Playing the Diplo game as anything but a Xenophile is generally wasteful, with Influence being the one resource in the game you don't naturally generate more of as you expand. Now the argument that regular Machine Empires and Determined Exterminators feel better to play is absolutely true, as there is less poo poo to manage and keep track of, which in the mid and late game is a very much a concern.
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# ? Feb 23, 2019 03:46 |
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Cynic Jester posted:Determined Exterminators are better at war and worse at everything else due to lacking biological pops. Servitors are worse at war than Assimilators and slightly worse at economy, but generate absurd amounts of unity as every biological pop generates unity. Regular robots without either of those three civics are sort of bad in comparison. Still somewhat equal to regular biological empires after the recent buffs, but lacking biological pops is a huge disadvantage and they don't get to rock the Determined Exterminator bonuses to make up for it. I'm pretty sure I found reduced upkeep to not be significant at all, to the point where I eventually modded it off I think. I definitely don't think it was my highest energy expense, but I could be wrong.
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# ? Feb 23, 2019 04:04 |
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Servitors are the best purely because you are spreading MANDATORY ICE CREAM to all organics. Gotta protect those fleshy bags from themselves!
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# ? Feb 23, 2019 05:09 |
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Lol good lord I didn't realize how much a new ring world makes a dyson sphere a piece of poo poo.
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# ? Feb 23, 2019 07:30 |
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Darkrenown posted:I would like food from Delicious pops to sell for more I feel like accidentally buying food that's been made from pulped pops would be an event-worthy ingame scandal. Rynoto posted:Servitors are the best purely because you are spreading MANDATORY ICE CREAM to all organics. Gotta protect those fleshy bags from themselves! Assimilators are the best because there's just no downsides at all. Pre-new-robots they were amazing.
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# ? Feb 23, 2019 10:41 |
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Standard ME's might not be that much stronger than regular biological empires (megacorps not included ofc) but I still prefer playing them most of the time - more streamlined resource game, no elections or leaders dying (well, rarely dying) and now they get great space mining and other good buffs on top. If nothing else, a standard ME game with not the most aggressive AI is a pretty good way to learn the game imo.
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# ? Feb 23, 2019 11:10 |
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Twice now I've done the colossus project and picked the neutron beam and haven't actually received it when it finishes. I just get a colossus to build but nothing to put in the weapon slot and no new tech. Eventually I get to research the techs for world cracker, pacifier and spiritual brainwashing and can build one of those but never the ability to cleanse populations and keep the planets. Is there an ethics issue that prevents me from getting it but the project event doesn't realize it? What the hell determines what type of weapons stations use? If I get swarmer missiles before t3 missiles they usually put swarmers into the missile modules but the game absolutely loves just slapping kinetics into the gun modules with very few plasma and even fewer lasers regardless of that I have done a lot of repeatable improved energy weapon techs and nothing for kinetic. I took a station from the AI and it had somehow gotten swarmer missiles in the very first weapon slot which for me only ever uses the regular missiles. Another station still had the t1 version and refused to upgrade. Sometimes deleting a defense module and rebuilding it makes the game refresh weapon loadout to replace with different types but not always and some station might get whirlwind missiles while others adamantly refuse to use anything but t4 missiles. At least performance has improved enough for me to play late game medium sized galaxies again. ...well mostly. Sometimes it just utterly tanks for no reason I can tell. Oh and a very delayed thanks for the extended war advice.
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# ? Feb 23, 2019 12:08 |
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I just started a new attempt at this and now I'm playing on a 4k tv, is it normal that I have to use the magnifier tool to use the launcher? Like in game there's the ui scaler but am I missing something?
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# ? Feb 23, 2019 14:01 |
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A Sometimes Food posted:I just started a new attempt at this and now I'm playing on a 4k tv, is it normal that I have to use the magnifier tool to use the launcher? Like in game there's the ui scaler but am I missing something?
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# ? Feb 23, 2019 14:29 |
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A Sometimes Food posted:I just started a new attempt at this and now I'm playing on a 4k tv, is it normal that I have to use the magnifier tool to use the launcher? Like in game there's the ui scaler but am I missing something? You need to turn up UI scaling under display settings in Windows aswell. I find 175% to be about right.
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# ? Feb 23, 2019 14:50 |
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Splicer posted:The Stellaris UI assumes you're running an Intel Core i9 soldered into a GameBoy Colour. Aughh wtf, how is this something they have problems with.
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# ? Feb 23, 2019 14:50 |
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Flatscan posted:You need to turn up UI scaling under display settings in Windows aswell. I find 175% to be about right. I already got that way up Stellaris doesn't seem to be acknowledging it.
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# ? Feb 23, 2019 14:51 |
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# ? Apr 27, 2024 04:35 |
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I feel like the election candidates in democracies need some new mandates. It's not practical to build new orbital mining or research stations when I've already fully developed my systems or build new districts when I've just balanced my employment sitch or if I know I'm just going to demolish them the next term. Is this a commentary on the wastefulness of democratic politics? In any case, I think I'm getting to the point where I'm not thinking too much about leader bonuses or mandate fulfilment bonuses.
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# ? Feb 23, 2019 15:01 |