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Darkrenown posted:In 2.2.6 release? I was told that had been fixed. Unfortunately. It only happens once the game slows down to the point of me being ready to kill that save and start a new game, so maybe it's related to that?
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# ? Mar 26, 2019 19:12 |
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# ? Apr 17, 2024 19:35 |
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I have a boring idea, maybe starbases should only use the base weapon types. Kinetic, laser and missiles. They should also be set up to have 50% kinetic and 50% laser in the gun slots. Since we can't change the loadout anyway it might be better to have a decent basic one rather than worrying about trying to optimize it and to avoid things like disruptors and getting nothing but kinetic guns on them.
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# ? Mar 26, 2019 19:16 |
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Poil posted:I have a boring idea, maybe starbases should only use the base weapon types. Kinetic, laser and missiles. They should also be set up to have 50% kinetic and 50% laser in the gun slots. Since we can't change the loadout anyway it might be better to have a decent basic one rather than worrying about trying to optimize it and to avoid things like disruptors and getting nothing but kinetic guns on them. I'd prefer to be able to design them. Maybe make it an option if you turn auto-design off?
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# ? Mar 26, 2019 19:33 |
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So I finally got round to playing a Machine Intelligence on 2.2.6 hahaha so, so badly OP On Admiral without a particularly optimised build I was superior to the AI by the 30s, and the rest of the game was largely a walkover. They need something of a tone down - I'd bump up colony ships to 500 alloys to slightly reduce their ability to colonise everything as quickly as possible.
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# ? Mar 27, 2019 01:17 |
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And if you play Exterminators or Assimilators, you're even stronger.
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# ? Mar 27, 2019 02:23 |
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PittTheElder posted:And if you play Exterminators or Assimilators, you're even stronger. I had to stop my assimulators from spawning in my games because they would just take over half the galaxy nearly every time.
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# ? Mar 27, 2019 03:01 |
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Interesting. Imma set mine to force spawn next multiplayer game then.
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# ? Mar 27, 2019 03:46 |
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What's the OP robot setup? Robots were my favorite pre-2.2 but I heard they were bad or something so haven't picked them up again.
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# ? Mar 27, 2019 05:48 |
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appropriatemetaphor posted:What's the OP robot setup? Robots were my favorite pre-2.2 but I heard they were bad or something so haven't picked them up again. Thanks to rounds of nerfing and buffing robots are OP again. For ME the best regular civics are rapid replicators and rockbreakers. Either take those or rapid replicators and one of the special civics (assimilators, exterminators, servitors). Always have the +assembly speed trait until maybe late in the game. The +resource production trait is better than it seems at first glance as it applies to nearly everything. Smiling Demon fucked around with this message at 06:39 on Mar 27, 2019 |
# ? Mar 27, 2019 06:31 |
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I ran into one hell of an odd place in a game I'm running through now. On the other side of the galaxy from me, there are THREE wormholes basically right next to each other, two of them are outright neighbors, the third was a jump or two away from the other pair. Sadly, I had no direct way to get to them, which was a shame, they all lead into really angry states, would have been handy for invasions.
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# ? Mar 27, 2019 07:18 |
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Finally playing 2.2.6, with a megacorp. I don't remember ever having this much money before, and have no idea what to do with it. I just drop 25k on random rare resources that I have no practical use for until I fill up my cap again shortly after.
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# ? Mar 27, 2019 07:31 |
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appropriatemetaphor posted:What's the OP robot setup? Robots were my favorite pre-2.2 but I heard they were bad or something so haven't picked them up again. Literally anything along with machine intelligence.
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# ? Mar 27, 2019 08:46 |
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Yep. Colonise everything, shift three bots over for the extra building space, build a factory then start raking in resources. You don't even need to bother with resettling once your first five or so colonies are up and running, as you'll already be in the lead.
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# ? Mar 27, 2019 09:09 |
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Smiling Demon posted:Thanks to rounds of nerfing and buffing robots are OP again. I'd suggest ignoring rockbreakers until you unlock your 3rd civic, and instead take +engineering speed. The logic being that the majority of your early game minerals are not from mining, and engineering is super important for you. Aethernet posted:Yep. Colonise everything, shift three bots over for the extra building space, build a factory then start raking in resources. You don't even need to bother with resettling once your first five or so colonies are up and running, as you'll already be in the lead. If you have both the civic and trait +pop build speed options, your growth rate on a new colony is roughly around a full world growth rate for biologicals, and the growth rate after the factory on par with biologicals running a bunch of bonuses. While it is silly how OP it makes machines, the flow of how a world builds up feels a lot better than organics. I think they need to address ways to set up overflow pops when you're more or less done with a world (-5 stab hits and stuff like that are stupid punishing compared to the basic energy cost of resettling), and then give bios another 0.5-1.0 base growth rate to match MEs.
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# ? Mar 27, 2019 14:44 |
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Machine empires are comically overpowered. Like into repeating techs and 900 ships by 2300 overpowered. It's great and the AI with one can almost keep up.
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# ? Mar 27, 2019 14:57 |
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You guys aren't kidding about Machine empires. My newest game after the Exterminators is with the Commonwealth of Man and it's WAY different and is much tougher. In a way more fun though. All these xenos still hate me but at least genocide isn't (immediately) on the table.
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# ? Mar 27, 2019 16:00 |
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https://www.paradoxplaza.com/games/?prefn1=pdx-brand&prefv1=Stellaris Everything bar megacorp 50% off
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# ? Mar 27, 2019 16:25 |
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SettingSun posted:You guys aren't kidding about Machine empires. My newest game after the Exterminators is with the Commonwealth of Man and it's WAY different and is much tougher. In a way more fun though. All these xenos still hate me but at least genocide isn't (immediately) on the table. Genocide as the Commonwealth is always on the table. You're goddamn Space Nazis.
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# ? Mar 27, 2019 16:44 |
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Severe oppression via slavery is more my style and goddamn this sentence looks bad out of context.Splicer posted:https://www.paradoxplaza.com/games/?prefn1=pdx-brand&prefv1=Stellaris Come on, I *just* bought this on GoG and their own launcher for the same deal because it wasn't on sale on Steam.
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# ? Mar 27, 2019 16:48 |
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gently caress reading 1100 posts, sorry, questions have likely been asked. Are vassals working properly with feudal empires? Are sectors less insane? Should I buy all the DLC? I'm about to get paaaaaaid
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# ? Mar 27, 2019 18:51 |
dogstile posted:gently caress reading 1100 posts, sorry, questions have likely been asked. Don't think so. They're now 3 jumps from settled planet instead of 2. It helps reduce number of sectors somewhat, but not a lot. Sector gore is still a thing, too, where you get weird/oddly-shaped sectors and that drives some people absolutely bonkers. Yes. Except maybe the cosmetic stuff.
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# ? Mar 27, 2019 18:56 |
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That's a shame, I mostly wanted the vassals thing fixed. I'll end up buying the dlc and purging the galaxy of organics.
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# ? Mar 27, 2019 18:57 |
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The Iron Rose posted:Machine empires are comically overpowered. Like into repeating techs and 900 ships by 2300 overpowered. It's great and the AI with one can almost keep up. It's been fluctuating over the course of 2.2 but currently Driven Exterminators are about neck to neck with tech rush tall Devouring Swarms, as far as the better Early~Mid races go. Their downside is they can't get Ecumenopoli unless by events or stealing them off those who do, and Ecumenopoli are OP as hell and the key to truly exploding past the mid-game. That said, if you have a strong enough early-mid game you don't need an overwhelmingly powerful late game, which is why aggressive early rush races (FanMil+Xenophobe, Admiralty+Life Seeded) also work, and might even be better in MP environments were players are unpredictable and might rush you if they see you turtling up to build tall.
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# ? Mar 27, 2019 19:45 |
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Hoo boy, dealing with the War in Heaven and a gray storm incursion at the same time is kind of annoying. At least I can count on one of the AE's to take care of the L-Cluster itself, probably. I just need to clean up after the ones in my territory. Also I'd really like to see the feudal thing fixed too, I like playing kingdoms. Noble Estates are a pretty good building
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# ? Mar 27, 2019 19:47 |
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Where can I see a report of what's broken? A few pages ago I was disappointed to find that assimilation was bugged and now there's something up with feudal states?
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# ? Mar 27, 2019 19:54 |
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Determined Exterminators are right up there with Post-Apocalypse Purifiers in terms of early game snowballing, but Purifiers get to make robits and ecus, which puts them far ahead in the mid and late game. Devouring Swarms are pretty far behind both.
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# ? Mar 27, 2019 19:56 |
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Cynic Jester posted:Determined Exterminators are right up there with Post-Apocalypse Purifiers in terms of early game snowballing, but Purifiers get to make robits and ecus, which puts them far ahead in the mid and late game. Nah, Tall Swarms are pretty strong, and have the advantage of not requiring to eat their neighbors to achieve this (though they absolutely can if they spot a particularly vulnerable target). It's all about the massive pop growth and lack of dependency on CGs, and discounted expansion costs letting them quickly lockdown favorable space without having to actually switch to a war economy.
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# ? Mar 27, 2019 20:09 |
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Conspiratiorist posted:Nah, Tall Swarms are pretty strong, and have the advantage of not requiring to eat their neighbors to achieve this (though they absolutely can if they spot a particularly vulnerable target). Playing a tall Devouring Swarm that doesn't eat its neighbors? Mods ban this sick filth.
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# ? Mar 27, 2019 20:25 |
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So rushing someone early with a rogue servitor is extremely great fun as long as you can take the initial economic hit. Slap down a couple of of biotrophy buildings and suddenly you have ALL of the unity.
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# ? Mar 28, 2019 00:07 |
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How does a tall swarm work exactly?
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# ? Mar 28, 2019 00:18 |
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Zig-Zag posted:I had to stop my assimulators from spawning in my games because they would just take over half the galaxy nearly every time. Last game mine took over like half the galaxy but never declared war on anybody? They were loving cranking up the score so I wasn't sure how I'd win without picking a fight, but then I eventually defeated my robot allies by just going semi rogue servitor and forcibly making everyone my vassals because stupid organics can't be trusted to not gently caress everything up.
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# ? Mar 28, 2019 00:28 |
Gyshall posted:How does a tall swarm work exactly? No idea. I just eat people because the bonuses are great and swarms are the best at long distance forever wars. Relocate all the food and robots to a well policed world and reap the benefits
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# ? Mar 28, 2019 00:53 |
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Gyshall posted:How does a tall swarm work exactly? Take advantage of your 50% influence cost discount to quickly expand out to your chokepoints and lock them down with upgraded starbases, then focus on a pop rush with communal + rapid breeders species (Divided Attention also helps since this is a tech rush build) and the 33% growth policy. The high food consumption is sustainable with some attention paid to farming, but if there's a vulnerable target nearby you can also turn their pops to livestock (best way to do this is to relocate all the foreign pops to a single dedicated feeding planet). A tech rush is also significantly easier to execute with a hive mind because all you need to do is build a bunch of research labs and the mining districts to sustain them (and Hive World ascension allows you to designate entire worlds towards mining) and if you're not getting distracted by wars then you needn't worry about alloy production either until like 2280, at which point every single other empire should be technologically pathetic towards you, and you can then begin switching to a war economy and fleet building to take over the galaxy.
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# ? Mar 28, 2019 01:10 |
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As a Swarm you do need to be paying attention to your fleet though, the AI will try to kill you. I have never not had two neighbours attack together when playing one of the evil civics.
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# ? Mar 28, 2019 01:22 |
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Through tech rushing you can build up starbases that discourage attacks from the AI at any stage of the early game. Only FEs are a threat. ED: This is even advanced start AI proof. Conspiratiorist fucked around with this message at 01:30 on Mar 28, 2019 |
# ? Mar 28, 2019 01:27 |
PittTheElder posted:As a Swarm you do need to be paying attention to your fleet though, the AI will try to kill you. I have never not had two neighbours attack together when playing one of the evil civics. And your thicc ships are discounted. Pay for pop growth policies with tasty pops imo
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# ? Mar 28, 2019 01:28 |
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Conspiratiorist posted:Through tech rushing you can build up starbases that discourage attacks from the AI at any stage of the early game. Only FEs are a threat. What are your difficulty settings? I find it hard to believe you can skip trying to invest in fleet for that long.
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# ? Mar 28, 2019 02:13 |
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ZypherIM posted:What are your difficulty settings? I find it hard to believe you can skip trying to invest in fleet for that long. Medium Galaxy, 18 Advanced AI Empires, Grand Admiral, High AI Aggro, 2300-2350 mid/end game, normal tech costs, halved wormhole pairs.
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# ? Mar 28, 2019 02:30 |
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ZypherIM posted:I'd suggest ignoring rockbreakers until you unlock your 3rd civic, and instead take +engineering speed. The logic being that the majority of your early game minerals are not from mining, and engineering is super important for you. This sounds good, but it actually doesn't match my experience. I used to run rapid replicators/introspective, but switching to rockbreakers was a noticeable improvement. I suspect people are underestimating how much even early game minerals are from mining. Caveat, I haven't played 2.2.5/2.2.6 yet. Also, insufficient sample size. Smiling Demon fucked around with this message at 03:12 on Mar 28, 2019 |
# ? Mar 28, 2019 03:09 |
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# ? Apr 17, 2024 19:35 |
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Smiling Demon posted:This sounds good, but it actually doesn't match my experience. I used to run rapid replicators/introspective, but switching to rockbreakers was a noticeable improvement. I suspect people are underestimating how much even early game minerals are from mining. I don't usually need to build more than 1 mining district for quite a while, so that'd be +6 minerals. I could just use an extra guy mining and make it up. Conspiratiorist posted:Medium Galaxy, 18 Advanced AI Empires, Grand Admiral, High AI Aggro, 2300-2350 mid/end game, normal tech costs, halved wormhole pairs. I haven't messed with AI aggro settings, but you should drop your advanced start AIs by like .. half at least. You're clogging up the galaxy and leaving all the AIs on equal footing, so they aren't going to really be able to expand. You want to have normal empires around for the advanced starts to eat, or less AIs so the advanced AIs can grab more space.
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# ? Mar 28, 2019 03:46 |