So, thread devs, minor suggestion: If excavation works kinda like siege rolls in EUIV, with a percent chance to complete every cycle, can we stick that percent in the planner? Preferably right next to the ship that's excavating? It'd just be nice to see how they're progressing at a glance when you've several going.
|
|
# ? Jun 5, 2019 10:25 |
|
|
# ? Apr 18, 2024 11:09 |
|
CubeTheory posted:Not sure about the optics of an archaeology site I just did, though I may have missed something. It seems to be a race of lesser rat people thieving and stealing from each other and obsessed with material goods that was eventually destroyed by a Grand Dragon . I'm not normally guy on the lookout for dog whistles, nor do I believe this is one, but if I really wanted it I could draw some bad conclusions from that plot with that terminology. Nessus posted:Regarding your spoiler: Was it a literal dragon Okay I got this archaeology site as well and I can say that yes it is a literal dragon and she wants to eat me!!!
|
# ? Jun 5, 2019 10:26 |
|
winterwerefox posted:The Baol artifact is uh.. rather nice. 4 DELICIOUS pops at that.
|
# ? Jun 5, 2019 10:54 |
|
Bug: If you assimilate a former slave then it keeps its slave stratum and cannot work any jobs until you resettle them.
|
# ? Jun 5, 2019 11:11 |
|
The diplo distance modifier does indeed appear to have been removed entirely, which is why I stumbled on a very early federation of empires literally on the opposite end of the galaxy to each other.
|
# ? Jun 5, 2019 12:13 |
|
winterwerefox posted:The Baol artifact is uh.. rather nice. Technically its 150 influence to activate the artifact and 200 for the decision but its still reallllllyyyy nice. I had the Machine FE order me to colonise a tomb world just after I got it (5% hab tech only) to get in their good books and I lol'd and slapped down a colony ship then the decision and boooom instant 6 pop colony. The archeology addition is actually super good if uh, prolific. Entering the midgame and about half my systems have spawned a site and they just keep coming! There are way less spawning in AI empires so i'm wondering if its something wrong. So far nothing particularly notable has turned up other than the Baol and the rat people one detailed above which spawned inside a neighbour after my science ships found it. Otherwise the diplomacy game, for all that is wasn't all that, is totally broken by whatever happened to the distance modifier. Empires declaring war when they cant reach you, a constant constant barrage of requests for NAP's and treaties from people on opposite sides of the galaxy. Insane federations where none of the members are actually able to get to each other, Saros fucked around with this message at 15:12 on Jun 5, 2019 |
# ? Jun 5, 2019 13:11 |
|
Oh no did I monkey paw that issue into existence when I was grumping about megacorps being gimped by empires not accepting trade deals because they were an empire over and that was too far?
Black Pants fucked around with this message at 13:45 on Jun 5, 2019 |
# ? Jun 5, 2019 13:41 |
|
winterwerefox posted:Xenophiles are fine with Xenocompatibility by force. Currently, there isnt any way to get a system to decide "we like them better, we are defecting" like you could in say Gal Civ 2 I did play a Fanatic Egalitarian/Xenophile empire and over the course of the game about a half dozen worlds from neighboring empires defected to me when they rebelled for independence. Don't know if my civics played a role but they were Free Haven and Shared Burdens.
|
# ? Jun 5, 2019 13:50 |
|
Saros posted:Technically its 150 influence to activate the artifact and 200 for the decision but its still reallllllyyyy nice.[/spoiler[ I had the Machine FE order me to colonise a tomb world just after I got it (5% hab tech only) to get in their good books and [spoiler]I lol'd and slapped down a colony ship then the decision and boooom instant 6 pop colony. Yeah I agree with all of this. I had 6 arceology sites centered within two jumps of my homeworld that kept my science ships busy for a while, but they rapidly diminished after that. Also the distance modifer being messed up is probably a bug? At least I hope it isn't intentional. I'm about to enter the midgame where I'm gonna meet everybody really quickly and I just got finished with a weird, pointless war where some weirdos out on the eastern fringe wardecced on me with the goal of humiliation. I just surrendered when some of their fleets finally did show up ages after the start of the war when my fleets were busy cleaning up some space animals because I mean honestly, gently caress off guys. Not looking forward to more of that. I can already see some of those bizarre federations you were talking about coming together. Once the kinks are ironed out this is gonna be great, arceology is a really good addition. edit: also Horizon Signal fired, but the event chain appears to have broken THE FUCKING MOON fucked around with this message at 15:10 on Jun 5, 2019 |
# ? Jun 5, 2019 15:05 |
|
It certainly adds a lot of texture to the map that I felt was missing previously. Has anyone encountered a Relic world yet? I didnt see one last night and ive gone through around half of the galaxy.
|
# ? Jun 5, 2019 15:10 |
AnEdgelord posted:It certainly adds a lot of texture to the map that I felt was missing previously. I found one then got kicked out of that star system before I could colonize it by a leviathan.
|
|
# ? Jun 5, 2019 15:12 |
|
I got a relic world but after I archaeologized it, a loving space dragon came and sat in the middle of the system so I can’t actually do anything with it
|
# ? Jun 5, 2019 15:13 |
|
AnEdgelord posted:It certainly adds a lot of texture to the map that I felt was missing previously. I have one adjacent to my homeworld. I can't quite use it quite yet cuz like uhhh Shard is a really cool event, having him right there is a bit unnerving early game, not that I have anything that can deal with it even if it did move.
|
# ? Jun 5, 2019 15:14 |
|
I looked around a 600 star map and didn't see a single one so I think they are super rare apart from the precursor related ones. Also habitats, gently caress, turns out that you have to build on a research resource to get access to research. Oops. I do like how this dlc is really hammering in the extremely old and cyclical nature of the Stellaris universe. Shits EVERYWHERE and everything has happened before and will again. It would be nice if some of the stuff had bigger effects but I can only hope that mods spice things up. Also goddamn tiny outliner and auto migration better be updated I forgot how horrible it was to play without them. Saros fucked around with this message at 15:19 on Jun 5, 2019 |
# ? Jun 5, 2019 15:15 |
|
Saros posted:Also goddamn tiny outliner and auto migration better be updated I forgot how horrible it was to play without them. tiny outliner and most other graphics/ui mods usually don't need to be updated between patches
|
# ? Jun 5, 2019 15:23 |
|
skasion posted:I got a relic world but after I archaeologized it, a loving space dragon came and sat in the middle of the system so I can’t actually do anything with it This was one of the events I had spoiled for me on a stream so when I saw what was happening in my game I stopped the dig, which seems to also prevent the dragon from spawning; I had settled the planet already and didn't want it cut off and destroyed. Figured I'd just come back later and finish it when I had the strength to beat the dragon. As luck would have it this was also the same game where I got a titan so I didn't have to wait long. edit: turn off the TV posted:tiny outliner and most other graphics/ui mods usually don't need to be updated between patches Yes - tiny outliner is the only mod I use and while the launcher screams at me about outdated mods causing instability I've never had an issue.
|
# ? Jun 5, 2019 15:24 |
|
awww I got the cybrex chain as a hive mind so the relic is WORTHLESS free ringworld + guaranteed mega engineering pull from the project tho heck yeah
|
# ? Jun 5, 2019 15:24 |
|
turn off the TV posted:tiny outliner and most other graphics/ui mods usually don't need to be updated between patches Both Tiny and Auto-pop are broken for me, loading with them enabled gets to 90% then crashes and freezes hard enough that I have to reset the whole computer.
|
# ? Jun 5, 2019 15:25 |
|
Saros posted:Both Tiny and Auto-pop are broken for me, loading with them enabled gets to 90% then crashes and freezes hard enough that I have to reset the whole computer. Have you tried using either mod by itself?
|
# ? Jun 5, 2019 15:29 |
|
Both do it I'm going to try scrubbing and reinstalling later to see if ti helps.
|
# ? Jun 5, 2019 15:34 |
|
Did i miss something in the patch notes? Almost all of my previously fine planets now have an unemployed administrator.
|
# ? Jun 5, 2019 15:44 |
|
HiKaizer posted:I am inclined to agree that this is not likely to be the case, given that they have cracked down on Nazi mods a few times. I think it is just bad wording without considering what it could be read as. Hopefully DarkRenown sees and passes the feedback on. Oh! Yeah, i guess I see your point now that you point it out, but I have to say KKK ranks aren't high on our minds when we think about space dragons and the junkrats are pre-established. Kestral posted:I've been doing restarts trying to get the Zroni precursor, and gotten the Grunur five times out of seven so far. It wouldn't surprise me if the new precursors have been given greater weight so that people can encounter them, but that seems, uh, unusually high. I'll be very interested when someone finally datamines how the precursors are determined now. All the precursors have the same chance of spawning, 100 stars modified by galazy size. BigRoman posted:So do some of these archaeological sites not have the max number of "chapters"? Because I had 2 scientists working 2 different sites, and one ended halfway through the chain with a 500 physics reward. I mean, the story ended, but it was only halfway through those little ball chapter things. Many sites have different numbers of chapers, it ranges from 2-6. MrL_JaKiri posted:Bug: I'm investigating a site that describes itself as "ancrel.21.name". This may be related to it being the second site in the system, but probably not. There should be a beta patch out today fixing those text issues and a few other easy to fix things. No Farming worlds as a DA is an oversight and will be fixed soon (TM).
|
# ? Jun 5, 2019 15:45 |
|
JOIN US IN OUR WONDERFUL BURROWS WE PROMISE WE WON'T PROBE YOU HAVE YOU HEARD ABOUT OUR LORD?
|
# ? Jun 5, 2019 15:45 |
|
Shugojin posted:awww I got the cybrex chain as a hive mind so the relic is WORTHLESS I finished the zroni chain as a machine empire. The relic halves shroud cooldown, the research project gives nothing, and the system contains 7 minerals 4 physics and a shrouded planet, hooray. It also took 80 years
|
# ? Jun 5, 2019 15:54 |
|
Hey Darkrenown there is something super funky going on with pop/robot allocation to jobs. I'm running a machinist empire (no mods) and every now and then, maybe once a decade all the biopops across all my worlds will kick all the robots off farming across all my planets leaving all the previous farm robots unemployed and the technician/clerk jobs empty because they all decided to be farmers which plunges my empire into a massive financial crisis. It can be a year or more before they switch back and they ignore prioritising technician jobs in the UI. It's pretty disastrous in wartime.
|
# ? Jun 5, 2019 16:02 |
Saros posted:Hey Darkrenown there is something super funky going on with pop/robot allocation to jobs. I'm running a machinist empire (no mods) and every now and then, maybe once a decade all the biopops across all my worlds will kick all the robots off farming across all my planets leaving all the previous farm robots unemployed and the technician/clerk jobs empty because they all decided to be farmers which plunges my empire into a massive financial crisis. It can be a year or more before they switch back and they ignore prioritising technician jobs in the UI. There seems to be a 'feature' where having a negative monthly value of <thing> prompts a mass exodus of workers to the jobs that make <thing>. It seems to (mostly? entirely?) ignore job prioritization.
|
|
# ? Jun 5, 2019 16:07 |
|
Not sure if it's that because the farm jobs are all already filled (by robots) the biopops just kick them all out to be unemployed because they cant do anything except Farm/Mine. Not sure if it was negative food that triggered it but i'll keep an eye out. I've never seen it for mining but I suppose mining isn't likely to go negative.
|
# ? Jun 5, 2019 16:09 |
|
Saros posted:Not sure if it's that because the farm jobs are all already filled (by robots) the biopops just kick them all out to be unemployed because they cant do anything except Farm/Mine. Not sure if it was negative food that triggered it but i'll keep an eye out. I've never seen it for mining but I suppose mining isn't likely to go negative. Does this happen on all your planets, or just those automated by the AI?
|
# ? Jun 5, 2019 16:33 |
|
Three minutes into a new game the advisor says I need to create a sector for my “sprawling” empire and he keeps popping up every 10 minutes saying the same thing. Yeah yeah turn it off but still seems like a bug.
|
# ? Jun 5, 2019 16:44 |
|
So this is what I was mentioning earlier. I can't research something even though I meet the requirements. The science ship is *right loving there* and it's still red.
|
# ? Jun 5, 2019 16:45 |
|
And Tyler Too! posted:So this is what I was mentioning earlier. I can't research something even though I meet the requirements. The science ship is *right loving there* and it's still red. Can you right click the crosshair and do it from there?
|
# ? Jun 5, 2019 16:48 |
|
Yeah it might not actually be in orbit of the planet. Try selecting the science ship, right clicking the project and telling him to research it? Also works from the galaxy view, you can select a science ship and order it to research anomalies or projects in a system.
|
# ? Jun 5, 2019 16:53 |
|
Cynic Jester posted:Can you right click the crosshair and do it from there? PittTheElder posted:Yeah it might not actually be in orbit of the planet. Try selecting the science ship, right clicking the project and telling him to research it? RIght-clicking the crosshair fixed it, thanks! I guess using the bigger menu is buggy.
|
# ? Jun 5, 2019 17:01 |
It’s always mildly enlightening to do a UNE run and start giving every new colony or conquest English names like “farm world” so you can remember what they do, and then realise with interest as you’re walking IRL down Wangfujing (formerly Morrison street) Beijing or Nathan Road Hong Kong or wherever that people actually did this and the inevitable liberation movements changed half the names to “Sun-Yat-Sen Boulevard” or depending on locale “George Washington Avenue” and left the other half in place because gently caress coming up with a new name for everywhere.
|
|
# ? Jun 5, 2019 17:06 |
|
I think archaeology would be improved by having some of them gated behind midgame techs.
|
# ? Jun 5, 2019 17:24 |
|
Kill Dozed posted:Does this happen on all your planets, or just those automated by the AI? None of the planets are automated. [e] Another hilarious bug, when told to invade/bombard a planet the ships have taken up position over the star and the drop pods got shot all the way over the system. Everything still worked and it was great. Saros fucked around with this message at 17:33 on Jun 5, 2019 |
# ? Jun 5, 2019 17:31 |
|
I went on record earlier saying that this release was probably not going to be as hilariously bug filled as 2.2 because they weren't overhauling key underlying game engine stuff this time. I'm stupid is what I'm saying. lol
|
# ? Jun 5, 2019 17:49 |
|
So, if I even have any mods in my workshop directory, the game crashes instantly on start up. It doesn't even get to the launcher, it just brings up the Paradox crash reporter. I tried a full un and reinstall, followed by unsubbing from my Workshop items, and the only thing that gets the game to run is to have zero mods in the workshop directory. Anyone else get this bug?
|
# ? Jun 5, 2019 18:10 |
|
Baron Porkface posted:I think archaeology would be improved by having some of them gated behind midgame techs. Agree with this; would make them less like big anomalies and give another reason to aim for key techs. @DarkReknown: is the distance modifier vanishing intended?
|
# ? Jun 5, 2019 18:11 |
|
|
# ? Apr 18, 2024 11:09 |
|
The beta patch is out.
|
# ? Jun 5, 2019 18:34 |