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PittTheElder posted:Yeah the mystery is good, but I wish some things were more exposed by default, mostly "we hate you because of some fundamental ethos mismatch" kinda thing. oh yeah please make certain diplo modifiers obvious even at 0 intel. trust is complicated, so obviously things like that should be hidden. but simple modifiers like "we think you materialists are disgusting" would make sense to know at all times.
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# ? May 21, 2021 19:29 |
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# ? May 18, 2024 18:08 |
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Warmachine posted:You could even be super minimalistic and RP: have each card list its prerequisities (technologies that inspired it) and what it can enable (theoretical technologies). the randomized and obscure stuff should be reserved for rare techs
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# ? May 21, 2021 19:30 |
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Mr. Crow posted:Nah, it could maybe be adjusted to be less repetitive but the fog of war etc is good Yeah the fog of war stuff is great, and I don't even have the expansion. I think that low intel on systems should be easier to get so you can see the map (you need 60 intel, which is higher than the base level of 50 infiltration offered by a Spy Network), I wish it were easier to gather intel on rivals, and I think that studying debris should provide an intel benefit similar to that of an intel operation. In fact I'd say that dropping intel requirements by 10 across the board would be a good idea. But apart from some tweaks it's a good system.
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# ? May 21, 2021 19:34 |
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I wish you didn't need 100 intel to see ship loadouts. Debris should give you that imo Also is it possible to use custom name lists with achievements?
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# ? May 21, 2021 19:45 |
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tak posted:I wish you didn't need 100 intel to see ship loadouts. Debris should give you that imo Yeah I certainly agree with this. It isn't even so much a balance issue for me as it is an issue with enemies being too faceless. An empire shouldn't be so mysterious that the player knows nothing about them, what their motivations are, or what their ships are like. If things are too opaque then they get reduced to a map color and some fleet power numbers - which isn't actually all that interesting.
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# ? May 21, 2021 19:55 |
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The funny thing is that you can still tell a lot of loadout slots apart from visuals in fights anyway.
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# ? May 21, 2021 20:43 |
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tak posted:I wish you didn't need 100 intel to see ship loadouts. Debris should give you that imo Holy crap I didn't know this was how you got ship loadouts. This is what I've been HATING about the new system. Yami Fenrir posted:The funny thing is that you can still tell a lot of loadout slots apart from visuals in fights anyway. I've been falling back on this and reading the combat logs about what kind of damage came in and how I fared. Almost to the point of building a "canary fleet" of perfectly balanced damage and hitpoint types to control and understand exactly what the enemy damage distribution is. Ship build info is the second most important info about a given empire, followed by fleet positions and who their friends are in that order. I should be far less frustrated now.
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# ? May 21, 2021 20:55 |
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I can guarantee you the AI enemies you encounter are using some garbage mishmash of disruptors, point defense, and lasers.
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# ? May 21, 2021 22:41 |
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In case anyone doesn't read other threads, Vic 3 was announced today and seems cool https://www.reddit.com/r/victoria3/comments/nhzt1w/victoria_3_everything_we_know_so_far/ Of course, a lot depends on how polished it is and how well these ideas work out as gameplay, but it sounds nice IMO.
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# ? May 21, 2021 23:03 |
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Darkrenown posted:In case anyone doesn't read other threads, Vic 3 was announced today and seems cool It sounds absolutely amazing; hopefully some of the learning from it will come back for Stellaris 2. Can't imagine it won't be a CPU hog though, with that volume of pops with all those features.
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# ? May 22, 2021 06:09 |
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Kaal posted:If things are too opaque then they get reduced to a map color and some fleet power numbers - which isn't actually all that interesting. Map color and numbers is all the Unbidden have been. It is 2509, I'm the only one actually fighting the Unbidden, and right before I quit for the night last night I retook the system their portal is in, only to learn I can't close it until I destroy all the anchors. Every other battle, a Motile Organ develops autonomy and can be selected as an admiral, which is great because otherwise I'd have to keep hiring them, and also useless because 400 energy credits is the kind of thing I'd find in the couch cushions, if mushrooms sat on couches or had pockets that change could fall out of. All I want is to get to finish a game for the first time
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# ? May 22, 2021 13:30 |
Unbidden have no armor, more shields than hull, and their weapons have bonuses against armor and hull but a -50% penalty against shields. They're the most specialized crisis, and proper ship design against them is very important. Going against them with neutron launchers and giga cannons (my usual loadout against regular AIs) vs Arc Emitters and strike craft/disruptors/cloud lightning/kinetic artillery/whatever really is a massive difference.
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# ? May 22, 2021 18:48 |
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Staltran posted:Unbidden have no armor, more shields than hull, and their weapons have bonuses against armor and hull but a -50% penalty against shields. They're the most specialized crisis, and proper ship design against them is very important. Going against them with neutron launchers and giga cannons (my usual loadout against regular AIs) vs Arc Emitters and strike craft/disruptors/cloud lightning/kinetic artillery/whatever really is a massive difference. Now I'm wondering if Null Void beams and their insane bonus damage against shields would mean they're still effective against the Unbidden when paired with anti-hull weapons like plasma, of if the math still doesn't work out.
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# ? May 22, 2021 19:16 |
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Staltran posted:Unbidden have no armor, more shields than hull, and their weapons have bonuses against armor and hull but a -50% penalty against shields. They're the most specialized crisis, and proper ship design against them is very important. Going against them with neutron launchers and giga cannons (my usual loadout against regular AIs) vs Arc Emitters and strike craft/disruptors/cloud lightning/kinetic artillery/whatever really is a massive difference. They're not really difficult (I'm playing on Cadet and 25% strength Crisis, after all), just tedious. They're everywhere (because it took a really long time for everyone to open their borders so I could go smash them) and... okay, I knew I needed arc emitters (can't get cloud lightning; couldn't get to the void cloud system in time for the research project), but I'll make a new battleship design with shields and strike craft and see if that helps.
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# ? May 22, 2021 19:42 |
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zonohedron posted:They're not really difficult (I'm playing on Cadet and 25% strength Crisis, after all), just tedious. They're everywhere (because it took a really long time for everyone to open their borders so I could go smash them) and... okay, I knew I needed arc emitters (can't get cloud lightning; couldn't get to the void cloud system in time for the research project), but I'll make a new battleship design with shields and strike craft and see if that helps. How well they can assist on higher difficulty levels is debatable, but on Cadet yeah it's just you vs the crisis.
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# ? May 22, 2021 19:53 |
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Libluini posted:Now I'm wondering if Null Void beams and their insane bonus damage against shields would mean they're still effective against the Unbidden when paired with anti-hull weapons like plasma, of if the math still doesn't work out. Probably but it's not worth it. You're better off building all Kinetic Artillery battleships and taking advantage of the huge range advantage it gives you. KA has big anti-shield bonuses and more than enough hull damage to finish them off. 6KA BBs is a night and day improvement over a more balanced design like 2KA 4NL.
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# ? May 22, 2021 20:01 |
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I'm certain that I am reading this wrong (I have a hard time with many of the tooltips in this game), but I feel like I'm not getting any pop growth from being Nomadic? Or rather, I guess it seems that that planet has zero migration so 0 times 0.15 still equals zero? edit: while I'm at it, what does the (+0.02 from Pops) bonus cap out at when I hit that sweet spot on a planet's carrying capacity curve? I have a bunch of planets where that is 1.5 in place of the 0.02.
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# ? May 22, 2021 20:06 |
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AAAAA! Real Muenster posted:I'm certain that I am reading this wrong (I have a hard time with many of the tooltips in this game), but I feel like I'm not getting any pop growth from being Nomadic? The percentages are modifiers to the base value, so yeah, 15% of zero is still zero.
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# ? May 22, 2021 20:08 |
Yeah there's no migration so you're not getting anything (on that planet) from nomadic's +15% bonus. The bonus from pops caps out at 1.5 by default (there's a slider for it now). Note that the bonus is to base growth, so it's multiplied by all of your growth modifiers.
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# ? May 22, 2021 20:10 |
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AAAAA! Real Muenster posted:I'm certain that I am reading this wrong (I have a hard time with many of the tooltips in this game), but I feel like I'm not getting any pop growth from being Nomadic? Do you only have one planet?
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# ? May 22, 2021 21:22 |
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Torrannor posted:Do you only have one planet? Clearly not, as there's a system with a planet in that's not the capital in the background of the ss
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# ? May 22, 2021 21:37 |
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Found a weird bug (or a feature I don’t understand) - some of my planets (driven assimilator) and all of my ring world habitats aren’t spawning defensive armies despite having several strongholds/fortresses. I was v surprised when the fallen empire i was picking on rolled right over my capital (after which the fortresses spawned 2k worth of defensive armies for them 🙃). I’ll have to double check, but it *might* be only my ringworld and machine worlds that are broken. In other news, I think I build upgraded strongholds on many more planets in this post 3.0 world. The ftl inhibitor has always been useful, but I think the buff to soldier output has made them a good choice for fleet cap (and the higher difficulty AI seems way more willing to land armies on planets).
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# ? May 22, 2021 22:05 |
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A Carly Rae Jihad posted:Found a weird bug (or a feature I don’t understand) - some of my planets (driven assimilator) and all of my ring world habitats aren’t spawning defensive armies despite having several strongholds/fortresses. I was v surprised when the fallen empire i was picking on rolled right over my capital (after which the fortresses spawned 2k worth of defensive armies for them 🙃). Ahhhhhh the species working the jobs were exempt from military service 😭 Paradox!!!!!!!!!
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# ? May 22, 2021 22:11 |
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lmao a neighbor that I've been beating on for ages is now a subject, but I do not know who the overlord is. I dont have the DLC and from what I can tell.... I cant figure out who their overlord with any of the means available to me edit: and the wankers are a conundrum that are both a Beacon Of Liberty *and* a Police State edit2: I found out who their overlord is by checking the Declare War screen of other factions near me. Shadowlyger posted:The percentages are modifiers to the base value, so yeah, 15% of zero is still zero. Staltran posted:Yeah there's no migration so you're not getting anything (on that planet) from nomadic's +15% bonus. The bonus from pops caps out at 1.5 by default (there's a slider for it now). Note that the bonus is to base growth, so it's multiplied by all of your growth modifiers. AAAAA! Real Muenster fucked around with this message at 22:35 on May 22, 2021 |
# ? May 22, 2021 22:25 |
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Quick modding question: If I am only changing/replacing a handful of vanilla events, my file should only contain the events I have changed, right? That way if someone else modifies other events, there's no conflicts? I'm making some changes to the precursor intros so that you can discover each precursor in the same game assuming you find and survey the correct systems before they're all surveyed. So I'm only altering the trigger for the intro events. Ergo, the only events my precursor_events.txt file should define are those five intro events (and the same rule for the ancient_relics_events_1.txt etc.). Am I correct?
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# ? May 22, 2021 22:28 |
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Splicer posted:How well they can assist on higher difficulty levels is debatable, but on Cadet yeah it's just you vs the crisis. Better ships ended up not really mattering, but by 2527 I had finally destroyed all the teensy little starbases. Benevolent mushrooms now allow the rest of the galaxy to pretend it is independent, while voting against every resolution and war declaration, because they like the way the galaxy is already, thank you.
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# ? May 22, 2021 23:19 |
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A Carly Rae Jihad posted:Ahhhhhh the species working the jobs were exempt from military service 😭 Paradox!!!!!!!!! Yeah for some idiot reason all newly assimilated species start as Exempt from military duty, meaning they can't spawn defense armies. And you can't change the default, because the "default" setting is for unassimilated species. AND you can't set them to Soldiers Only so they don't clog your leader lists. Exempt or Full Service only.
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# ? May 22, 2021 23:34 |
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Shadowlyger posted:Yeah for some idiot reason all newly assimilated species start as Exempt from military duty, meaning they can't spawn defense armies.
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# ? May 22, 2021 23:58 |
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ShadowHawk posted:Shouldn't exempt pops be excluded from even working soldier/enforcer jobs? Ah hah! code:
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# ? May 23, 2021 00:04 |
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ShadowHawk posted:Ah hah!
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# ? May 23, 2021 00:19 |
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Splicer posted:Bug report bug report bug report
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# ? May 23, 2021 00:46 |
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ShadowHawk posted:I typed up the entire bug report but there's a mandatory file attachment step. I don't have a savegame so instead I just uploaded the relevant bad part of the code. I think people just usually upload cat pictures when they don't have a save or screenshot anyway.
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# ? May 23, 2021 01:02 |
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AAAAA! Real Muenster posted:I'm certain that I am reading this wrong (I have a hard time with many of the tooltips in this game), but I feel like I'm not getting any pop growth from being Nomadic? 1.5 is the cap with the default settings.
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# ? May 23, 2021 01:41 |
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Anyone have a working mod that triples or even quintuples the fuckin base move speed of every ship? I actually like the feel of the game right now, it's very much improved, but am honestly shocked at how long it still takes for ships to get around.
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# ? May 23, 2021 10:53 |
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Lmao what god drat idiot thought that -200 opinion was a reasonable penalty for an alleged "Existential Threat". Those loving modifiers should at least be multiplied by 10x to be in line with Devouring Swarm and such, if not more.
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# ? May 23, 2021 11:14 |
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In other army-related news, I just forced a federation fighting me and my little AI-buddies into accepting a massively detrimental stalemate, just because their main empire (machines) did not do a lot to defend their planets. At first they managed to actually occupy a planet from my neighbor, but then my own armies arrived and I went on a rampage across the machine empire's space. Took even their homeworld (a ringworld), since on none of the 2-3 planets I visited before peace was declared had more than 4 defense armies. Also the AI send most of their fleets into a third empire, which had joined the fighting midway through this mess. In the aftermath, I tried to understand the strategic decision making behind this. I think what may happened was the AI seeing another ally of mine on the other side of the galaxy trying to drag my empire into a war with their local devouring swarm. When I said "no", that ally went "OK, fine" and declared anyway, leading them alone into a war with an enemy their own AI had calculated they needed an ally to have a chance of winning beforehand (they lost 25% territory in that war). Now, I speculate that for some reason, my people's enemies (now federated) saw this happening, and like my dumb ally, just assumed that everything went as planned and that I was now at war with a strong enemy. So they suddenly declared war on my other, weak-as-poo poo ally, since their own strategic AI must have believed that with my empire already at war and thus distracted, my neighbor must be an easy victim. But I had voted "no" and was therefore not at war, leading to this lopsided situation were my weak-sauce cruiser fleets easily fought a two-front war and won. At least this is my explanation for how suddenly half the galaxy exploded into war. Well, at least the machine empire got some other territory from their separate war going on in the background (midway through, an independent hivemind decided to suddenly join the war, and since they were too far away from us, but right next to the machine empire, the war on that front turned a lot more even. In conclusion, while I'm not sure I'd call the AI-choices "smart", they definitely resulted in a more interesting play time, as "smart" choices would have been to stay the hell away from our chain of mutual defense pacts, and that would have meant centuries of boring peace Edit: And while we had our space 30-years-war going on, another strong military power on the other side of a wormhole turned from democratic into theocratic, and from hegemonic imperialists aligning nice with our own goals to evangelizing zealots who really don't like us (fanatic materialists). Kind of funny, this time I went 100% science loner instead of my usual 100% xenophile runs, and the game obliges me by filling up the map with tons of potential fights. My normal xenophile-runs tend to turn at least 3/4ths of the map into my friends, leading to a mostly uneventful run towards victory. Libluini fucked around with this message at 11:23 on May 23, 2021 |
# ? May 23, 2021 11:19 |
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Jack Trades posted:Lmao what god drat idiot thought that -200 opinion was a reasonable penalty for an alleged "Existential Threat".
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# ? May 23, 2021 12:05 |
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ShadowHawk posted:The best is how, if you build up trust, you can have perfectly normal relations with a driven assimilator. Even invite them to your faction, and enact a federation-wide migration law with them. I'm inexplicably fond of having the Galactic Market in Assimilator space. I'm not sure what's wrong with that, but I feel something is. Yami Fenrir fucked around with this message at 12:15 on May 23, 2021 |
# ? May 23, 2021 12:10 |
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ShadowHawk posted:The best is how, if you build up trust, you can have perfectly normal relations with a driven assimilator. Even invite them to your faction, and enact a federation-wide migration law with them. I've had refugees showing up in vanilla machine intelligence space. Stellaris immigrants are not terribly bright.
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# ? May 23, 2021 12:17 |
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# ? May 18, 2024 18:08 |
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I really feel that you should be able to shift to Rogue Servitors midgame. Just looking sadly at everything going on and deciding yeah OK enough of this, get in the domes.
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# ? May 23, 2021 12:58 |