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Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

Shadowlyger posted:

There's also a small chance of one of your dudes going Avatar on you.

You then get to demonstrate how that movie should have ended.

"this is a practical joke that will be remembered in the galactic history books!"

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Bad Parenting
Mar 26, 2007

This could get emotional...


I'm on my first play-through and just finished the synth ascension project. A neighbouring fallen empire immediately told me how pissed off they are about us discarding our fleshy bodies. Are they likely to turn hostile in the near future? Their fleet strength is currently roughly twice what I have spread across my empire.

Gort
Aug 18, 2003

Good day what ho cup of tea

Bad Parenting posted:

I'm on my first play-through and just finished the synth ascension project. A neighbouring fallen empire immediately told me how pissed off they are about us discarding our fleshy bodies. Are they likely to turn hostile in the near future? Their fleet strength is currently roughly twice what I have spread across my empire.

I've never actually been declared on by a Fallen Empire.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

DoctorTristan posted:

I figured that was probably the case - just seemed a bit of a waste of the whole mechanic since it’s so easily avoided and most players will only ever trigger it once.
:emptyquote:

bob dobbs is dead
Oct 8, 2017

I love peeps
Nap Ghost

Gort posted:

I've never actually been declared on by a Fallen Empire.

they can and will declare on you if you trip their conditions and just wait a fairly long time

it is pretty fairly long

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Bad Parenting posted:

I'm on my first play-through and just finished the synth ascension project. A neighbouring fallen empire immediately told me how pissed off they are about us discarding our fleshy bodies. Are they likely to turn hostile in the near future? Their fleet strength is currently roughly twice what I have spread across my empire.

Spiritualists only declare a war if you colonize their holy worlds or rival them, just going synth isn't enough.

Poil
Mar 17, 2007

They might get cranky enough for war if you use a world cracker on a holy world too.

CommunityEdition
May 1, 2009
Of course, if you get the severed head relic, they basically have no choice but to be your buddies anyways. Kind of. Fallen empire diplomatic options still suck no matter what.

Demiurge4
Aug 10, 2011

For those interested there will be a Mapgoons modded Stellaris game running weekly, starting tomorrow at 20:00 CEST. You’ll have to join the discord to participate.

My awful mod list can be found here.
https://steamcommunity.com/sharedfiles/filedetails/?id=1643901858

Staltran
Jan 3, 2013

Fallen Rib

Pyromancer posted:

Spiritualists only declare a war if you colonize their holy worlds or rival them, just going synth isn't enough.

Though being fanatical materialist and going synth used to be. With the diplo rework it shouldn't be anymore though, since I think the penalties weren't updated and -100 isn't as much anymore.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
I love seeing a FE declare war on some rear end in a top hat AI empire across the galaxy because it decided to repeatedly insult the FE or something.

Schadenboner
Aug 15, 2011

by Shine

Black Pants posted:

I love seeing a FE declare war on some rear end in a top hat AI empire across the galaxy because it decided to repeatedly insult the FE or something.

Obligatory:
https://www.youtube.com/watch?v=2DerE_uaAWk

E: "One Government. No Egrets." :laffo:

Schadenboner fucked around with this message at 18:28 on Jul 30, 2020

Horace Kinch
Aug 15, 2007

I have been placed next to the friendliest space moths ever. I have conquered several of their worlds and purged them off of my new planets and they keep guaranteeing my independence and sending friendly envoys. I would have happily kept them as livestock but I'm playing Tree of Life so I need that world empty so I can properly colonize it.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

And Tyler Too! posted:

I have been placed next to the friendliest space moths ever. I have conquered several of their worlds and purged them off of my new planets and they keep guaranteeing my independence and sending friendly envoys. I would have happily kept them as livestock but I'm playing Tree of Life so I need that world empty so I can properly colonize it.

Can you not just use the decision to plant a sapling?

Gort
Aug 18, 2003

Good day what ho cup of tea
love to commit warcrimes because I didn't notice a button

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
To be fair they're only different warcrimes

fuf
Sep 12, 2004

haha
I know it's annoying when people waltz into a thread and ask this question but... what is the state of the game right now? Is it mostly playable? I last played just after 2.0 release and think there were issues with the AI and bugs

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
There are new issues with the AI and new bugs. If you have it play it if you don't then maybe wait until after they come back from holidays.

fuf
Sep 12, 2004

haha
drat, ok

Epicurius
Apr 10, 2010
College Slice

fuf posted:

drat, ok

You probably just want to bookmark Splicer's message and then go back to it whenever there's a new release.

Horace Kinch
Aug 15, 2007

PittTheElder posted:

Can you not just use the decision to plant a sapling?

Wait what? :doh:

Edit: Followup - After you purge a planet and get the no tree debuff, colonizing it and then planting the sapling before the freebie sapling from the colonization kicks in will give you two of them!

Horace Kinch fucked around with this message at 18:31 on Aug 3, 2020

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

fuf posted:

I know it's annoying when people waltz into a thread and ask this question but... what is the state of the game right now? Is it mostly playable? I last played just after 2.0 release and think there were issues with the AI and bugs

If you mod the poo poo out of it it’s fun.

TheDeadlyShoe
Feb 14, 2014

fuf posted:

I know it's annoying when people waltz into a thread and ask this question but... what is the state of the game right now? Is it mostly playable? I last played just after 2.0 release and think there were issues with the AI and bugs

its pretty playable, a lot of the issues people are talking about are pretty niche. AI is improved since ~2.0 so careful about your difficulty.

CommunityEdition
May 1, 2009
You should still mod it for variety though

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

fuf posted:

I know it's annoying when people waltz into a thread and ask this question but... what is the state of the game right now? Is it mostly playable? I last played just after 2.0 release and think there were issues with the AI and bugs

It's playable for sure - game ending bugs are rare, you can interact with the systems to your heart's content and see what the game has to offer.

But:
-There is no win condition
-The AI is still god-awful at its own game (mods help this a bit)
-You will almost certainly run into several 'edge-case' bugs that totally ruin the system you've been interacting with
-The first two points combine to mean that after you get past early/midgame, the galaxy is incredibly flat and listless and most people quit out

Most of the joy is in making gimmick runs where you 'make your own fun' and roleplay your own warcrime and/or suboptimal gameplay schtick.

Horace Kinch
Aug 15, 2007

Set your endgame to like, 2300 and crisis strength to 'not 1x' because the mid game year stagnates quick unless you declare wars left and right.

Gort
Aug 18, 2003

Good day what ho cup of tea
The Starnet AI's pretty drat good. Install the "friendly" version if you don't wanna get zerg rushed.

Lightning Knight
Feb 24, 2012

Pray for Answer
I started a new game as Voidborne and it is just frustrating how slow the early game is on habitats. The growth rate penalty is painful. I was also testing Real Space and both of the planets i colonized got loving vaporized by their respective stars. :catstare:

I’ve been having fun playing with Starnet AI on Grand Admiral no scaling but using the cheat menu to prevent myself from getting removed from the game. I colonize my own little starting constellation and then the AI goes nuts with all their fleets.

This does create some weirdness tho where the AI gets so strong so fast that they tend to start overtaking Fallen Empires by mid game, so that there isn’t an awakening scenario.

This is manageable by manually awakening the FE when it seems imminent that they will lose a war but is kind of annoying. Really hoping they do an overhaul of FEs soon.

Also it is immensely entertaining to manually trigger multiple crises in succession, the Contingency and Unbidden are comically lethal to the AI on 5x crisis strength due to where they spawn, in the middle of opposing borders.

Horace Kinch
Aug 15, 2007

Voidborne isn't as OP as it used to be now that habitats need to be upgraded, and those upgrades have to be researched (seriously I loving hate that change), but it still snowballs really drat hard once you start cranking them out. Having dedicated research districts from day 1 means you can tech up faster than most.

Lightning Knight
Feb 24, 2012

Pray for Answer

And Tyler Too! posted:

Voidborne isn't as OP as it used to be now that habitats need to be upgraded, and those upgrades have to be researched (seriously I loving hate that change), but it still snowballs really drat hard once you start cranking them out. Having dedicated research districts from day 1 means you can tech up faster than most.

It wasn’t that it was underpowered, it’s that it’s inconvenient. It basically feels like you need the ascendancy perk before you can do anything effectively.

Also food, food is a big problem. Likewise robots are surprisingly bad as voidborne because they can’t do poo poo until you research droids.

I would’ve been fine if my normal planets didn’t get loving mulched tho!!! :argh:

Schadenboner
Aug 15, 2011

by Shine
I like the idea of planetary blockers but goddamn is it annoying having to wait on seven or eight separate Society draws which are each 2500 or 5000.

Especially because in early game I'm having to constantly do the thing to make contact with the various xenos making GBS threads up my galaxy (except Tiyanki, they're :3:).

E: They mum is a big of a B, though.

Lightning Knight
Feb 24, 2012

Pray for Answer
I kind of think they should move/rework the Matriarch to be at Tiyana Vek and non-hostile unless provoked, but maybe that’s just me.

Blockers feel like a weird leftover, like even the name of tile blocker is a relic. The concept of needing to adapt the environment on planets is sound but like terraforming it’s just too easy and too powerful, like over the course of the mid game you go from habitability having a huge impact to being able to turn all your planets into perfect Gaia worlds and never having to think about it again.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

I don't bother with clearing tile blockers until late game except on relic worlds. You have plenty of room in almost all cases.

Schadenboner
Aug 15, 2011

by Shine
Habitibility is a neat idea but it doesn't seem like it makes a whole lot of sense (also with Planetary Diversity it's almost trivial to get everything to 100% by the very early midgame).

Also I feel like habitability should even degrade slowly, or at least "could be able to be degraded". I mean, look what we've done around here? *gestures vaguely*

Stellaris makes me sad because I love the idea and most of the parts are at least p.deece but it lacks a single overall, I dunno, "loremaster" to impose a vision and make sure all the mechanics are cromulant to that.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
If rare resources were actually rare then I'd care about tile blockers earlier but as it stands yeah heavily tile blocked planets are just small planets you can upgrade to big planets later.

It's still a massive improvement over the old tile style system. My only real complaint about the 2.0 jobs system remains the stupid minimum pop requirement mechanics.

Splicer fucked around with this message at 15:51 on Aug 4, 2020

Gort
Aug 18, 2003

Good day what ho cup of tea

Splicer posted:

If rare resources were actually rare then I'd care about tile blockers earlier but as it stands yeah heavily tile blocked planets are just small planets you can upgrade to big planets later.

It's still a massive improvement over the old tile style system. My only real complaint about the 2.0 jobs system remains the stupid minimum pop requirement mechanics.

The thing that bugs me most is how jobs are limited by building slots, and how this prevents planet specialisation early on.

With initial tech, you can only have two pops making alloys, consumer goods, or research on a planet out of every five you have. Then you get better building tech, and you can have five out of five doing it, but the new building is less efficient than the old one since it requires the same number of basic resources per pop, but also requires a rare resource on top of that. The only way it's better is that you can get more production out of a single building slot.

They should trash the building slots idea, make everything a district, and have more high-tech districts be more efficient at doing whatever they do. So you'd have consumer goods districts, alloy districts, research districts, healthcare districts, military base districts, leisure districts, cloning districts, robotics districts, anything that currently has a building has a district instead. You could dump the concept of housing along the way as well, with every district providing enough housing for its workforce, and just roll the "no housing" and "unemployment" penalties into one "bad infrastructure" penalty.

It'd be a much cleaner system, and players and AIs would have a much easier time with it since you can simply specialise a planet to do what you want it to do, no faffing about building generator districts you don't need until the game graciously decides to give you a building slot to build the alloy factory you actually wanted.

Lightning Knight
Feb 24, 2012

Pray for Answer

Gort posted:

The thing that bugs me most is how jobs are limited by building slots, and how this prevents planet specialisation early on.

With initial tech, you can only have two pops making alloys, consumer goods, or research on a planet out of every five you have. Then you get better building tech, and you can have five out of five doing it, but the new building is less efficient than the old one since it requires the same number of basic resources per pop, but also requires a rare resource on top of that. The only way it's better is that you can get more production out of a single building slot.

They should trash the building slots idea, make everything a district, and have more high-tech districts be more efficient at doing whatever they do. So you'd have consumer goods districts, alloy districts, research districts, healthcare districts, military base districts, leisure districts, cloning districts, robotics districts, anything that currently has a building has a district instead. You could dump the concept of housing along the way as well, with every district providing enough housing for its workforce, and just roll the "no housing" and "unemployment" penalties into one "bad infrastructure" penalty.

It'd be a much cleaner system, and players and AIs would have a much easier time with it since you can simply specialise a planet to do what you want it to do, no faffing about building generator districts you don't need until the game graciously decides to give you a building slot to build the alloy factory you actually wanted.

I like this idea.

I also kind of think that consumer goods and food need some kind of overhaul. Right now they’re annoying taxes for having population, they don’t feel like productive resources to be making in most cases.

I also feel like there’s a lot of redundancy in having both consumer goods and amenities as such, and also it’s kind of hilarious how much the game flattens “culture” into the unity system.

Demiurge4
Aug 10, 2011

I think they should make the blockers the slots. That way when you pave over it and convert it to a building you're giving up resource capacity, so it's a trade off. Each blocker can just have a set of buildings it can support and some give bonuses (like mountains double the effectiveness of mines and forts).

Schadenboner
Aug 15, 2011

by Shine
Lack of synergy is the phrase I was looking for.

It's like all of these little sub-systems and mechanics which by-and-large aren't bad (and a lot of which are cool ideas) but the overarching system either doesn't exist or has like ludonarrative dissonance or something?

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Gort posted:

The thing that bugs me most is how jobs are limited by building slots, and how this prevents planet specialisation early on.

With initial tech, you can only have two pops making alloys, consumer goods, or research on a planet out of every five you have. Then you get better building tech, and you can have five out of five doing it, but the new building is less efficient than the old one since it requires the same number of basic resources per pop, but also requires a rare resource on top of that. The only way it's better is that you can get more production out of a single building slot.
[snip]

It'd be a much cleaner system, and players and AIs would have a much easier time with it since you can simply specialise a planet to do what you want it to do, no faffing about building generator districts you don't need until the game graciously decides to give you a building slot to build the alloy factory you actually wanted.
That's what I mean about the minimum pop requirement mechanics. Half the middlegame busywork would go away if I could just throw queue up everything for my standard Small Planet Alloy Foundry then wander off until an unemployment message popped up. Same for the AI issues.

Gort posted:

They should trash the building slots idea, make everything a district, and have more high-tech districts be more efficient at doing whatever they do. So you'd have consumer goods districts, alloy districts, research districts, healthcare districts, military base districts, leisure districts, cloning districts, robotics districts, anything that currently has a building has a district instead. You could dump the concept of housing along the way as well, with every district providing enough housing for its workforce, and just roll the "no housing" and "unemployment" penalties into one "bad infrastructure" penalty.
I like the buildings as a concept tbh. There's definitely some buildings that should be districts, like the natural rare resources should definitely spawn districts rather than building options, but I do like that a farm or mine is tangibly different from a factory. Just don't make building a factory dependent on already having a bunch of farmers. And the rare resource upgrade system for buildings is dumb as heck.

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