|
Dongattack posted:So whats the point of setting a homebase for a fleet? It's where it'll form up when you initially build it, but is there any point to updating the homebase closer to the front after that? There is a return home button?
|
# ¿ Feb 25, 2018 16:49 |
|
|
# ¿ Apr 29, 2024 03:14 |
|
Taear posted:As a pacifist you can't do that. All you can do is impose ideology so if you can't do that, you can't do anything. Yeah, I feel like warscore requirements for non-conquest CBs are excessive. Like yesterday I had a subjugation war, and I completely conquered the target and was half-ways through their minor ally. They also had a major ally that could not reach me --- and which wasn't reachable by me when the war started. (I recall EU4 having special rules for just this sort of case...) Now exhaustion might be a little too high, but I kind of like how it punishes not preparing --- not having enough troops, not staging them or fleets at the right spot, etc., but if I manage to fully occupy something, maybe I shouldn't end the war with zilch. Space Skeleton posted:Oh man that gives me an idea: what if there was a diplomacy/war goal option to declare "neutral" systems between you and the other empire? This would prevent border friction but still count you as neighbors for everything else and maybe have other effects/events? I was next to an isolationist FE which basically forced me to do it... except then pirates kept spawning there. OddObserver fucked around with this message at 18:13 on Feb 26, 2018 |
# ¿ Feb 26, 2018 18:07 |
|
Azuth0667 posted:I think there might be something wrong with the demand vassalization war demands. You (probably) need to get the ally, too.
|
# ¿ Feb 27, 2018 05:01 |
|
Taear posted:So here's what I mean. I can't get any more warscore other than taking planets which in the new system takes loving ages and I have to build loads and loads and loads of armies. Part of it: have armies built before you go to war, and invest in army tech (I do agree the score requirements are on a high side).
|
# ¿ Feb 27, 2018 14:12 |
|
Sindai posted:As always, it's explained in the dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-108-2-0-post-release-support-part-1.1079788/ Also probably worth quoting this bit: quote:We are also going to look into the possibility of changing Subjugation and Forced Ideology wars to either provide a clearer path to win such a war when the enemy has allies defending them, or by allowing Status Quo in such a war to achieve a 'limited victory' (liberating/subjugating part of the enemy empire instead of the whole).
|
# ¿ Mar 15, 2018 23:38 |
|
Gyshall posted:Distant Stars is out, goons. And path changelog: https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-niven-update-2-1-0-released-checksum-01a9.1099863/
|
# ¿ May 22, 2018 14:09 |
|
Captain Invictus posted:
I think a related thing remained non-fixed, in that I had the Khanate survive the death of Khan, and the sole remnant had the doom fleets show up in like the 2nd war we thought, while the UI's strength estimation clearly didn't account for them.
|
# ¿ May 25, 2018 05:15 |
|
Baronjutter posted:Hmm the AI seems better, I'll build a few habitats within a sector. The sector is set to research focus and we have tons of every resource so you know what, I'm going to trust them to build labs. It filled it with labs on my default-focus sector habitat...
|
# ¿ May 26, 2018 02:06 |
|
ulmont posted:2.1.1 Beta is out. Oh, I think I saw the Leviathan bug, and was wondering what the question marks we're about. Maybe they'll fix the observation station ownership one next :p
|
# ¿ May 29, 2018 16:19 |
|
canepazzo posted:https://twitter.com/Martin_Anward/status/1019170399102341120 Housing needs? Some sort of ring resource (luxuries, may be?)
|
# ¿ Jul 17, 2018 13:37 |
|
A little worried about how the far more complex economy will work with sectors...
|
# ¿ Aug 16, 2018 18:57 |
|
Demiurge4 posted:Fun fact: Distant Stars doesn’t actually have a trade system. Once something makes it to a space port it enters your galactic stockpile and can be instantly taken out at any spaceport you own. This is why usually when you build a space port on a new colony it starts to build up really fast. It also means that once you have a good network of space ports sat around your main resource nodes distances cease to matter, which is a real shame. Eh, the alternative would be something like Aurora, where you end up spending an inordinate amount of time planning freight routes.
|
# ¿ Aug 24, 2018 15:52 |
|
Rhjamiz posted:Which is why I suggested it be a Civic and not a Government? A privateers civic?
|
# ¿ Aug 31, 2018 03:37 |
|
DrSunshine posted:Yes. It's apparently an issue with the Awful App, I believe. With site itself, I think --- it's being served as content-type: text/html; charset=iso-8859-1
|
# ¿ Oct 10, 2018 03:54 |
|
Ogdred Weary posted:Spacefucker 2.2: Some stuff about infrastructure too, I guess Stellaris 2.2: infrastructure weak
|
# ¿ Oct 20, 2018 19:56 |
|
Jay Rust posted:Nothing turns me off Space 4X games more than hitting the research screen button and seeing the two hundred options sprawl before me like the guts of a molluscoid alien What, you don't want to read through 200 techs and then carefully pick a minmax'd math avoiding the 80 trap techs?
|
# ¿ Oct 22, 2018 23:30 |
|
So speaking of advisor voices... how come I can't seem to select them, anyway?
|
# ¿ Oct 25, 2018 02:56 |
|
ZypherIM posted:You need one of the DLCs, Apocalypse or Synthetic Dawn I think, and you select in race creation. Well, I have apocalypse, so I guess synthetic dawn? Well, hopefully it will be on sale when Megacorp comes out, I guess.
|
# ¿ Oct 25, 2018 03:17 |
|
Psychotic Weasel posted:So here's a thing for everyone who loves playing a federation. Hmm, Federations with a Magacorp member might be interesting.
|
# ¿ Oct 26, 2018 18:33 |
|
Stellaris 2.2: it's full of pops
|
# ¿ Nov 2, 2018 17:02 |
|
VostokProgram posted:Human computers were used well after the war, into the 50s. also fun fact, almost all were women, and when programmable electronic computers came around most of the early programmers were also women In part because a lot of them were extremely overqualified.
|
# ¿ Nov 11, 2018 04:31 |
|
TheDeadlyShoe posted:Where its efficient is that you're using 2 building slots total to get 5 building slots worth of alloy production, leaving you with 3 building slots you can do whatever with. Like you could do a couple luxury housing plus a commercial zone and get 5 clerk jobs for like 20 energy. Pops are nice but ultimately they are a means to an end especially when you are talking slot-capped planets. Also base versions of those buildings take 5 pops to unlock the building slot, but only offer 2 jobs. Now you get some jobs for free from the colony center and the city districts, but still...
|
# ¿ Dec 9, 2018 07:48 |
|
Zeron posted:I love the patch and the new economy, but yeah I have to agree with a lot of the stuff said so far. summarizing that. The sector/planet view just has production, which I really don't see the use of, especially now planets are very specialized (in 2.1 I would generally try to make things mostly self-sufficient) Re: 6) I feel like rather than some of that stuff, I would want to see motes/rare gases/crystals broken down, since midgame I have to keep hovering over the summary (which is kinda useless on its own) to manage my access to those.
|
# ¿ Dec 9, 2018 18:13 |
|
Hmm, is there a point to hypercomms forum? Seems to have the same stats as its predecessor, except more upkeep?
|
# ¿ Dec 9, 2018 21:07 |
|
Bug or accidental feature: reforming my government to have Shared Burden seems to have converted paradise domes into drone storage facilities.
|
# ¿ Dec 10, 2018 07:09 |
|
Demiurge4 posted:Commercial zones are 5 clerk slots and each only produce 2 amenities and trade value, it's an extremely poor conversion ratio, IMO. On the other hand, they are extremely efficient at getting people a job building-slot efficiently, since they don't take anything other than upkeep to produce 5 jobs per slot.
|
# ¿ Dec 10, 2018 13:29 |
|
Zurai posted:I spent like 15 minutes the other day looking through old forum posts trying to find the "avoid this system" button. Where the hell is it? Left side of the system name banner that's on the bottom of the screen when you're in system view.
|
# ¿ Dec 18, 2018 14:22 |
|
Splicer posted:1 alloy costs the same amount of production as 2 consumer goods, or 0.667 vs 0.333 total pops of production and 0.167 vs 0.0833 building slots (all ignoring upgrades and modifiers). So an entertainer's production costs a total of 1.333 pops and 0.5833 building slots. If a duellist consumes a whole alloy, and we ignore modifiers and that there's a non pop based source of consumer goods, they only need to produce 20% more than an entertainer, or a bonus equivalent to 33% of a regular pop, to be an equivalent return. Since you need a civic for this obviously you'd want more like 50% of a normal pop. There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example.
|
# ¿ Feb 15, 2019 17:50 |
|
Potato Salad posted:There's a mod that gates each megastructure behind other existing perks. Navy megastructure behind Galactic Force Projection, science facility behind Tech Ascension, art sculpture behind One Vision, etc. That's a cool idea. Makes those picks have a lot more impact, too.
|
# ¿ Mar 24, 2019 19:50 |
|
Splicer posted:It's not against the TOS, the enforcers of the TOS are (according to a post in this thread anyway) not allowing people to upload copycats, despite the TOS allowing them to allow it. They have made a judgement call to allow the mod maker to withdraw their content despite having the authority to not allow them to. Where exactly does the TOS require giving unrelated third parties unconditional rights to distribute and modify things uploaded to workshop in the first place? It explicitly gives *Valve* less rights for workshop than it would do for other user content, and explicitly says that mod makers can withdraw mods, and that wold even terminate additional rights *Valve* has (but that people who downloaded them will still keep using them) https://store.steampowered.com/subscriber_agreement/#6
|
# ¿ May 30, 2019 13:59 |
|
Saros posted:Similar for me but with the loading screen to get into the game at 90%. That patch notes mention fixing startup issues? Or is this after the patch?
|
# ¿ Jun 5, 2019 19:08 |
|
Entorwellian posted:Yep. Really even if its just a lighter version of Crusader Kings II/EU4's. I wish I could intervene in wars.
|
# ¿ Jun 8, 2019 17:34 |
|
PittTheElder posted:Are all species present marked as Undesirable? I think that stops them from getting abducted. Hmm, this makes me wish there was an analogue that just liberated the enslaved and similar pops.
|
# ¿ Jun 21, 2019 04:22 |
|
There are also plain less Diplo option even when the AI isn't being stubborn (though there may be good balance reasons for that).
|
# ¿ Jun 21, 2019 17:30 |
|
canepazzo posted:https://twitter.com/StellarisGame/status/1183754785884966913 That has some impressively poor text contrast in places.
|
# ¿ Oct 14, 2019 16:27 |
|
Baronjutter posted:Is there a law that mandates mobile games have to be so.. slimy? Why are they always a mess of pay to win, stolen assets, and privacy invasions? A phone is just a platform, why not make normal games on there where you pay to buy them and then there's just a game with no ads or micro-transactions or any of that bullshit. Obviously the answer is money, but that's just so depressing. The problem is that people got used to mobile games being cheap/free, and you aren't gonna make much money just selling games in a setting where $5 is an "expensive" game, and maybe the really high-end stuff is like $20.
|
# ¿ Oct 15, 2019 19:54 |
|
Nuclearmonkee posted:I'm thinking it's real On that note, anyone know of a good schedule for it? The official website has one, but it's not explicit about what timezone it's in as far as I can see.
|
# ¿ Oct 19, 2019 00:48 |
|
Re: Plantoids: they could have some fun options involving ag districts (giving housing?), but that seems hard to do sanely in multi-species empires.
|
# ¿ Oct 24, 2019 19:13 |
|
Cynic Jester posted:Exotics should be exotic and do exotic things, not enable improved buildings and edicts. The only exotic resource that's actually rare and exotic is Living Metal and even that isn't particularly impressive any more after it got turned into another currency. Well, there is also Zro but it's so special I can't seem to figure out what it's good for.
|
# ¿ Oct 31, 2019 18:53 |
|
|
# ¿ Apr 29, 2024 03:14 |
|
Baronjutter posted:Would love to see some sort of Space Internationale federation type for fanatic egalitarian shared burden types giving you special CB's to liberate the working class and create more federation members for the cause. Could have some internal and even external egalitarian ethics attraction and other fun bonuses. Fantastic egalitarian could have CB against slaveholders, shared burdens one against anyone who has any workers with poor living conditions or rights.
|
# ¿ Oct 31, 2019 20:34 |