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OddObserver
Apr 3, 2009

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?

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OddObserver
Apr 3, 2009

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

OddObserver
Apr 3, 2009

Azuth0667 posted:

I think there might be something wrong with the demand vassalization war demands.

I have all of this empire's systems occupied and planets occupied:



But my war thing says:



It never ticked lower than -100 so I did a status quo and it cleared all of their systems except for the ones they had planets in. It gave me none of their space or any spoils from that war :negative:.



You (probably) need to get the ally, too.

OddObserver
Apr 3, 2009

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.
So what can I do?

https://imgur.com/a/lQeiw

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).

OddObserver
Apr 3, 2009

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).

These changes will not be in the very next version of 2.0.2 (as that is already being internally tested and will hopefully be with you before the end of the week), but we expect to roll them out sometime next week if all goes well.

OddObserver
Apr 3, 2009

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/

OddObserver
Apr 3, 2009

Captain Invictus posted:


Eventually the khan died and they splintered, they seem to have fixed the "splinter empires have insane fleets" thing too, they seem to each retain one 11k fleet and that's it, which is much more reasonable.

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.

OddObserver
Apr 3, 2009

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.

*sector ai fills entire habitat with farms*

:(
Tiles can't die soon enough.

It filled it with labs on my default-focus sector habitat...

OddObserver
Apr 3, 2009

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

OddObserver
Apr 3, 2009

Housing needs? Some sort of ring resource (luxuries, may be?)

OddObserver
Apr 3, 2009
A little worried about how the far more complex economy will work with sectors...

OddObserver
Apr 3, 2009

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.

OddObserver
Apr 3, 2009

Rhjamiz posted:

Which is why I suggested it be a Civic and not a Government?

Edit: The idea here is that the civic influences how you interact with other empires and maybe lets you benefit from your criminal pops/encourage them in your neighbors or some poo poo, I don't know. Maybe you can cultivate Super Pirates by leaving holes in your territory for them to spawn in. I just find claiming that a Crime Syndicate Civic can't work/"Is an Oligarchy" is just a lazy thinking or being unwilling to put effort into imagining it.

A privateers civic?

OddObserver
Apr 3, 2009

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

OddObserver
Apr 3, 2009

Ogdred Weary posted:

Spacefucker 2.2: Some stuff about infrastructure too, I guess

Anyway, why is no one talking about the fact that the DLC will let you play as a corporation?

Stellaris 2.2: infrastructure weak

OddObserver
Apr 3, 2009

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?

OddObserver
Apr 3, 2009
So speaking of advisor voices... how come I can't seem to select them, anyway?

OddObserver
Apr 3, 2009

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.

OddObserver
Apr 3, 2009

Psychotic Weasel posted:

So here's a thing for everyone who loves playing a federation.
https://twitter.com/Martin_Anward/status/1055844936451588099

It's to punish you for liking federations.

Also Wiz, it's still not to late to get an Andrew Ryan advisor.

Hmm, Federations with a Magacorp member might be interesting.

OddObserver
Apr 3, 2009
Stellaris 2.2: it's full of pops

OddObserver
Apr 3, 2009

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.

OddObserver
Apr 3, 2009

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...

OddObserver
Apr 3, 2009

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.

1. With everything requiring so much more micromanagement, tying auto-control/building to sectors that you can't control is ridiculous. It'd be a lot better as a per planet option and possibly just keep sectors as a separate thing entirely. Or get rid of them, point is I shouldn't be limited in what I want to control/handle by something that I can't control.

2. I still miss the message settings from the previous games. If I could get a message whenever a planets pop level matches the amount of jobs available it'd cut down a lot of the tedium, or having actually useful popups regarding unemployment, crime, etc instead of having to wade through diplomacy messages I don't care about. Sitting there staring at the outliner isn't fun or good for my eyes. Same for planet decisions, I want to know when they expire (actually I'd be happier if those were all toggles with upkeep in the first place).

3. Agreed that the pacing needs work, the advanced buildings being available so much earlier than you can reasonably get resources for them etc. The early game is a constant chain of building districts/buildings as needed and you don't really get the resources/freedom to do fun/specialized stuff with the system until around midgame anyway. It definitely feels like you just have far too little leeway on resources, which I mean it's fun and engaging still but it feels like every empire start will be 100% identical. Especially with pop growth being as slow as it is and robots being so slow as well. I've played several games with every pop growth modifier possible, and it feels more like it brings it up to "almost reasonable" rather than that I'm actually gaining an advantage or that the pops are growing fast.

4. Alloys are pretty crazy yeah. This is in part due to the tightrope balancing, it's really hard to find a good time to build/expand alloy factories when you already have to juggle food/minerals/energy/consumer goods/amenities/housing.

5. The pop demotion time limit is very appropriate, but I don't know if it actually makes for good gameplay. I'm all for Vicky 3, but on the level this game operates on it's just counter intuitive and annoying.

6. Interface needs improvement in general. Get rid of Empire Systems/Empire colonies in the top bar, if you're already fighting for space then those two don't make any sense to include. What do they give you that you need on a glance that Empire Size and Empire Population don't? For that matter, make the Empire Population tooltip be about pops per planet. If I want to know the breakdown per species i'd just use the demographics tab. Actually you could do pop per planet and jobs per planet, there's plenty of room for both in that tooltip.

re: 2) definitely having a way of knowing that I need to build something for more jobs before someone is unemployed would be better. In general, I find that I click around a lot to look at pops/jobs/housing, and there doesn't seem to be anything
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.

OddObserver
Apr 3, 2009
Hmm, is there a point to hypercomms forum? Seems to have the same stats as its predecessor, except more upkeep?

OddObserver
Apr 3, 2009
Bug or accidental feature: reforming my government to have Shared Burden seems to have converted paradise domes into drone storage facilities.

OddObserver
Apr 3, 2009

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.

I tend to switch to consumer goods trade as soon as I can run an energy surplus with it, but switch back later in the game when civilian fabricators come online, the energy from trade will easily replace a lot of generator districts which lets you convert more workers to specialists.

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.

OddObserver
Apr 3, 2009

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.

OddObserver
Apr 3, 2009

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.

If they only take 0.5 alloys then it's a wash and the bonuses are basically free.

The problem with a defensive army is do you want your duellists tough or charismatic? The answer is both, and the job should be called Heroes.

There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example.

OddObserver
Apr 3, 2009

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.

OddObserver
Apr 3, 2009

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.

Again, according to a throwaway comment in this thread which may be lies.

e: you had more stuff but it's gone

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

OddObserver
Apr 3, 2009

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?

OddObserver
Apr 3, 2009

Entorwellian posted:

Yep. Really even if its just a lighter version of Crusader Kings II/EU4's.

I wish I could intervene in wars.

OddObserver
Apr 3, 2009

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.

OddObserver
Apr 3, 2009
There are also plain less Diplo option even when the AI isn't being stubborn (though there may be good balance reasons for that).

OddObserver
Apr 3, 2009

canepazzo posted:

https://twitter.com/StellarisGame/status/1183754785884966913

I'm starting to think they're teasing 2 different things. A UI/Ethics/Characters overhaul, and a mobile version?

That has some impressively poor text contrast in places.

OddObserver
Apr 3, 2009

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.

Destroy capitalism.

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.

OddObserver
Apr 3, 2009

Nuclearmonkee posted:

I'm thinking it's real



EDIT: Also holy gently caress just caught up on this thread, that mobile game. loving :lol:

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.

OddObserver
Apr 3, 2009
Re: Plantoids: they could have some fun options involving ag districts (giving housing?), but that seems hard to do sanely in multi-species empires.

OddObserver
Apr 3, 2009

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.

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OddObserver
Apr 3, 2009

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.

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