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AAAAA! Real Muenster posted:What is the best way to deal with a Void Cloud early game when I have tier 1 weapons and have not seen any potential weapon upgrades until I just now started researching Space Torpedoes? I would really like it dead but I have lost a good 20 Corvettes trying to bumrush it and i never get it below 600 health. Missile boat corvette swarm, no other weapons other than nukes, no armor, no shields. Each ship will cost about 115 minerals each. Any cannons are a waste, those shields are too thick and a waste of minerals. Same with armor and shields. Retrofit to a sane design once your cloud hunt is done.
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# ¿ Mar 1, 2018 09:04 |
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# ¿ Apr 25, 2024 16:08 |
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Woot took out a devouring swarm with my tomb world foxy floofs. in Celebration, I made all the pops of the insect races of my desert worlds into copies of the insectile hive mind with genetic ascension perks and gene modding.
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# ¿ Mar 2, 2018 16:12 |
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So, I am finding that having battleships and corvettes is working well for me. I load the corvettes in 2 designs. The first is picket corvette with flak/autocannon x2. the 2nd is swarmer missile/autocannon. the battleships are set to artillery, with an all energy load out. The corvette swarm rips shields apart, allowing the big beams of the battleships to work as soon as possible on armor, the battleships are X bow, Large stern, carrier core, with auto cannons in the small slots, and flak point defenses.
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# ¿ Mar 2, 2018 23:33 |
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StashAugustine posted:when genemodding is there a way to upgrade traits, so like strong into very strong? Not without the top end gene ascension perk that allows you to remove positive traits.
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# ¿ Mar 5, 2018 06:32 |
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The cultist chain needs a sanity check. right now, its considering gates and wormholes for local star systems to seed the bases and corvette fleets as local, when you are just starting out and have non of that tech. winterwerefox fucked around with this message at 21:04 on Mar 9, 2018 |
# ¿ Mar 9, 2018 20:58 |
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Do hive minds care about habitability?
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# ¿ Mar 9, 2018 23:54 |
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Alright, saves me from having to make another tundra race. I'm doing what that goon did with having 2 races per planet type, plus 1 tomb, machine, and gaia
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# ¿ Mar 10, 2018 00:01 |
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I wish there was a way to flag portraits as 'Dont use for random species' There are a bunch I just hate, like the Blorg living crap one.
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# ¿ Mar 10, 2018 00:52 |
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I have the bug where the terraforming equipment summoned the mutants. They took over the planet, and tore apart the droids i had as placeholders to coax some people to move in.. and stopped. a human moved in before the purge was complete, and now there is a size 23 continental world with no tile blockers in the middle of my empire loaded with bugs, humans and foxes just mooching free food an providing nothing because its says its occupied. I cant build, i cant land troops and i cant bomb the place. Is there a command or something I can do to purge this place and start over?
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# ¿ Mar 11, 2018 07:17 |
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No, im running beta patch. unless it was patched out in the last 24 hours
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# ¿ Mar 11, 2018 10:23 |
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Start exploring, find a pacifist life seeded empire to my south. ok, one little choke point, they will just exist down there. then, contact from my north. 2 new empires. Advanced start fanatic purifiers and advance start determined exterminators.
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# ¿ Mar 13, 2018 22:48 |
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I went poking about, didn't find it, but is there a list of what each unique system is? like how Sanctuary has a ring world with 4 nations, gargantua has the infinity machine, etc? I went looking, only found the wiki for all the references and injokes.
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# ¿ Apr 21, 2018 19:54 |
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Welp, just tried the Deathworlders. My jungle world is alive, with parasites, and giant spiders. I feel i should renamed the place Nope
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# ¿ Apr 21, 2018 22:05 |
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Thanks to Guill's planet mods, I stumbled on a RP concept race that I am rather enjoying. The Valdari became aware their planet is alive, and that planet views them as unnatural for being sentient and not part of its hive mind. This drove them into a religion devoted to killing this malevolent god. Their entire history is a war against this Planet God. National win condition is to planet crack their home world, but before that, pollute it and poison it as hard as they can with droid slaves and the fires of industry. Terraforming it is not an option to kill Arakim. Its not final enough. First act is to evacuate everyone to a new homeworld with the first colony ships and forced relocation. All other non living worlds are to be cherished as a promised paradise. Any other living world similar to Arakim is a target for Holy War to kill the Planet God no matter the owner.
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# ¿ Apr 24, 2018 08:19 |
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So using your planet cracker on a sterilization hub doesnt count as killing the contingency?
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# ¿ May 6, 2018 05:37 |
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8-9 fortress trade hubs over colonies for energy+blacksite+storage 3-4 central ship yards at at a gate systems 6-7 anchorage=black hole observatory/nebula refinery/enclave special+fleet logistics+storage Choke point bastions as needed. dont forget to fortify unsecured wormholes As many as they give me, i have use for. Id rather pay the upkeep on an anchorage over having just free fleet cap just for the other things i can get from the location buildings.
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# ¿ Jun 1, 2018 00:04 |
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I was going to say, destroy your outpost, then send a ship in works to trigger it. Its a dumb bug, and annoying, but I never thought what would happen were it in a colonized system. The bonus you get for the chain isnt that vital, at least if thats the situation you are in.
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# ¿ Jun 18, 2018 09:16 |
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I had the Prikiti Purifier gekkos go from pre ftl to a ftl empire. They sent me an insult. I dumped 100k of fleet and a ether hatchling on them with 32 very strong psi armies on their tiny empire in response.
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# ¿ Jun 26, 2018 04:59 |
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A few custom designs that work for me as a general I dont care what I'm fighting in early game Corvette Interceptor Point Defense Hull Flak, Auto Cannon/Kinetic, Plasma/Laser Armor, Crystal Plate/Armor, Shield Swarm Computer Afterburners Flak there has decent dps, has tracking to hit other corvettes, and is a generic damage type. They tend to be right there as the enemy missiles are fired and weight of fire pops them Plasma and Auto Cannon just do bonus vs everything in turn. Two armor because one damage type with missiles bypass shields completely and shields, even weak, regenerate. replace with crystal plate to allow corvettes to survive defense by pass attacks and withdrawal more likely. I pair them with these. they add punch to the corvette fleet, and are nearly as hard to hit. Corvette Guided Missile Hull Auto Cannon/Kinetic, Missile Armor, Crystal Plate/Armor, Shield Picket Computer Afterburners I tend to ignore destroyers. But I go with gunships. Medium x2, Small x2 hull layout Medium slots take 2 lasers. Kinetic cannons in the small slots, they have the same range as medium lasers. Half damage medium lasers still damage shields decently Armor x3, Crystal Plate/Shield, Shield x2 Line computer Afterburners An amusing option late game with either AI or better Psionic computers, is an artillery brawler. Large/PD hull Kinetic Artillery/Large Other, x2 Laser point defenses Armor x3, Crystal Plate/Shield, Shield x2 Picket Psionic Interface Enigmatic Decoder You have a cheap ship flying in with a hugely over sized gun with absurd tracking for its size. With top sensors, that Artillery has a tracking of 60 or so. A top dodging corvette has an evade of 90. tracking 60 makes that 30 evade. 30 evade vs accuracy 80 on that big gun means half of those artillery rounds are hitting corvettes.
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# ¿ Jul 14, 2018 09:45 |
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Everything flows from mineral production. Im regularly hitting +1k a month by about 2300, 2k a month by 2350. And thats without hitting anything special as far as mine only planets or the like. I just put every mineral deposit as a mine, never minding its dual use, and put a power drill robot/droid/synth on it. If I wanted to, any world that is not my type can be made into pure mines with droids. even with just t2 mines, a tiny size 10 world is 30 minerals a month, then you factor in mineral processors and droid bonuses, you can get it to 40-50 easily. If you care about energy or research, take habitats, and put a solar collector habitat in orbit of it, then use that to power another pure research habitat to pay for the added cost of the power hab and mines. Added unity cost can be offset by buying an Art from the artisan troupe for each of these clusters. you get 5, so you can have 5 of these clusters going with no real loss in Unity.
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# ¿ Jul 15, 2018 04:21 |
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On building multiple gateways at once: build one construction ship per gateway. once the ship finishes building, double click the idle ship. It will be parked next to the partial gate. Start the finish stage, decommission the idle builder. Construction ships are very very cheap by the time you are looking at gate building, there is no reason to not have them be disposable per construction project, vs the early game of one constructor queuing up 5 star systems of mines. I typically put gates in all settled systems, choke points, fleet construction yards, and any systems that might be teraformed into colonized. I've managed to have 3-4 gates building at once, my biggest hindrance is Influence, even at 9+ a month, its one gate a year.
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# ¿ Jul 18, 2018 09:08 |
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hobbesmaster posted:First tier of terraforming is to clear all the blockers. This. Weigh the cost and time of all the tile blockers, if you have the blocker tech, then if you need the planet now, or if years + energy is a fair trade. If you have gasses and liquids, the balance really shifts toward terraform. You can shift the planet back with another round of terraforming if it matters too much to you to not have off class planets colonized. You could if you want terraform off class worlds just to clear em, and drop droids on them. winterwerefox fucked around with this message at 21:37 on Jul 21, 2018 |
# ¿ Jul 21, 2018 21:28 |
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Are there any good guides for the New Horizon's mod? Ive played base Stellaris+DLC to hell and back, decided to give it a shot. and Wow it changes everything.
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# ¿ Jul 23, 2018 06:30 |
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i role played one fanatic egalitarian, environmentalist, conservationist species needing less consumer goods as being satisfied with much less, coming from a true poo poo hole of a homeworld. a human's decent/poor living standards was their utopian abundance. edit: even basic robots use consumer goods. Those drat capitalistic robots only working out of greed! winterwerefox fucked around with this message at 18:00 on Jul 23, 2018 |
# ¿ Jul 23, 2018 17:58 |
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If you want an 'Eat the Rich' empire, try this: Syncratic Evolution Species 1 "The tasty rich" Agrarian + Intelligent/Thrifty Slow Breeders, Wasteful/Deviant have them man your farms + power + research agrarians +food and slow breeders can be viewed as species 2 snacking on them Species 2 "Hungry Poors" Proles (build toward military/minerals)
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# ¿ Jul 23, 2018 23:53 |
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# ¿ Jul 24, 2018 07:07 |
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I change humans to be Very Adaptive, Nomadic, Deviant, Wasteful, Quarrelsome Contrary rear end in a top hat migratory flock if given half a chance.
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# ¿ Jul 25, 2018 06:57 |
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Wiz posted:Just gonna leave this here. not sorry
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# ¿ Aug 13, 2018 19:39 |
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Thrasophius posted:I'm picking up the game again now. What are some of the better builds out there at the moment? I'm a fan of Fanatic Spiritualist/Authoritarian Empire. Get yourself imperial cult and cut throat politics. you will have a nice flow of influence and cheap edicts.
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# ¿ Aug 15, 2018 07:38 |
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Baronjutter posted:A guy has made a Darkest Dungeon advisor This needs to kick in when you encounter the Worm
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# ¿ Aug 16, 2018 21:53 |
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CK2 in Stellaris when
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# ¿ Aug 18, 2018 21:33 |
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As far as building robots on a world, i think I would like to see a tag per planet or a global policy that says "Robot Workers (Mines)[*] || (Farms) [ ]" with however many jobs you think you want robot workers in. organic pops fill in those roles first, and robots build until they displace and replace all the roles you have checked off. Ones the jobs you want run by robots are filled, you stop making them on that world. You might need a template designation for (Farmer, Miner) for your bots, to tell the system build this, its a miner, build that its a farmer, fill my jobs. Beyond that, with synths and research bots, leader/unity bots, what have you, just add more designations and jobs to check off to be filled.
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# ¿ Aug 24, 2018 20:29 |
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Baronjutter posted:Ok I hosed up bad and did the worst thing possible, I colonized a planet while an event that adds a trait to your species happens so now I have TWO meta-humans in my empire. Like 100 pops of "uplifted" meta-human and 11 who have spread out to 3 worlds of non-uplifted meta-humans. This is greatly upsetting my racist faction due to genetic impurity. How do I fix this? I've never been able to fix this, even with species-entries of identical traits. Apply base human template to the smaller population on all worlds. Then, when that is done, modify them to the majority population or uplifted meta humans
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# ¿ Oct 6, 2018 01:58 |
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Guigui posted:I think I am about to get shafted by a minor race that just reached the space age... If i remember right, if they advance to space age themselves, they ask for you to remove your claim on their system. you can tell em no, and integrate them. If you uplift them you give them their system as a gift and they are your vassal. I have never played inward perfection though, so...
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# ¿ Oct 6, 2018 08:59 |
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Baronjutter posted:Yeah, my issue with decadent isn't that that I think genetic traits that influence your society are bad, but only having one very specific one is bad. Also that the whole trait system is kinda bad and quickly becomes cluttered and should be more like a point-buy system. https://steamcommunity.com/sharedfiles/filedetails/?id=1390963071 This mod does that. Expands out the standard traits without adding anything else.
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# ¿ Oct 11, 2018 03:53 |
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Baronjutter posted:gently caress yeah. This looks perfect. I wish it was easier to find the good stuff on the workshop. You're welcome. I have a habit of popping mods in and trying them more than I play, so I've looked at a LOT of mods. The workshop sucks because there seems to be a million mods all made by a million people to do the same drat thing. a version sorter would be awesome if nothing else. Then you find one that adds in as a hidden feature sex rape traits. https://i.imgur.com/MfiZ4oA.png
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# ¿ Oct 11, 2018 04:15 |
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Crazycryodude posted:Oh TheDeadlyShoe posted:What the gently caress. Eeyup. There is no reason to have that kinda thing in a game like Stellaris. A form of Xenomorph/Tarantula Hawk breeding cycle racial trait? Sure, ok. Make it clinical or game mechanical. Parasitic Breeding trait or something. +pop growth -food production. No need for porn at all. If the species processes slaves as livestock, that offsets the lost food production. That picture was found with a quick Google image search for Stellaris Traits.
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# ¿ Oct 11, 2018 05:12 |
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A thing to do as a good guy, is make friends but not Federate. Federations tend toward dumb wars that dont do things for you. Make non aggression pacts, attack any rear end in a top hat empires near you with liberation/ideology wars. Make them like you. Play as the belligerent and go to wars over morality, but dont make them your vassals. be a force for chaos. Edit: BaronJutter, what are you looking for in mods? Most of my subscription list is portrait packs. This one adds more government civis, for instance. https://steamcommunity.com/sharedfiles/filedetails/?id=901988941 This rebalances strike craft hangers to be general purpose weapons that can actually outrun corvettes https://steamcommunity.com/sharedfiles/filedetails/?id=1372641051 Places unfinished Gateway icons on your map https://steamcommunity.com/sharedfiles/filedetails/?id=1417954591 Adds more mandates for Democracies so its not just mines and research stations. https://steamcommunity.com/sharedfiles/filedetails/?id=1255082381 Pops die off if there is no food https://steamcommunity.com/sharedfiles/filedetails/?id=1185610408 Expanded Mastery of Nature. For a ton of cost and influence, expand your planets up to 7 tiles. 2.2 is probably going to kill this one https://steamcommunity.com/sharedfiles/filedetails/?id=1324539009 Guilli's Planet Modifiers. Adds a ton of planet flavor to the game https://steamcommunity.com/sharedfiles/filedetails/?id=865040033 winterwerefox fucked around with this message at 05:53 on Oct 11, 2018 |
# ¿ Oct 11, 2018 05:28 |
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Ihmemies posted:It's you. I searched for 'stellaris traits' and got no fox images in first 10 pages. Ok, I cheated with the fox picture.
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# ¿ Oct 11, 2018 06:43 |
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# ¿ Apr 25, 2024 16:08 |
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Baronjutter posted:Is there any mod out there that gives you a little more control over vassals? When you create your own vassal they take on your ideology, but if you declare war against someone and make them a vassal they keep their incorrect ideology. All I want to do is liberate their minds, but I end up having to annex them then quick set them up as a new vassal instead and it's a bit much. I was going to suggest this Vassalization Rebalance https://steamcommunity.com/sharedfiles/filedetails/?id=1518143731 But i saw you were the top comment there. Feudal Expansion Policy https://steamcommunity.com/sharedfiles/filedetails/?id=1365416496 This adds a policy to allow your vassals to expand or not by your government laws, without needing the Feudalism Civic Edit: Not really what you were asking for. winterwerefox fucked around with this message at 00:38 on Oct 13, 2018 |
# ¿ Oct 13, 2018 00:32 |