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And Tyler Too! posted:your entire fleet will move as fast as the fastest ships, so a fleet of Corvettes+Battleships will move around much faster than a fleet of pure Battleships. Wait what? I was assuming the fleet moved at the slowest speed and accepting my pure Corvette endgame losses as the price of speed...
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# ¿ Jun 21, 2020 04:42 |
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# ¿ Apr 19, 2024 11:38 |
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RosaParksOfDip posted:I mean it's basically being run by Mods and Admins. He does get money from Patreon though. ...substantially less than he started the day with, and right before the end of the month too.
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# ¿ Jun 25, 2020 01:58 |
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And Tyler Too! posted:Anyone having trouble getting migration treaties to actually work as Void Dwellers? I'm playing authoritarian so I can scoot people out of my habitats, but I can't build colony ships for the 3 other species of the other nations I've been buttering up and I've lucked into 3 non-FE Gaia Worlds ready to go. Have you checked the species rights and also tried to build the colony ship from the target planet?
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# ¿ Jul 2, 2020 05:08 |
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Guilliman posted:Now onto crashing; rarely (and I mean rarely) will a script event cause a crash. Most crashes I've encounter/read/saw are caused by graphics parts (ui, ship models, portraits mods, shaders). I'm not sure to what extend that naming (name lists etc) can destabilise a game. Judging from the mod lists it could be an odd combination of things (sorry this isnt helpful I know). Short of making a test save, and disabling one mod, load save, see if it crashes and repeat I don't think there's a way to learn which mod is crashing it. You could do it much faster by enabling/disabling half the mods at once, then (if it doesn’t crash) enabling half of what’s just been disabled or (if it does crash) disabling half of what’s just been enabled, i.e standard binary search procedures.
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# ¿ Jul 2, 2020 13:34 |
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And Tyler Too! posted:Warfare in Stellaris is a total shitshow unless you're playing as a a genocidal empire (Devouring Swarm, Fanatic Purifiers, Determined Exterminators, or Terravores) because they completely do away with the dumbass claims/casus belli system. You pick a target, click the war button, and go straight to slaughtering without having to drain all of your influence. The halfway mark is Driven Assimilators, which can engage in diplomacy at a hefty penalty but also have the total war cb. Or, yeah, Colossus Project.
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# ¿ Jul 4, 2020 13:16 |
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Gort posted:Yeah, I always end up with a bunch of random anchorage starbases around my capital in the midgame for that reason. Line of star bases from your capital, with every 4th or 6th (depending on tech) a collection base and the remainder naval cap bases. Then get gateways and never care again.
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# ¿ Jul 13, 2020 16:04 |
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Staltran posted:Pretty sure it's easy to edit the save, IIRC there's just a ironman = yes in there that you need to change. (Rename the .sav to .zip, extract the archive, make the change with the text editor of your choice, recompress and rename to .sav). It is. There’s like one configuration point that has to be done correctly, but that’s it. See https://stellaris.paradoxwikis.com/Save-game_editing
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# ¿ Jul 17, 2020 16:19 |
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ZypherIM posted:One big benefit to psionics is (unless I'm remembering something just completely wrong here) that you don't have to spend any time/research beefing up your pops. So you basically get an immediate power boost, which can give you a leg up in that mid game time. Psionic ascension is the lowest maintenance. Just “boom, all our pops are better, no projects to research. Hit the slot machine shroud every so often.” It can get slightly more fiddly if you want to psionicize every species, but it’s still less annoying than having meat bags immigrate to your empire after synthing. And bio is incredibly annoying.
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# ¿ Sep 1, 2020 14:40 |
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Electro-Boogie Jack posted:Why is the base time so long?! Especially because there's so little you can do other than spend favors, which just takes a second. I don't know why the voting phase needs to be longer than a year at most. I think it’s solely to keep everyone from immediately getting to the end of the council law tracks.
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# ¿ Oct 17, 2020 19:41 |
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Serephina posted:All ascensions are worth doing at least once. I always go psychic because it requires the least micro.
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# ¿ Nov 13, 2020 14:23 |
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ilkhan posted:Yeah robots who need food is strange. Still 100% for planets though? Nah. Cyborgs are like +20% to their base Hab but that’s all you get.
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# ¿ Feb 16, 2021 01:28 |
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ilkhan posted:Can you start as cyborgs without the assimilators thing? Not that I remember - cyborgs are the first ascension perk that ends in the synth ascension
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# ¿ Feb 16, 2021 02:08 |
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Jazerus posted:just convince yourself that resettlement doesn't exist. play egalitarian so that there's a tiny penalty for using it and let that convince your brain that it's bad. This doesn’t work with necroid origin, btw, where only necrophages can be governor class.
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# ¿ Feb 19, 2021 03:07 |
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fashionly snort posted:til: Cyborgs *do not* like machine planets Yeah, this was a nasty discovery.
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# ¿ Feb 24, 2021 02:03 |
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And Tyler Too! posted:Basically, upgrade your existing fleet, *then* reinforce it. Also try not to have your fleet in a battle as reinforcements might arrive. Especially if you lose that battle.
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# ¿ Feb 27, 2021 06:06 |
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Yami Fenrir posted:And refugees, I think, can be specialists too? Or worse, rulers.
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# ¿ Mar 11, 2021 17:29 |
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CapnAndy posted:Because if you set Default Rights to Assimilation, everything else hard-locks to "doesn't loving matter, pop won't do anything because it's waiting to be borged", and if you don't, there's no way to cyborgify naturals who weren't present for the initial Flesh Is Weak event without going down the species tab and doing it one by one for every natural species variant. But if you do, since Default Rights now only deal with the pre-assimilated, if you want to change living conditions or literally anything else, you've got to go down the species tab and do it one by one for every single species and every species variant. Fun! Same for Psychics. And if you want to uplift any new conquests? Have fun wrecking your economy!
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# ¿ Mar 27, 2021 04:56 |
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AAAAA! Real Muenster posted:"Piracy" which "builds up over time" causing bloodthirsty fleets of genocidal ships to spawn that go on a descructive rampage, then sit there waiting to die isnt motherfucking "piracy". It never should have been a thing and should have been removed by now. It forces you to either micromanage patrol fleets or daisychain your starbases across the galaxy just to avoid the stupid mechanic. I only play the daisy chain star base way, which is fine. I only have minor issues after a massive war and then everything’s good again.
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# ¿ Apr 13, 2021 16:28 |
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Yami Fenrir posted:2. Psionic continues to be the worst of the three Ascension Paths. It's the only one which is RNG to a stupid degree and also the one who actively punishes you (barring robot path and Fallen Empire interactions). Worse, it punishes you because gently caress you, that's why. It’s still less fiddly than genetic and I hate the full robot uplift, so psionic 4 lyfe.
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# ¿ Apr 15, 2021 15:27 |
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Staltran posted:It's only less fiddly than genetic if you can't stop yourself from fiddling with genetic. Just make one template and apply it to the whole species. Make planet class variants if you really want to. It’s one template per species, that has to be reapplied whenever new pops immigrate or are conquered for each species. Psionics I can just set to “assimilate.” I do try Cyborgs now and again, and they are fine (they also have the “assimilate” option), but I just feel like I’m missing something not pushing all the way to synthetic ascension, and I don’t enjoy synthetic ascension. Maybe I’ll give Bio another shot.
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# ¿ Apr 15, 2021 16:22 |
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scaterry posted:They're worse than entertainers, their direct competitor. The increase in growth rate is negligible compared to 2 unity and 5 extra amenities. Go back a page or two and check the math...the key is that improving habitability by 5% boosts output of all other workers on the planet, which evens the difference.
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# ¿ May 2, 2021 23:07 |
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Staltran posted:Do you have a link? I didn't find anything going back to page 1345, and I don't see how 2.5% habitability per medical worker would be better than entertainers unless the planet is small enough that the medical workers are enough to keep amenities positive. Which is very possible on high (but not 100% ofc) habitability planets, of course, but outside of that specific niche I doubt they're worth it even now. https://forums.somethingawful.com/showthread.php?noseen=1&threadid=3850079&pagenumber=1349&perpage=40&highlight=5#post514404641 ulmont fucked around with this message at 01:00 on May 3, 2021 |
# ¿ May 3, 2021 00:37 |
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Splicer posted:No those links are bad and out of date, please do not link my past errors and one not-error but now wildly out of date. I think they wanted this link: Thanks for the better link - I thought you had edited all your errors out after a few rounds?
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# ¿ May 3, 2021 01:00 |
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Splicer posted:Void Dweller growth is crippled at the moment. You have to pretty much carpet your habitats in cities to get any meaningful growth. 11 bio growth is pretty achievable on planets. Oh wow. Yeah I haven't seen mine higher than 4ish growth so far and every single one has 3 housing districts.
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# ¿ May 5, 2021 00:43 |
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So...when you research synths, you can download stored mind scans into them. If you do that, the next choice lets them colonize an uncolonized habitable planet in your borders. You know what that event doesn't check? If it's about to settle a holy world of a fallen empire...
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# ¿ May 10, 2021 01:10 |
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AAAAA! Real Muenster posted:To me that is a 50% chance of losing my colony. As Splicer says, with zero inputs or choices. As with most other things in the game that offer a potential reward but take work or have a risk of failure, I instead just take the safe option because the cost of failure (losing a colony) is far too high. ...but it's not, is the point. Just don't push the button until you have a 1k army to park on the planet.
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# ¿ May 10, 2021 15:02 |
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Cease to Hope posted:You build them on planets on the army tab. And you can raise generals but armies are not particularly well integrated (although the descriptions of the higher level armies are very cool) and essentially you build a brick of around 2k army power and then that’s your army, you move it from planet to planet to invade during wars and reinforce periodically.
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# ¿ May 11, 2021 16:18 |
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And Tyler Too! posted:The only megastructures I even bother with anymore are Mega Shipyards, Strategic Coordination Centers, and Sentry Arrays. I’m going to assume you just forgot to write “GATEWAYS GATEWAYS AND MORE GATEWAYS and then, much much later, Mega Shipyards, Strategic Coordination Centers, and Sentry Arrays.”
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# ¿ May 11, 2021 22:08 |
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Staltran posted:Why much much later...? Gateway Construction requires mega-engineering (is that new?), so you should be getting the other non-Galactic Wonders megastructures around the same time as (non-restored) gateways. Can’t afford the influence for the other megastructures until you’re done spending it on gateways, at least in my experience.
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# ¿ May 12, 2021 13:07 |
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Staltran posted:Just how many gateways are you building? It's only 100 influence each I think, and at that point of the game you don't have much else to spend influence on. Plus you probably get Ascension Theory before Mega-Engineering (depending on how much genetic modification you're doing, I suppose), so you can turn on Will To Power for the +5 influence/month. Even if you don't have Ascension Theory yet you're probably not far from it. About 10 gateways usually with about 5 before I turn to other structures.
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# ¿ May 12, 2021 14:55 |
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are driven assimilators the only start that has access to a total war CB but can also do diplomacy? I really hate the claim system but also don’t normally like the bad boy civics. …so I end up not doing a lot of war until I build a Colossus but that takes a while.
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# ¿ May 12, 2021 18:02 |
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So with the full bio ascension you can turn hive minds back into regular pops…is there any way to de-gestalt a gestalt machine empire?
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# ¿ May 13, 2021 15:45 |
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Libluini posted:(The devs really do not want the player to abuse the trade system to steal all the AI's systems.) The devs remember trading provinces with the AI in Victoria.
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# ¿ May 13, 2021 23:14 |
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Zane posted:i haven't bought it but a lot of people are saying the espionage interactions aren't powerful enough. Espionage sucks because, at a minimum, all of the information I used to be able to see about other empires regarding why they like/hate me and relative strengths are now gated behind having a sufficient information level on the opponent, which requires a) sending envoys b) having a massive tech lead and c) against fallen empires and gestalts you can go gently caress yourself. So at best it’s a click tax and at worst it just steals info from me on that front. …haven’t tested any of the other interactions because I could never build up enough visibility to get back to where I wanted to be before branching out… I do like the new planetary carrying capacity piece though. ulmont fucked around with this message at 05:59 on May 21, 2021 |
# ¿ May 21, 2021 05:53 |
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There not being a repeatable tech to add levels of information or decrypting kind of sucks, to add onto the general espionage bleh.
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# ¿ May 24, 2021 01:42 |
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And Tyler Too! posted:I did an all-corvette empire gimmick a while back. It's a lot of fun but you will be replacing ships around the clock. This is what ultimately convinced me I wanted all battleship fleets as soon as practical. You can give battleships the automatic regenerator add on and then have your fleet be self sufficient the entire length of a war without degrading, which you cannot do for corvettes.
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# ¿ Jun 6, 2021 13:07 |
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AAAAA! Real Muenster posted:I figured out why I like going Psionic the most. Its because I'm lazy and going Psionic is the least work of the bunch. The other option is cyborg and never go synth, but you’re right and that’s why I tend to go psionic as well,
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# ¿ Jul 2, 2021 12:56 |
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Fur20 posted:psionic theory is normally never in the tech pool for materialists. but, if you ever get any psionic pops (the easiest i've found is forming a migration pact w ketlings and dumping them on a tomb world), OR if you have a scientist with the Psionic Theory trait AND they're leading society research, it can appear. Can you not get it with a Curator scientist leading society research?
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# ¿ Jul 9, 2021 21:04 |
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Yami Fenrir posted:The merchantile tree might be good I’ll probably try out at least dipping into it to see how the extended collection range changes the number of star bases etc.
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# ¿ Aug 12, 2021 18:50 |
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# ¿ Apr 19, 2024 11:38 |
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So is the AI good enough to turn my sectors over to now?
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# ¿ Dec 2, 2021 23:19 |