Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Demiurge4
Aug 10, 2011

Game is good. I've been ignoring the base game for the most part and playing Star Trek and the mod has been significantly improved with the new mechanics. The early game is much slower and empires expand sensibly, if maybe a little slow even. I've been playing the Romulans and manages to snag alpha centaur from under Sol and it's planets are going to afford be a really strong position to hit them from later.

They did well with the techs too and starbase upgrades don't feel rushed or poorly thought out. The only gripe I have is that the choice of ascension perks is really poor, so I'm just picking up traditions willy nilly and not bothering to finish any trees.

Adbot
ADBOT LOVES YOU

Demiurge4
Aug 10, 2011

Shadowlyger posted:

I'm Exterminators. Except I can't loving exterminate anyone because war exhaustion ends any war before I can kill anything, except when it's a hugely superior enemy clowning on me.

EDIT: That 12k starbase was in year 2400, by the way. Between resource starvation and having no loving clue how to increase my fleet cap by any appreciable amount, everyone is constantly superior to me at all times.
I recommend not playing ultra hard mode until you know what you're doing.

Demiurge4
Aug 10, 2011

Epicurius posted:

This is probably just me not figuring it out, but I'm having a problem with wars and overclaiming. I'll start a conquest war, and be winning, but when I go into the make peace screen, my only option to gain territory is to demand everything I'm claiming, which, because I'm not winning by enough, means that the enemy won't accept it. Meanwhile, my war exhaustion is ticking up, and the game forces me to white peace. Is there any way to only demand some of your claims in a war?

Status quo gives you every claim you've occupied.

Demiurge4
Aug 10, 2011

Game could really use derelict habitats on top of the mega structures.

Demiurge4
Aug 10, 2011

OwlFancier posted:

Yeah I think maybe if they took like 2% off per anchorage it might be quite good when stacked with crew quarters.

E:

So fleet specialization is pretty loving important now.

A listening post was super useful to me in my last war. I was able to see the enemy fleet coming a mile away and it was using all mass drivers, so I refit my fleet to be all armor and crushed them.

Demiurge4
Aug 10, 2011

ulmont posted:

What's the best way to generate a CB to take planets from neighbors? Making claims looks like it's going to cost way too much influence...

Gotta have to spend that influence. Wars are more about chokes and important grabs now, few hellwars.

Demiurge4
Aug 10, 2011

LordMune posted:

In Stellaris events definitely interfere with, and rely on, more complex parts of the game state than was usually the case in, say, EU3. It's not unusual for a bug to be fixed twice in the last stretch of development and then still pop up after release somehow. :shrug:

I get that but it's a lot of events my dude. Placement of quest systems has been screwy since release and you'd be hard pressed to find a person who has seen a precursor line finish more than once.

Also the Cybrex one is infinitely better than any of the other, it's not even close.

Demiurge4
Aug 10, 2011

BlackJosh posted:

So is this a bug or am I just dumb? Playing as some Machine Exterminators, and I can't seem to declare war on the organics I just encountered. Haven't played in awhile and the whole claims and CB thing is apparently new so I might just not understand what I'm doing, but I go to declare war and there's no cb's I can pick and I go to the diplomacy screen and I can't make claims (says there's no system to claim). I have no idea how the the purification CB is supposed to work, but anyone run into anything like this? Second game running into this, first game wasn't super far in, couldn't declare war or see any CBs against an organic empire bordering me, but seemed to be able to against a machine empire bordering me which made no sense, thought it was a bug and just restarted.

You need to have direct borders for the special CB to fire.

Demiurge4
Aug 10, 2011

Captain Oblivious posted:

Pretty sure Habitats still incur research costs. They're still a colony.

They're expensive, but usually a 12 tile habitat full of labs will still be profitable.

Demiurge4
Aug 10, 2011

Hey Wiz, it would be cool if I could burn unity points to reduce war exhaustion. If I expand I'm not gonna be able to buy more than 2 perks anyway.

Demiurge4
Aug 10, 2011

I'm sad that shield capacitors went off the bend and became useless. They were a really good power spike that really gave destroyers the tank needed to take out starports.

Regenerative hull is the new meta.

Demiurge4
Aug 10, 2011

Ignorant Hick posted:

Despite the mod description saying it's been balanced around the new mechanics, I was worried the system sizes would do something screwy in regards to ship travel time. You had any issues with it?

The mod generates a bunch of binary star systems so you gotta watch out when you place outposts. If you right click a system it'll list and subtract the cost of two outposts, but once you build one around one star the system is 'claimed' and the other outpost build becomes invalid.

Demiurge4
Aug 10, 2011

The real space and it's new worlds sub mod are real nice for visuals and galaxy gen. But it completely breaks the game like whoa. Every other system has 3 planets even at 0.5x and many systems have 10+ minerals in space, sometimes even 20+.

Demiurge4
Aug 10, 2011

Genetic engineering could use a 'drift' mechanic. Instead of trait points being a buy/sell mechanic it should be the limit on how many changes you can make in one go. The idea being that you can gradually improve a species as much as you want as long as you're willing to spend the time and research on it.

First generation improvement adds strong and enduring. Second upgrades to very strong, third upgrades to venerable. The game would keep track of a species generation count and add a cost multiplier.

Demiurge4
Aug 10, 2011

OwlFancier posted:

It works quite well in alphamod because the habitats you get access to via tech are the specialized ones, which are only situationally useful, whereas the 25 tile ones are just very good generally and allow you to use them to expand, while the specialist ones are more useful for collecting resources.

I discovered my love for alphamod's natural fuel sources and adjacent buildings, they're super efficient.

The asteroid and barren colony stuff is OP though. In my game i have a single asteroid colony with like 135% mineral modifiers and 100% habitability and it's producing me 134 minerals.

Demiurge4
Aug 10, 2011

Do machine empires or hive minds spawn as pre-FTL species?

Demiurge4
Aug 10, 2011

Lol +4 starbases?

Demiurge4
Aug 10, 2011

ZypherIM posted:

Dunno, I've seriously considered +4 starbases at a couple points in the game I'm currently playing. I probably would have taken it if I didn't get the +2 starbases tech to pop around that same time. I'm up to 14, and if my empire wasn't as consolidated as it is I'd be considering it again for more border forts.


edit: to expound a bit, I'm currently planning my wars around not really expanding the number of choke point systems I'll have to defend, getting another 4 starbases eases that up tremendously.

Yeah but that's kind of the core criticism. There exists a +2 starbase technology and it's tier 1. You get +4 from an Ascension Perk! Like Baronjutter says every perk really ought to feel game changing and incredible and be something that will the driving force behind differentiating empires from each other.

I'd junk the +10% research speed into enigmatic engineering. I'd remove the first tier of psionics entirely because all it loving does is give you 2-3 psionic leaders before you get to the next step, compare that to cybernetics which gives every leader a strong bonus and 20% habitability to all your pops. Half the ascension perks are just plain boring if not entirely shite.

Demiurge4 fucked around with this message at 23:01 on Mar 7, 2018

Demiurge4
Aug 10, 2011

Yeah alright the research speed perk isnt bad, it's just boring. There's a mod that adds extra utility to void borne and let's you build specialized orbital habitats around certain planet types. Sun's get a power focused habitat, molten planets get mining, etc. Mods go a long way to keeping the game engaging for me to the point where I give up one hour into an achievement run every time and just add mods.

Demiurge4
Aug 10, 2011

Join map goons and hang out, ask questions and dunk on other nerds.

Demiurge4
Aug 10, 2011

Aerdan posted:


Content:

Would there be any interest in reviving the Reworked Planetary Diversity mod and making it compatible with 2.0? I ask cos that was one of the mods I really enjoyed back around 1.5/1.6, before I dropped Stellaris for a while.

What's the difference between that and the regular diversity mod? The regular one already updated.

Demiurge4
Aug 10, 2011

200 influence for an 8 tile habitat. 300 influence for a 100 tile ringworld in 4 segments :thunk:

Demiurge4
Aug 10, 2011

Psychotic Weasel posted:

Well it looks like changes to the map and systems with multiple stars are coming to the game, based on some recent tweets.

https://twitter.com/Martin_Anward/status/981482606716948480

Can finally build that Dyson Mobius Strip I always wanted...

Really hope this doesn't make systems gigantic and even slower to traverse now though.

Nice, I look forward to this breaking the Stellarite Devourer.

Demiurge4
Aug 10, 2011

PittTheElder posted:

I agree, maxing (or at least hugely increasing) the empire count is key, otherwise you end up with huge empty chunks of the galaxy, which isn't much fun.

A problem i have with this is that maxing out the empires slider severely changes the topography of the galaxy. Every empire spawns with at least two systems near it of the same biome as their home world plus a cluster of systems with balanced resources. Maxing the slider turns most of the galaxy into a series of starting system clusters and it's bor ing as hell, it leaves almost no room for all the cool unique stuff that can spawn in the game and you get very few pre ftl species, even at 5x.

Demiurge4
Aug 10, 2011

If they're seriously thinking about removing tiles I'm going to just shamelessly plug my proposal for a tile overhaul that I posted a few months ago. Though I hope they go for something better and even more comprehensive.

Demiurge4
Aug 10, 2011

Guilliman posted:

So I'm watching vanilla AI build 5 construction ships at the same time, and delete them as soon as they are build
over
and over again
using up all it's 35.000 minerals I gave it

Gonna do a few tests and make notes before I report anything. Maybe thats why the AI never builds/upgrades buildings. Spends all minerals on infinite construction ships

We had to rehost a game last night and the AI got to run for 3 days. When I logged back in 3k minerals had gone poof and I had an extra 5 constructions ships queued up.

It's not really a good indicator though since we were using Glavius + Enhanced AI.

Demiurge4
Aug 10, 2011

Ms Adequate posted:

Well I sure as hell wasn't expecting Distant Stars so soon :staredog:

e; Also Demiurge4 is gonna be happy as gently caress about this direction because it's basically a direct lift of what they suggested to do instead of tiles :v:

Lol yeah it's pretty good. It's not a direct lift since there's no trace of different biomes (yet) but I like the framework he's shown so far and I can't wait to see the end product.

Demiurge4
Aug 10, 2011

Terraforming is actually in a really weird spot right now. The first tech only lets you change the subtype in the same category. So continental can become jungle or ocean but that's not really useful at all since you can always colonize the planet anyway if you're already in that category. Even worse, when you finally get the tech to terraform a planet to another category, you then need a third tech in order to do it to planets you have already colonized.

Terraforming is just a very bad investment for research because better alternatives exist. It could probably do with a look over alongside this tile overhaul.

Demiurge4
Aug 10, 2011

SMAC is a horrifying dystopia across all factions and the key conceit is that it was the Lords Believers that were right all along.

Going back to BE chat, what turned me off the game was exactly their dogged insistence this wasn’t a SMAC sequel despite making every attempt to pay it homages. Someone said earlier they didn’t have the writing chops for it but I disagree, there’s a lot of good lore dumps in the civpedia, (that you have to look for) but they deliberately left the leaders open to interpretation so players could tell their own stories. And it sucked.

Demiurge4
Aug 10, 2011

I just love how Stellaris went through development, Wiz gets added on late to do some AI stuff and then they just cancel whatever it was he hinted at being lead of when dev was done and put him in charge.

Like 2 years later and when this DLC hits the game isn't even going to be recognizable to 1.0

Demiurge4
Aug 10, 2011

All you ideas guys. Here’s your chance.

https://twitter.com/lordmune/status/1024947055159136257?s=21

Demiurge4
Aug 10, 2011

The new economy stuff looks aces, especially combined with the changes to planet management.

I can see three different types of economies being a possibility with the new system and what Wiz has been hinting.

Hive Minds: Hive minds could be the most primitive economy type, subsisting mostly on biomass and various types of drone jobs, with a few specialist jobs (unity and science) being done by a higher caste of drone. You could do this with a simple genetic trait and have worlds push excess worker drones into soldier classes. A wide economy.

Gestalts: Robots could be the truly tall empire type. Robots are immutable and can be changed at a whim but require a lot of manufactured and high end materials for pop upkeep, meaning you have to build lots of infrastructure and high tech jobs to keep your pops going. They'd have the best output per pop but be vulnerable to shortages of rare materials.

Normal Empires: The baseline and familiar economy with basic and luxury goods. Any pop can do any job but some traits are better than others.

It'd be cool if this also cuts into new tech decks for each government type but that's a lot of work and probably not doable, but I'm really digging the look of the new economy.

Demiurge4
Aug 10, 2011

Splicer posted:

Stellaris 2.2: there may not even be a kind word spoken to the tiles.

Demiurge4
Aug 10, 2011

I mean yeah, incredibly advanced and incredibly powerful bodyless AI make more sense in a sci fi setting but this doesn't jive with Stellaris, it just doesn't fit.

Edit: Star Sector's next update is a huge industry patch that adds player owned structures and colonies. You can plug in alpha level AI to help manage this and you should never definitely always do this.

It fits that game because AI are scary golden age remnants that have already rebelled twice.

Demiurge4 fucked around with this message at 00:35 on Aug 16, 2018

Demiurge4
Aug 10, 2011

Ham Sandwiches posted:

Welp, glad to know that the Tile Debate has been settled, and that the people who loved tiles in this very thread, posting about how cool they are and how they enjoy it, for two years, lol, will have to revert to a pre tile build to keep enjoying them :3:

I’ve been enjoying AlphaAsh’s meltdowns on the steam workshop over every major patch. I mean I get it, his biggest thing in alphamod is how he does tile bonuses and adjacency bonuses, but man that guy is angry about this revamp.

Demiurge4
Aug 10, 2011

I'm curious how habitats are going to work with the new system. How big are they? Do they produce any amount of food? Are they going to be entirely science/trade/manufacturing focused or do they have unique niche's to play in the games meta?

How ridiculously good are Ringworlds going to be if they're just a single entity now rather than four?

Demiurge4
Aug 10, 2011

I’m gonna pull the trigger and buy the culture books.

Demiurge4
Aug 10, 2011

Federations should be set up a lot more like the HRE in EU4. It exists as an entity with independent members that have mutual defence pacts to various degrees. Over time the player or AI can try to centralise and create reforms and more mutual cooperation between members (like fleets or stuff like free trade) but crucially a federation can exist in many different forms.

It’d also be a decent framework for certain empire types. Imagine being a single planet empire that controls a vast federation of vassal states either through imperial might or noble privilege.

Edit: something I’d like to see is de jure sectors. Galaxy gen has already moved towards tight clusters separated by a few choke points. Imagine your core sector being just your starting cluster and other clusters being a limiter on what you can control directly.

Demiurge4 fucked around with this message at 14:39 on Aug 22, 2018

Demiurge4
Aug 10, 2011

So what happens if I conquer a planet with a species that shares my native habitability type? Will the game stop growing my founding pop to get parity with this new pop on all my planets?

Also how does updating robots work in the new system? Is it still manual or will roboticists automatically update old robots if I update their template?

Edit: In fact how does the game decide which robot to build in the first place? If I have a design for mining, farming, entertainment and war, will it build one based on which organic jobs it can replace or will it cycle through them to keep 1:1 parity between designs on every planet?

Demiurge4 fucked around with this message at 14:20 on Aug 23, 2018

Adbot
ADBOT LOVES YOU

Demiurge4
Aug 10, 2011

You could probably use other weights too and make pop growth a dice roll rather than a set percentage. Habitability and species rights being the primary factor, but also living conditions and employment. Hell you could even put a job limit in species rights so that you can deny a certain species specialist jobs if you really feel the need for a stratified society.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply