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So how is the game now that they have forced hyperlanes on everyone? I really like my wormholes and being able to head off any fleet. Is corvette spam still a thing?
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# ¿ Jun 1, 2018 03:42 |
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# ¿ Apr 25, 2024 20:40 |
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Shadowlyger posted:Slow as molasses and yes. PittTheElder posted:It's slow as gently caress and wars are annoying because the AI is determined to be as annoying as possible without any real hope of accomplishing much. And yeah it's still pretty much the best thing going as near as I can tell. So it's slow as gently caress now and spam is still a thing. Sounds like a step backwards. Did they at least change warscore and get rid of the whole "oh you completely dominated me and occupied all my territory. You have enough score for these two planets. How about a 10 year truce?"
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# ¿ Jun 1, 2018 03:57 |
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Electro-Boogie Jack posted:If hyperlanes are roads, it would be nice if there was a Stellaris equivalent of railroads in some of the Civ games- something you can build at greater expense on some of your most traveled routes to significantly speed up fleets passing through them. That would be pretty cool actually. So ships can only spool up a hyperdrive as fast as they do because of size limitations, so you can have a giant external hyperdrive allowing them to spool up, and propel them, faster. I actually really like that idea. It gives you an advantage on home turf and allows you to catch or catch up to invading fleets. Also means you can strategically destroy the generator to slow fleets to your speed.
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# ¿ Jun 1, 2018 04:55 |
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Shadowlyger posted:Oh and uh, the way FTL works is that you now have to actually go to the appropriate side of the system you're in before you can FTL to the target system, no more just heading to the nearest edge. This is a major part of why it is so slow. Woah woah woah so you can't just be out of the gravity well and jump? If the system you want is to the south and you arrive in the north you need to literally travel to the south side before it lets you jump? drat that sounds tedious as all hell.
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# ¿ Jun 1, 2018 07:32 |
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Bloodly posted:This is yet another reason corvettes are favoured right now-they move the fastest in-system, so they're easy to put them where they need to actually be. It's also why everyone is going all afterburners, all the time(For the extra in-system speed), which also helps the favoured evasion tactics of the corvettes. So its a double whammy. Corvette spam was already a thing but now its even more so. Seems like an unintentional buff to me. That's a shame, I did like my battleships but now they have to slowboat it across systems too to jump. Why use them?
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# ¿ Jun 1, 2018 09:14 |
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ZypherIM posted:Slower overmap movement means where you have your fleet matters more, and having one big deathball is very weak to other strategies. Later on you can make gateways to connect disparate parts of your empire if you desire, and jump drives are a thing still. Increased sensor range becomes useful as you're able to react to threats soon. Changing this too much is going to start messing with how a lot of things are balanced currently, I'd recommend actually playing the current game before digging into mods. Never thought of the strategic use for slower map movement. So Corvettes aren't the absolute king of combat then or at least in single player (I never play multi player) anyway. That's good to hear. Thanks for the info ZypherIM. Did they ever buff fortresses and the like? Are are they still only there to buy a few seconds now that you can't make fortress flowers.
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# ¿ Jun 2, 2018 00:39 |
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Baronjutter posted:When the contingency hubs trigger they automatically convert the system to their ownership. I had a 50k power mega defense chokepoint system which got a hub, starbase and its platforms vanish instantly without a fight. Yes the 200k or so of enemies would have won, but my 150k fleet 2 jumps away may have been able to change the tide. Sounds like a bit of an oversight on paradoxes part. Would've been cool if the contingency awakens on one of your populated worlds (necron style) and having your ground forces fight larger and larger waves as the ghost signal gets stronger and legions of synths awaken. Could have events too were your tiles are locked one by one on the planet as they become over run and turn into machine cities matrix style. If you hold them off you can have event chains as your soldiers delve deeper into the catacombs. Jabarto posted:Fortresses in the form you're thinking of don't exist anymore. Each system can now have a starbase which, among other things, can be decked out with weapons batteries to fortify a system, auras that give bonuses to your ships or penalties to enemy ships, and surrounded by defense platforms (similar to what fortresses used to be, actually, but can't be built separately from a starbase). They won't stop a truly dedicated attack force but they'll be more than enough to deal with smaller fleets and support your own fleets if they're in the same system. Oh that's ok then at least you can have a semi-decent fortification then that'll at least buy a bit of time. Are the auras still area of effect or system wide? Thrasophius fucked around with this message at 01:21 on Jun 2, 2018 |
# ¿ Jun 2, 2018 01:18 |
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Kaal posted:The math for war exhaustion makes no sense and isn't worth understanding to my mind. It just is a black box to me. Lose ten systems and three planets? No worries. Do your battleships take damage in the process but not actually suffer losses? 5% war exhaustion. Your corvettes get slammed and emergency warp out? Totes fine. Does nothing happen all month? 1% war exhaustion. That sounds really lovely. What happens when you reach 100%? Is it like Europa where everything goes to poo poo and people rebel?
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# ¿ Jun 2, 2018 05:37 |
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Thanks for bringing me up to date on things guys. Reading patch notes is fine and all but it's nice to hear how they have affected the game. So overall is post 2.0 an improvement?
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# ¿ Jun 2, 2018 07:09 |
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How viable is building tall as one planet these days? I tried it before the removal of wardrobes and had a lot of fun and I like the idea of a Cadia style fortress world but I don't see the point if some can just rock up with a doomsday weapon.
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# ¿ Aug 3, 2018 01:04 |
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Hunt11 posted:That only matters if they have a doomsday weapon and by that point of the game you should have the megastructure that allows you to see everything so that way you can track any possible superweapons coming into your territory. That is a very good point. Doesn't even need a full upgrade, just enough to see it incoming and react. Elman posted:A War in Heaven started and the 2 fallen empires were in opposite ends of the galaxy with half of my empire between them so I refused to join in, I was 10 planets away from victory anyway so there was no point. Joining a federation... Just don't. Had so many games fall apart because I joined one that I don't even touch that part of the game now.
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# ¿ Aug 3, 2018 02:08 |
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Beer4TheBeerGod posted:Which is worse; Federations or ground fighting? Federations by far and away.
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# ¿ Aug 3, 2018 06:16 |
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Elman posted:I just started a new game and after declaring my first war I ran into this: I remember the first time I found that asteroid belt. I knew it was too good to be true and had my fleet based there during peace time. The event triggered and I just wiped them out no problem. I wish I wasn't so paranoid in games like this and think everything is too good to be true. It sucks when things aren't a surprise anymore.
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# ¿ Aug 4, 2018 03:11 |
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Kaal posted:Terrible Khanate Vassal System Report: So first I took advantage of my Khanate overlords to snipe every planet they took (because I could always get a construction ship to build an outpost before they could conquer a planet) , while also preventing their opponents from retaking them (because they were fighting the Khan, not me). But the good times couldn't last, and eventually the Khan caught the flu and died. No problem right? My Vassal buddies University of Planet and I rebelled together and quickly put the New Khanate on the back foot. However halfway through, the other empires sensed that the Khanate was weakening and joined the assault. But since we were still technically vassals, we got dragged into defending the Khanate that we were also attacking. We then concluded the war with the Khanate with Victory, but since the UoP had declared the war, only they were released as vassals. I now am finding myself defending the Khanate that I had just rebelled against. Not really sure how I can conceptualize it. Should've checked the fine print before signing the contract. Joking aside that sounds really god drat buggy and frustrating. I've not played under the Khanate system, does it force you into peace with the Khan or were you simultaneously at war but also defending the Khan? I guess you could RP it and think of it as you both realised if you continued to war then both of you would have been destroyed by outside forces.
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# ¿ Aug 7, 2018 01:11 |
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Kaal posted:Bowing to the Khan exits any war that you are in. You'll then be in a demi vassalage where you scramble to pick up systems while the countless Khan fleets conquer the galaxy and try to colonize it. When the Khan dies you'll be either the vassal of the Khan or in a Federation. As a vassal, there's all sorts of restrictions (including not being allowed to build outposts) and you're bound to join any war on the part of the Khan. However another vassal can invite you to join in an attack on the overlord. But apparently if you win only the declaring party will be freed. And if anyone else declares on the Khan, or the Khan declares on someone else, you will be forced to join that war on the Khan's side. Also you cannot declare war on the Khan yourself unless neither of you are uninvolved in wars. On top of that, the New Khanate frequently rebels against itself, meaning you have to resolve that, and any other wars that might pop up as people nibble on the carcass of the Khanate. Sounds like a pretty interesting system if I'm honest. Plenty of potential for fun at least. I'm gonna have to give it a try and see how I fair. Shame there isn't really an intrigue system in the game so you can bring them down from within without weapons.
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# ¿ Aug 8, 2018 05:43 |
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Aethernet posted:Performance is king. If I had a better machine it'd be all large all the time, but medium is necessary. I miss my rig back home. Can run absolutely anything. I'm long term abroad at the moment so I have to play on my ancient laptop on small. It just isn't the same going from an immense map to this tiny thing. Feels so confined. Can't build the thing that reveals the map either because it tanks my frame rate to pretty much unplayable levels.
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# ¿ Aug 9, 2018 09:16 |
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Elman posted:Ok I got to the late game for the first time and I can now finally understand why people dislike tiles so much. Early game it's a good system but then you start building ringworlds and expanding like crazy and suddenly you have to build, upgrade and maybe build robots in ~125 tiles at the same time and the game basically turns into a very elaborate version of Cookie Clicker. Don't forget the Dyson sphere to power the robots. I had one game where i'd built a ringworld, then found the cybrex ringworld about 3 jumps away, and conquered the 3 ringworlds of the fallen empire. Populating 500 tiles was ridiculous. I was practically a machine empire by the time I'd finished because my regular species was outnumbered by robots so much. Didn't help i was attempting a semi-tall build by limiting my empire to one sector. Needless to say my fleets and armies were unstoppable and the game got pretty boring because i just rolled over every awakened empire and the end game crisis too.
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# ¿ Aug 10, 2018 01:42 |
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I'm picking up the game again now. What are some of the better builds out there at the moment?
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# ¿ Aug 15, 2018 06:22 |
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Nessus posted:Individualist/Collectivist remains powerful. winterwerefox posted: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. Thanks. That imperialist one actually sounds pretty good, I'll give that a try and see how it turns out. Lots of influence is always nice.
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# ¿ Aug 16, 2018 01:34 |
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Just started a new game in 2.1. drat the performance sucks, what the hell happened? Are there any tweaks I can do?
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# ¿ Aug 16, 2018 04:16 |
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willing to settle posted:I always rationalize Gaia worlds as having weird ancient nanites that adapt the environment to whoever is living there at the moment. Sounds plausible. I mean we have ring worlds, the warp and extra dimensional beings. Why couldn't a Gaia world be a planet that adapts to a species with super advanced technology. Maybe even give science modifiers as you unlock said technology so to be able to terraform things to a Gaia you must first control one and study it. Kind of like a king of the hill type thing so Gaia worlds or a bit more of a hot spot.
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# ¿ Aug 17, 2018 03:04 |
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Anno posted:Fired the game up for the first time since I think my playthrough when Utopia launched. I enjoyed it at launch and then, just not as much as some other games. The way the game is now, though, and with a handful of mods, I find this incredibly engrossing. I think I'll set Civ 5 VP aside for awhile and try to get better at this game. I thought I was going to wait until 2.2 to really jump back in and have fun but it's been a blast so far. Soundtracks awesome that's for sure. I am a bit the opposite though, I think it's a lot slower now. You can't have your fleet explore, you have to send science ships everywhere first. I liked scouting systems with loads of bodies for the big resources there. I don't like that you need to scan the entire system before you can slap down an outpost where before you could scan the star, put an outpost down for the influence zone and finish scanning later. I don't like that you need an outpost in every single system too rather than an influence zone from one outpost covering multiple stars and I don't like being forced to use hyper lanes. I know lots of people think it's an improvement but it just feels off to me.
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# ¿ Aug 20, 2018 01:33 |
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Rhjamiz posted:More ship packs in general really. Yeh I find it a little immersion breaking when exploring the vastness of space and then "Captain, that ship is exactly the same as this one but with xenos on board". Didn't realise mammals had some kind of cloud sharing for ship blueprints.
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# ¿ Aug 21, 2018 02:34 |
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Complications posted:I wish federations in base Stellaris were like the STNH UFOP one wherein you can incorporate your 'allies' (burdens) into your Sooooooo basically federations are the EU of stellaris.
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# ¿ Aug 22, 2018 02:49 |
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Nightgull posted:They also provide a good challenge for a powerful player empire, I always play xenophobic isolationists and it’s interesting to see what federations development to oppose me. That is one good point. Always fun having them oppose my empire rather than them staying alone and being snipped up by me or another empire. I always love having one bro empire. I usually uplift and mold them and tag team the coalition that forms against us.
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# ¿ Aug 22, 2018 11:26 |
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Demiurge4 posted: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. I would love that but also for there to be some kind of intrigue involved like lots of backroom deals and such all the way to the federation joining into one democratic state when in actuality it is ruled by you from the shadows.
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# ¿ Aug 23, 2018 02:45 |
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Ham Sandwiches posted:please don't make minority pops more likely to commit crimes in the new crime system I'd say that would be fine if they actually had a reason. Like if they are oppressed or being persecuted/purged then sure make them more likely. If they are welcomed with open arms and given everything on a plate then yes it would be silly for that to happen.
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# ¿ Aug 24, 2018 01:17 |
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Baronjutter posted:I think it would be cool if gene-modding focused races could create bio-robots. Function like droids but consume food and are extra creepy. Servitors would go well with spiritual races. Gives them an alternative seeing as they hate AI and all so just use the brain of a living thing. drat I would love some 40k style crisis like a great warp rift. That'd be awesome. I know the swarm is very tyranid like but it wouldn't hurt to have more.
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# ¿ Aug 24, 2018 06:39 |
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Splicer posted:It's weird you can't colonise barren planets with robots. I've always wondered that too. I mean you can build a space station that can fly drones down through the atmosphere to collect minerals one barren worlds but it's somehow harder to start an automated factory with robots to run a colony.
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# ¿ Sep 5, 2018 07:14 |
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Nessus posted:A lot of this is just "gameplay logic" but I figure the outposts always represented like the one big exploitable thing on that planet, with the rest being completely ignored. But - and I can hear people already typing 'ah but consumer goods already covers this' - you could consider that a colony is probably giving you its NET minerals, not the gross, and is breaking a piece off for internal consumption, with the reward being flexibility, increased soft military power, etc. Yeh that's a good way of looking at it. It would also mean that there would be an enormous increase in habitable worlds once you unlock robots. Could you imagine basically unlocking every planet in the galaxy bar gas giants. it would be pretty OP. I don't know how it would work with the new planet system though.
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# ¿ Sep 6, 2018 00:50 |
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Gave up playing for a bit. How is performance these days? Since the planet update changing all the pops, Stellaris has been running like crap for me. Heard it was the same for a lot of people. Looking forward to relics actually doing something though.
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# ¿ Jun 9, 2019 00:22 |
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Shugojin posted:It's been fine for me every since that biiiig bug related to trade calculations and gateways got fixed. Maybe that's what was causing it for me. Didn't hear about that fix. I'll have to give it another shot and try running it through the exe like splicer said. Guess it wouldn't harm to have a few performance mods too. I'm on a really lovely laptop for the time being.
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# ¿ Jun 9, 2019 14:46 |
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Shugojin posted:If your performance was fine before gateways activated and then took an absolute poo poo as soon as they did, this was your problem. I heard about that one. Wasn't it something to do with the AI on the other side of it? I don't think it was that though, it wasn't a sudden drop just a slow to a crawl over time, even more rapidly than it did before the pop change.
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# ¿ Jun 10, 2019 13:26 |
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Splicer posted:It's a bit messy. Gonna have to tone down on the gateways then. Hopefully that'll help give me a boost. At the moment I can only handle a small galaxy, which I'm fine with but hopefully doing something with the gateways will help my games last a little longer and not slow to a crawl.
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# ¿ Jun 11, 2019 04:54 |
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Lazyhound posted:I installed ST:New Horizons and I’ve got mixed feelings about it so far. Some things are really neat, like the anomalies being more elaborate to the point of feeling like mini-episodes. Other things are incomprehensible, like permanently hiding hyperspace lanes. I’m guessing this is to make it feel more like warp travel, but it’s a terrible choice for this game engine. Played around with it a while ago. Some stuff sticks out like the hyperspace, as you mentioned, but overall I find it pretty neat. Really enjoyed it.
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# ¿ Jun 14, 2019 07:21 |
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BurntCornMuffin posted:Federations already fight in the same wars together. Yeh I want some kind of grand coalition thing going on with federation fleets. Think mass effect with all the fleets coming together. It would be cool having a separate fleet ship window where you can put technology from all members onto the ship's. Maybe even unique ship designs only available to a federation ship, members can have a vote on the design focus of the ships like extra speed or tank. Nothing game breaking but it would make being in a federation interesting.
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# ¿ Jun 18, 2019 05:03 |
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Complications posted:There's a button in the window when you select a fleet that'll say lead allied fleets or somesuch. Click that and the AI will do its best to follow that fleet with most or all of its own. I did not know that. Shows how much I bother with federations.
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# ¿ Jun 19, 2019 04:45 |
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Grapplejack posted:So either it was a bug or crises have a chance at not spawning. I just did a regular run and nothing happened. I mean I'm not too salty because I loving hate the unbidden and it was nice not seeing them for once but still, it felt a little odd. Do the unbidden still have that bug where you can warp a single combat ship to the portal and every fleet they have returns to defend it? It was so funny watching 200k+ fleets scrambling home to defend against a single corvette while my main fleet mopped up their constructors and station things. It was really useful because once I was ready I used it to let them warp their fleets out one at a time into my anti-unbidden fleet. Made the crisis comically easy actually.
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# ¿ Jun 19, 2019 09:53 |
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The Vikings posted:Just got back into this since apocalypse. Started a few games, where did all the space monsters go Barely seen anything in my large/huge galaxies where there used to be lots of drones, ameobas, space whales, etc. Any mods to boost those spawn rates back up? I noticed that too. Everything feels kind of... empty. I mean I know it's space so of course it will be empty but now it just feels boringly so. I want it like the old days where it turns out I'm surrounded by powerful monster fleets with one way in and out that they don't occupy and trying to build poo poo around that. Now I just cruise around with no competition until I run across another empire I don't like.
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# ¿ Jun 20, 2019 01:51 |
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# ¿ Apr 25, 2024 20:40 |
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skasion posted:This is a pretty concise way of summing up my problem with the tech system. The fact that tech progression is both mostly random and mostly blind makes it a pain in the rear end to do anything specific or purposeful with tech, and that’s lame. You get what you get, if you don’t like it tough poo poo wait. It’s not satisfying gameplay wise. Yeh I hate that too. I mean sure having a tech tree would just mean it becomes optimised and you follow the same paths over and over depending on build but the randomness is annoying. I mean for gently caress sake it can't be completely random if it's taking one of the research suggestion slots to suggest a particular tech for the fifth time.
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# ¿ Jun 24, 2019 03:19 |