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metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
I'm a few hours in to a new game and early game expansion feels way, way better than before y'all. Like, before I enjoyed the game but I had a hard time calling it Good; if this keeps up through the mid and end game then I think Stellaris is officially a Good Game. I will still enjoy it personally either way.

e: To draw a comparison to an action game, before the game felt very floaty, like MMO combat, say. Now it feels more punchy and visceral (as 4x expansion phases go), like a certain unnamed third person action game franchise. Except it's not especially challenging but 4x's never really are. I hope someone found this terrible analogy useful.

metasynthetic fucked around with this message at 08:22 on Feb 24, 2018

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metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Also Paradox people please let me save my custom races to the cloud between versions. Just give me a red flag if they break rules now or something. I got a dozen and it really sucks rebuilding them from scratch between updates. TIA

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Can you not pick and choose which claims to enforce at the end of a war? I have 4 claims in a defensive war, 2 of which I have occupied, but I would prefer the other 2. The default choice gives me the 2 I don't want and I cant find a way to change them. Do I have to occupy to claim them?

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
I'm way behind in the thread but I wanted to submit these guys for the latest generation of the goon race mod:

The Solarian State

(not shown: starting system is Sol, of course)

Made them natural engineers since that's the only way you can literally create pops to be slaves.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
So apparently the enigmatic fortress is bugged, it just keeps respawning over and over after I kill it, and the popup that's supposed to start the event chain with projects you can complete doesn't actually give you anything to do. And it's engagement range is really big so my fleet is stuck in an endless cycle of trying to warp out, it wakes up, they move in to engage and kill it again, head back to the warp point, etc. Except that each time it wakes up it kills a couple of the ships in my all corvette fleet, so sooner or later it's going to destroy all 100. It already killed my admiral with this bullshit.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

ConfusedUs posted:

Fixed in the beta patch, according to the notes.

Thank god.

Admiral Joeslop posted:

I need a pastebin or similar of your user_empire_designs.txt to add it in.

My bad:
https://pastebin.com/gLitqJWY

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Thesaurasaurus posted:

Ugh, I opted into the 2.0.2 beta and the loving Enigmatic Fortress is STILL resurrecting every ten days while the Situation Log refuses to let me actually begin the special projects. Is it just absolutely hosed for pre-beta saves or am I missing something here?

Yeah mine is still hosed too.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

canepazzo posted:

I had the same thing. I just chose the various options as they popped up, the only choice you need the situation log for is the initial step (blow up the airlock or power surge); it will repower every 10 days but you will get the next stage (if you choose the options right) every 30-60, so just park a fleet on top of it, with a science ship orbiting, and the reborn fortress gets instagibbed every time. Your situation log will also fill with the first step, just ignore it.

Also, it will stop repowering once you finish the chain and claim the system.

This doesn't sound like its the same problem exactly. There are no options popping up (apart from the very first one which is 'yes start the event chain' / 'no do nothing end of story'), and my situation log just has the one entry for the fortress without any projects to go with it.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
For anyone else having Enigmatic Fortress bug problems, seems someone put up a mod on the workshop to fix it. Requires 2.0.2. Haven't tried it myself yet, will report back once I get the chance:

http://steamcommunity.com/sharedfiles/filedetails/?id=1317456532

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

metasynthetic posted:

For anyone else having Enigmatic Fortress bug problems, seems someone put up a mod on the workshop to fix it. Requires 2.0.2. Haven't tried it myself yet, will report back once I get the chance:

http://steamcommunity.com/sharedfiles/filedetails/?id=1317456532

Trip report: does not work

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Most of the ascension perks that have additional costs beyond the initial buy in aren't really justifiable, they're only practical if you're already running away with the game. Megastructures? If I have that many minerals to spare it means I already have a sizable, well-developed empire that's probably the best in the galaxy, with enough fleet that I don't feel a need to spend minerals on it to stay secure. Species upgrade projects take an absurdly long time. Gaia terraforming is not at all worth it by that point in the game unless you're Life Seeded, which is in itself basically just handicapping yourself by volunteering for an OCC.

I honestly feel the material costs could be reduced by like, 4x and the research costs for species upgrades by like, 10x (really I'd just ditch the research-to-modify-species mechanic altogether and pay food or minerals / energy over time.)

Edit: Maybe this is all more a commentary on how this game doesn't escape the usual 4x trap of a mopup phase endgame, even though the end game crises help with that. Still, in the ideal situation for someone wanting, say, Habitats (a small geographically constrained empire) I'd still never take the pick because a small empire is never going to be able to afford them when it makes a difference.

metasynthetic fucked around with this message at 06:22 on Mar 2, 2018

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

mods please change my name to 'infidel weed' TIA

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
How do you actually get armageddon bombardment as an option? I played a game as a fanatic materialist authoritarian and only got the option for indiscriminate.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Meant militarist but yeah thank you

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
In my current game as psychic space plants, I got a shroud event where the entity just said "LEAVE." Naturally I didn't, and my dice roll failed so it sent a corrupt avatar into one of my back systems. A problem because my fleet and freebie avatar were on the other side of the galaxy, having just killed the Stellarite Devourer. Then I realized it didn't just spawn in a backsystem, it spawned in the system with the Artisan Troupe station. And my starbase was a defenseless art installation / anchorage. Oh poo poo.

The avatar steamrolls my station and then heads for the artisan enclave. Turns out the artisan station is packing an X-class arc emitter with 100% shield and armor penetration. They completely loving annihilated it.

poo poo, they probably enjoyed the fireworks.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Ok, so my mods list is hosed and I don't know why:



If I double click on the grey spots, some of them will beep like they're turning on and off but I can't tell what's what.

I'm running 2.0.2, I wound up deleting local folders and trying to verify, etc. Before I deleted the folders I had a handful of mods show up scattered through the list with a red ! warning.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

jng2058 posted:

Red exclamation point means the mods in question aren't listed as working with 2.02. They may work, may not, its play at your own risk.

The grey bars mean the mods themselves are still re-installing after you purged and reloaded. Walk away and give it some time and it should go back to normal. Always has for me in the past.

The grey bars were there before I purged. They're why I decided to purge in the first place.

I just reinstalled the game and I'm still having the same issue.

Edit: figured out that apparently the grey bars are a % loading bar (which was empty) and the partition Stellaris was on was nearly full, so nothing was even attempting to download. PDX people please put in some kind of UI info to reflect this for people who are equally stupid as me, thank you.

metasynthetic fucked around with this message at 04:23 on Mar 5, 2018

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

:psyduck:

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
I'm a Driven Assimilator machine empire. I formed a machines-only federation with some Rogue Servitors, my own player made race from a previous game.

With me as (the first) federation president, I declared war on an NPC empire between me and the Servitors. Sublimation is my casus belli. First system of the war I take entirely on my own, it's directly adjacent to my territory via hyperlane, but also adjacent to my ally via border but not hyperlane.

My ally gets the system instead of me.

What the gently caress is going on? Did they somehow have a claim which overrides me? If I win the war via complete conquest would everything flip to me via my sublimation casus belli in the end?

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
BE's halfassedness singlehandedly (well, 5 contributed I guess) weaned me off the Civ series. I might buy 6 at the end of it's life in a gold bundle with all DLC included for 30$ or something.

It's okay though, since then I discovered Paradox games and Amplitude have made some big strides as well.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Crazycryodude posted:

That's basically what the Virtual World is, to be fair. Why do they have to be physical luxuries when pressing the right buttons in someone's skull gives the exact same experience?

Good practice of righthought, drone, 15 minutes of holosuite time have been awarded.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
No, the Great Khan is definitely willing to strike without provocation if you happen to be in their way.

My last game one of the 2 marauder empires woke up, and I was at the stage that they would have steamrolled me without a lot of luck. They were near one of my borders but behind a couple of small empires, so once I got the notice I had a year or so to prepare, so I started moving my fleet from the other side of the galaxy. They rolled through the AI empires and gobbled up all my systems on the border - but I had an old bastion at a choke point I had built up for a long-past war that I kept around. It was about 15k or so fleet strength, with the Khan having multiple fleets at 15 - 20k and their main fleet at 25k, and their first fleet entered the system within days of my fleet (also about 15k) finally arriving. They held the line against the first assault.

I was playing a devouring swarm, and I had early living metal, along with some other techs for healing hull + armor, so as long as I didn't outright lose ships my forces could repair and hold out. The Khan kept sending in fleets one at a time for years, and they kept them back with minor losses. The main fleet attacked and I blew up the flagship, but the Khan themselves escaped and would resume the assault after a short reprieve, as I replaced some of the losses I'd suffered. The attackss resumed, until they finally came in with 3 fleets (including their main) one after the other in short succession, more than I could regenerate from. The marauders were taking damage but now my fleet was posting real losses, more than half the bastion's platforms were down, and it was clear that finally, they would fall. What was left of the Khan's forces would still be enough to rampage through my empire.

Then my forces killed the Khan's flagship, and he stayed dead this time. The marauder fleets returned to their splintered systems.

It was a movie-magic moment. I renamed the system the Red Line.

Except that since I was tyranid crabs, it meant the barbarians failed to save the galaxy from getting eaten :shrug:

metasynthetic fucked around with this message at 17:08 on Jul 25, 2018

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Even if you are willing to believe the party line that genejacks are totally nonsapient / nonsuffering, presumably there were prototype versions closer to human which were not quite so refined.

Also, since the Hive is so big on recycling, genejacks probably got genemodded to be delicious for when retirement time comes!

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Kerbol's in there too.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Having the first empire to claim the system have a random chance to rename it (or after notable battles or other uncommon events) just once could be kinda cool.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
It would be super cool if the %s really did refer to different biomes, imagine if Earth was a xenophilic empire and integrated some alien species. Squid friends living in the seas, lizard bros living in the deserts, bear dudes living in the poles :allears:

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
My psychic peacock xeno-breedin' megachurch got psionic shield tech from the shroud, so I spend 12 years researching it. At the end I find out it requires Zro and as far as I know it doesn't exist anywhere. Loving the rest of the update but that really killed my enthusiasm.

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metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
Playing as a regular biological empire, I just researched Droids and the tech after that that lets you customize them, so I made them all farm bots. Now they beeline to working as doctors or clerks, displacing biological specialists and workers. Is there any way, either through vanilla mechanics or some sort of mod, that I can fix this and get the farmbots to work the drat farms? Apart from that one law I mean, it isn't likely to get passed in the next 50 years.

Do I just have to push all the way to Synths (wasn't planning on it otherwise) and give them full rights to get them to act like a regular bio species as far as job prioritization?

edit: nevermind, tried googling for a mod instead of searching through Steam directly and found something that seems to work: https://steamcommunity.com/sharedfiles/filedetails/?id=2045494120

metasynthetic fucked around with this message at 06:39 on Jun 30, 2020

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