Thread: Stellaris

Page 15 of 18 FirstFirst ...
5
13
14
15
16
17
... LastLast
  1. #281
    The Unstoppable Force Puupi's Avatar
    15+ Year Old Account
    Join Date
    Jan 2009
    Location
    Finland
    Posts
    23,402
    Quote Originally Posted by Dezerte View Post
    What a shitty start to the game that was.

    Two pre-space civilizations just 2-3 stars away from me, both of them hitting space age before I even could finish the research for colony ships. Their borders took two planets I had my sights on, one 21 pop Tundra-world (I'm Tundra-people) and one 25 pop Gaia-world.
    Well it's about time you export some Freedom(tm) for them.
    Quote Originally Posted by derpkitteh View Post
    i've said i'd like to have one of those bad dragon dildos shaped like a horse, because the shape is nicer than human.
    Quote Originally Posted by derpkitteh View Post
    i was talking about horse cock again, told him to look at your sig.

  2. #282
    Quote Originally Posted by Morae View Post
    You could have bombarded their planets with your tiny fleet and shot down their space station, if they had one. Then enslaved the races and pressed them to work.

    I always shoot down such races. If they are medieval races or something, I may build observation post, but the last thing I want is some upstart race taking part of my space...
    Quote Originally Posted by Puupi View Post
    Well it's about time you export some Freedom(tm) for them.
    No can do, I'm a pacifist. I committed seppuku instead (started a new game)
    "In order to maintain a tolerant society, the society must be intolerant of intolerance." Paradox of tolerance

  3. #283
    Over 9000! zealo's Avatar
    10+ Year Old Account
    Join Date
    Jan 2013
    Location
    Sweden
    Posts
    9,519
    Quote Originally Posted by Dezerte View Post
    No can do, I'm a pacifist. I committed seppuku instead (started a new game)
    You should have put the aggressive back into passive-aggressive.

  4. #284
    So, how is it? I loved loved loved sins of a solar empire and I've really been hankering from a new 4x space game to play. The reviews on this game seem to be either glowing or extremely mediocre. My concern is that the poor reviews all have the same complaint: mid to late game is boring because AI isn't very smart/aggressive. What's your take on this?

  5. #285
    Quote Originally Posted by Drakain View Post
    So, how is it? I loved loved loved sins of a solar empire and I've really been hankering from a new 4x space game to play. The reviews on this game seem to be either glowing or extremely mediocre. My concern is that the poor reviews all have the same complaint: mid to late game is boring because AI isn't very smart/aggressive. What's your take on this?
    entirely correct
    It ignores such insignificant forces as time, entropy, and death

  6. #286
    Quote Originally Posted by Drakain View Post
    So, how is it? I loved loved loved sins of a solar empire and I've really been hankering from a new 4x space game to play. The reviews on this game seem to be either glowing or extremely mediocre. My concern is that the poor reviews all have the same complaint: mid to late game is boring because AI isn't very smart/aggressive. What's your take on this?
    Yeah, the AI is dumb and boring. Some of it's supposedly being tweaked for the upcoming patch though, so wait and see.
    "In order to maintain a tolerant society, the society must be intolerant of intolerance." Paradox of tolerance

  7. #287
    The Unstoppable Force Puupi's Avatar
    15+ Year Old Account
    Join Date
    Jan 2009
    Location
    Finland
    Posts
    23,402
    Quote Originally Posted by Drakain View Post
    So, how is it? I loved loved loved sins of a solar empire and I've really been hankering from a new 4x space game to play. The reviews on this game seem to be either glowing or extremely mediocre. My concern is that the poor reviews all have the same complaint: mid to late game is boring because AI isn't very smart/aggressive. What's your take on this?
    I'd say it's worth its price even at its current state (=bugs and minor annoyances in UI and gameplay). Paradox is patching things in quite rapidly, a major patch should be out in the next couple of days fixing lots of stuff, like the passive AI.
    Quote Originally Posted by derpkitteh View Post
    i've said i'd like to have one of those bad dragon dildos shaped like a horse, because the shape is nicer than human.
    Quote Originally Posted by derpkitteh View Post
    i was talking about horse cock again, told him to look at your sig.

  8. #288
    Deleted
    I don't mind the limited direct control but the game should attempt to encourage me to use sectors. A more elegant solution then "give away control of your planets to a non-functional AI and lose 1/4 of their income with utterly no benefit, positive interaction or mechanic".
    the no good AI is a bummer of course, but the benefit from using sectors is not losing out in income, just like in CK. That *is* the benefit from using them, to avoid a big penalty on your income. Which is why I'd like them to be more autonomous in general, just like vassals, unlike them, they have to pay taxes though.

  9. #289
    Merely a Setback PACOX's Avatar
    10+ Year Old Account
    Join Date
    Jul 2010
    Location
    ██████
    Posts
    26,371
    Patch 1.1 beta should be out thursday or friday.

    https://forum.paradoxplaza.com/forum...-patch.936898/

    - - - Updated - - -

    Patch 1.1 (beta) is out. Say goodbye to your weekend.

    Code:
    ##############################################################
    ######################## VERSION 1.1.0 #######################
    ##############################################################
    
    ###################
    # Features
    ###################
    
    * Strike Craft attack behavior was changed
    * It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
    * It is now possible to set a custom ruler/heir title for your custom empires
    * It is now possible to write a biography for your custom empire
    * Added an Influence reward for establishing communications, or conversely being contacted
    * Collection of strategic resources on planet tiles is no longer suppressed by buildings
    * Added settings for AI aggressiveness in the galaxy setup screen
    * "Shipwright" mandate for democractic empires has been reworked
    * Added resource reward to Raid on Smugglers event
    * Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
    * Slaver mandate no longer possible if slavery is outlawed
    * It is now possible to set difficulty in multiplayer
    * Symbols of Domination is now available for everyone
    * Platypus species portrait and Paradox empire flag is now available for everyone
    
    ###################
    # Balance
    ###################
    
    # Technology
    * Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
    * Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
    * Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales
    
    # Ethics
    Fanatic Individualist
    * Pops are now more unhappy in collectivist empires
    * No longer have increased ethics divergence
    
    Individualist
    * Pops are now more unhappy in collectivist empires
    * No longer have increased ethics divergence
    
    Fanatic Xenophobe
    * Rivalries now provide 50% more Influence
    
    Xenophobe
    * Rivalries now provide 25% more Influence
    
    Fanatic Xenophile
    * Alliance Influence cost reduced by 100%
    * Maximum number of embassies increased by 2
    
    Xenophile
    * Alliance Influence cost reduced by 50%
    * Maximum number of embassies increased by 1
    
    Fanatic Militarist
    * No longer gains additional Influence from rivalries
    * No longer have an increased Influence cost for being in an Alliance
    
    Militarist
    * No longer gains additional Influence from rivalries
    * No longer have an increased Influence cost for being in an Alliance
    
    Fanatic Pacifist
    * Pops are now more unhappy in militarist empires
    * No longer increases Food output, but rather reduces growth needed for a new Pop by 30%
    
    Pacifist
    * Pops are now more unhappy in militarist empires
    * No longer increases Food output, but rather reduces growth needed for a new Pop by 15%
    
    # Components
    * Strike Craft engagement range was significantly increased
    * Strike Craft launch time reduced from 5 to 3 days
    * Fighter movement speed increased from ~2 to 3.5
    * Bomber movement speed increased from 1.5 to 3
    * Chemical Thrusters Chance to Evade reduced from +10 to +5
    * Ion Thrusters Chance to Evade reduced from +20 to +10
    * Plasma Thrusters Chance to Evade reduced from +30 to +15
    * Impulse Thrusters Chance to Evade reduced from +40 to +20
    
    # Buildings
    * Research Institute modifier to research speed reduced from +10% to +5%
    * Colony Shelter modifier to ethics divergence reduced from +20% to +10%
    
    # Government forms
    Theocratic Republic
    * Additional Core Planets reduced from +2 to +1
    
    Transcendent Republic
    * Additional Core Planets reduced from +4 to +2
    
    # Traits
    * Aggressive - fire rate bonus reduced from +20% to +10%
    * Butcher - army damage bonus reduced from +20% to +10%
    * Glory Seeker - army morale damage bonus reduced from +10% to +5%
    
    # Modifiers
    * Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years
    
    ###################
    # AI
    ###################
    
    # Misc.
    * Computer-controlled Empires will start outlawing AI over time during a certain Crisis
    * Increased negative opinion scaling for relative power of subjects
    * AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
    * Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
    * Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
    * Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
    * Fixed a bug where military focused sectors would not build military stations
    * Fixed an issue where the AI would not enslave any Pops
    
    # Diplomacy
    * AI will no longer accept a white peace when they are winning in warscore
    * AI is now more open to trading access, migration rights and (for some personalities) research treaties
    * Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
    * Fixed AI spamming the player with military access offers
    * AI is now more aggressive against easily defeated targets
    
    # Economy
    * Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit
    
    # Sector
    * Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
    * Improved the way sectors determine which resources the country needs when constructing buildings
    * Fixed a bug where sector AI would move Pops back and forth
    * Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships
    
    # Warfare
    * Improved military tactics and handling of units
    * Improved handling of military fleets vs. transport fleets
    * AI now fights Crises
    * Fixed issues where military fleets would not move
    * AI should be better at trying to regain control of occupied planets
    * AI should be better at trying to invade planets taken by ""AI uprisings"
    
    ###################
    # User Interface
    ###################
    
    * Diplomatic notifications and pop-ups have been improved
    * End of combat UI has been improved
    * Colony Ships now show which Pop it is carrying
    * Localization of armor/shield penetration updated
    * If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
    * Habitability icons in galaxy map and systems view have been improved
    * (BETA) Added a new experimental option for GUI-scaling in the options menu
    
    ###################
    # User modding
    ###################
    
    * Ported system for weights/triggers on songs from HoI4/EU4
    * Fixed so that effect set_name can use localization system
    * Moved Domination victory condition into defines
    * Added NOR operator
    * Species Appearance screen is now moddable
    * Species City Appearance screen is now moddable
    * Ship Appearance screen is now moddable
    * Added num_energy trigger
    * Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
    * Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start
    
    ###################
    # Performance
    ###################
    
    * Optimized daily AI calculations
    * Fixed frame rate drop when having one or more fleets selected
    
    ###################
    # Graphics
    ###################
    * Lighting for ship preview images has been improved
    * 8 new event images added to the game
    * Textures for Massive Reptilians have been improved
    * Improved textures for space event assets
    * Optimized textures for event assets
    * Increased texture resolution for ancient drone station
    * Optimized textures for pirate ships
    * Updated textures for generic station
    * Increased texture resolution for AI Core
    * Optimized textures for AI ships
    * Improved texture for Arthropoid colony ship
    * Added cover art for Digital OST
    
    ###################
    # Bugfixes
    ###################
    * Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
    * Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
    * Extradimensional Invaders should no longer spawn inside Fallen Empire borders
    * Reduced chance of generating the Improbable Orbit anomaly
    * Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
    * Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
    * Fixed an issue with the VO not triggering for the mining station tutorial mission
    * Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
    * Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
    * Species Procurement event chain descriptions now correctly refer to planet names
    * Various localization bugs have been fixed
    * Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
    * Fixed some faction events not printing planet names properly
    * Loyalist-affiliated candidates now display proper faction names in Election view
    * Fixed observation post events sometimes not printing planet name correctly
    * Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
    * Fixed a bug where missiles could appear on the galaxy map
    * Ring World habitability-trait now has proper localization
    * Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
    * Fixed an issue where trait randomization didn't respect opposing traits
    * Fallen Empires are now able to build armies
    * Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
    * Newly enlightened countries should no longer be despicable neutrals
    * Fixed right click not working to give additional orders while in FTL transit
    * Fixed an issue where embassies and rivalries could remain after an empire was annexed
    * Fixed an issue where you could always enable edicts
    * Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
    * Robot Pops should no longer get shuffled ethics from divergence
    * Heirs now keep the dynasty name of the ruler in monarchies
    * Added missing localization strings for leaders who gained the arrested development trait
    * Fixed Power Overwhelming achievement
    * Fixed Domo Arigato achievement
    * Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
    * Fixed Living Metal deposits not being minable
    * Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
    * Fixed being unable to change speed with (-) and (+) on American keyboard
    * Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from
    * Fixed a bug where Frontier Outposts in sectors would cost no influence maintenance
    * Fixed a bug where ship_accuracy_add was not being calculated correctly
    Last edited by PACOX; 2016-05-25 at 09:25 PM.

    Resident Cosplay Progressive

  10. #290
    Yeah, I was gonna take a break until Asimov. Not happening now!

  11. #291
    I really look forward to see what mods come out for this. I see amazing potential.

  12. #292
    But the release date of the said Patch 1.1 is still unknown, right? For now it's just a beta test of the said patch?

  13. #293
    Deleted
    Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships
    Wait a second, they are building construction ships on their own?
    Do they build mining stations on their own?

  14. #294
    The Unstoppable Force Elim Garak's Avatar
    10+ Year Old Account
    Join Date
    Apr 2011
    Location
    DS9
    Posts
    20,297
    Quote Originally Posted by KrayZee View Post
    Wait a second, they are building construction ships on their own?
    Do they build mining stations on their own?
    Yes, they do, found out about it while trying to build an outpost in the system that had a mining station in orbit of the star. Disband station -> build outpost - construction complete - it's the mining station again, not the outpost. Turned out that since building the mining station is faster - the sector constructor was sneaking it in before my outpost completion, screwing me over and over again.
    All right, gentleperchildren, let's review. The year is 2024 - that's two-zero-two-four, as in the 21st Century's perfect vision - and I am sorry to say the world has become a pussy-whipped, Brady Bunch version of itself, run by a bunch of still-masked clots ridden infertile senile sissies who want the Last Ukrainian to die so they can get on with the War on China, with some middle-eastern genocide on the side

  15. #295
    Deleted
    hmmm, lets hope they really do it more often now, because I never saw it and it's absolutely amazing if they do.

  16. #296
    Merely a Setback PACOX's Avatar
    10+ Year Old Account
    Join Date
    Jul 2010
    Location
    ██████
    Posts
    26,371
    Quote Originally Posted by Elim Garak View Post
    Yes, they do, found out about it while trying to build an outpost in the system that had a mining station in orbit of the star. Disband station -> build outpost - construction complete - it's the mining station again, not the outpost. Turned out that since building the mining station is faster - the sector constructor was sneaking it in before my outpost completion, screwing me over and over again.

    "Just build the mine, the boss is never going to check in on us anyway"

    I didn't realize one station could block another.

    Resident Cosplay Progressive

  17. #297
    So I take it when you start a new game, there are always planets near you that are very good colony planets to you. Yet one of these always has some problem... or more. Seriously... that one fucking planet. First of all. On the planet there is some kind of planet that releases lots of pollen. This makes my pops feel reaaaally good. Oh yeah! It also seems to make them lazy = -15% minerals....and it is the first stage. With a research I could restore +10% mineral production...second stage. Apparently I'm getting messages from adminstrators of that planet that is is becoming next to impossible to get anything done. Communications are dying down. Third stage... I'm afraid that need to burn that planet down or perhaps go shoot down some plant infested zombies. At the start of the game I don't really have resources to wage war against anyone really. ;I

    That is not the only thing... apparently asteroids are common near the planet and I already had to shoot down one......

    What next.....

    At least I just managed to find 20 size gaia planet.

  18. #298
    Quote Originally Posted by Morae View Post
    So I take it when you start a new game, there are always planets near you that are very good colony planets to you. Yet one of these always has some problem... or more. Seriously... that one fucking planet. First of all. On the planet there is some kind of planet that releases lots of pollen. This makes my pops feel reaaaally good. Oh yeah! It also seems to make them lazy = -15% minerals....and it is the first stage. With a research I could restore +10% mineral production...second stage. Apparently I'm getting messages from adminstrators of that planet that is is becoming next to impossible to get anything done. Communications are dying down. Third stage... I'm afraid that need to burn that planet down or perhaps go shoot down some plant infested zombies. At the start of the game I don't really have resources to wage war against anyone really. ;I

    That is not the only thing... apparently asteroids are common near the planet and I already had to shoot down one......

    What next.....

    At least I just managed to find 20 size gaia planet.
    Welcome to random.
    Its random.
    It ignores such insignificant forces as time, entropy, and death

  19. #299
    What is random? The planets with trouble?

    So far each game I have started, there have been, I think three habitable planets next to my starting planet. One of these planets have always had some problem. First game it was titanic creatures. Then it was meteor rains, then it was moving trees that attacked my buildings and so on. There has yet to be a single game where one of these three planets don't have a problem. Such planets have been very rare so far other than one of the first three planets.

    I don't think it is random. Though, the sample size is small. It is starting to be a rather extreme coincindence, if it is indeed random.

  20. #300
    Quote Originally Posted by Morae View Post
    What is random? The planets with trouble?

    So far each game I have started, there have been, I think three habitable planets next to my starting planet. One of these planets have always had some problem. First game it was titanic creatures. Then it was meteor rains, then it was moving trees that attacked my buildings and so on. There has yet to be a single game where one of these three planets don't have a problem. Such planets have been very rare so far other than one of the first three planets.

    I don't think it is random. Though, the sample size is small. It is starting to be a rather extreme coincindence, if it is indeed random.
    Havnt had it in 2 games so yes, random is random.
    It ignores such insignificant forces as time, entropy, and death

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •