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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1678211 times)

Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2505 on: May 22, 2016, 05:54:29 pm »

I had really hoped this would be the 4x to bring in completely galaxy changing tech/ways of playing. There's so much scope for having a sort of 'end goal' which properly changes things up, and allows you to then pursue a goal of shaping the galaxy rather than just simple conquest.

Having to bring together a number of races to ascend in some way, or creating a super city (think citadel sort of thing), or destroying the entire universe or *anything* that sort of changes things up in a major way.

I have to say the hype train ruined me a bit, I thought it was going to be genuinely different, but it's coming off at the moment as a really good - but completely samey - version of many 4x games, with terrible UI and some ropey mechanics.

I'm still confident as the devs know it needs improving, but I'm just not sure if they understand what people really want.
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Greenbane

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2506 on: May 22, 2016, 06:08:15 pm »

I'm still confident as the devs know it needs improving, but I'm just not sure if they understand what people really want.

But the question is, do the people even know what they really want?
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Karnewarrior

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2507 on: May 22, 2016, 06:12:13 pm »

Operation FREE UNION continues apace, as the human-ahtyrran alliance expands northward by hands and southward by mandible. Human-owned space is now very close to borderimg the democratic crusaders of the...

Who the heck are you??

So some of the alien governments have changed... forms. The cthuloid mushroom folk I had been trying to meet with to add to the alliance have become much less cthuloid fish people, with no explanation. I'm not sure if this is a bug or some other species getting elected president though; the nations it happened too seem to be republican, whereas the (constitutional) monarchist ahtyrrans seem to remain creepy bugmen.

Another thing I noticed is that observation posts in sectors don't gift tech to primitives. Which sucks, as both species in my empire are continental, and while I think there is one ahtyyran on some random moon somewhere... I lost him.

Also, it sucks that I can't ally the not-sangheli just because their moderate militant and I'm neutral on that. You'd think they'd jump at the chances to be honorable protectors and glorious elites in the military of our burgeoning federation,  but no. They want to fight no wars, and twiddle their thumbs on their quintet of planets like cowards.

Also, always always always need more betharium. Those power plants have a default of  TEN EC. Which matches up nicely with four of them and a power hub, and my system of gas giants which provides 13 EC raw.

...what do you mean that's in the south orion sector? Dammit. I'm my own worst enemy!
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Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2508 on: May 22, 2016, 06:45:17 pm »

Okay, the definitive combat mod setup for now is out:

ZBeautiful Battles
BB Compatible Ship Improvements
BB Compatible Rangefinder

Those three do everything that needs doing. All you have to do is open up the 00_ship_sizes files for the latter two and make them compatible with each other by adding Rangefinder's additional module slot to the four ship types for SI and changing the values for the mining, research, and outpost stations which SI sets in the Rangefinder file (lowering base cost, adding scaling cost based on components, and allowing them to be designed).

Get the decreased ship scale mod on top of that and you're set for some fancy, functional battles.
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BFEL

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2509 on: May 22, 2016, 08:01:41 pm »

All you have to do is open up the 00_ship_sizes files for the latter two and make them compatible with each other
Ew, actual work :P

Anyway, liking the More Technologies mod. Been genetics-ing up some superaliums. My original race, The Invincible Dragons of Carpathian Lineage, are Very Strong, Resilient, Thrifty, AND Industrius.
So they are both HILARIOUSLY powerful warriors (psychic SPEHSS MARINE dragons no fucking less) as well as excellent resource miners.

I also have taken the Molluscoids that I uplifted and turned them into the galaxies greatest scholars. They STARTED with a 20% bonus to society research from their pre-sentient trait, and had Intelligent added onto that early on. I've since given them the scholar caste trait from the mod, giving them 20% bonuses to ALL research, and made them Natural Physicists as well, since I've been lagging behind in that area.
And if THAT wasn't enough, I ALSO threw in Nomadic and Rapid Breeders so that I can overcome the shortage of them I seem to be experiencing.

Also have a second uplift species, a fungoid race I have confined to their homeworld because they're mostly useless as pops. What I've modified them to FUCKING EXCEL at is leadership. They got the leader caste trait from the mod along with their uplift trait of +1 skill level. I then added Talented so that they FUCKING START AT MAX GODDAMN LEVEL.
Now if I could only fucking GET some of the bastards as leaders...only have an admiral so far.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2510 on: May 22, 2016, 10:00:31 pm »

Okay, the definitive combat mod setup for now is out:

ZBeautiful Battles
BB Compatible Ship Improvements
BB Compatible Rangefinder

Those three do everything that needs doing. All you have to do is open up the 00_ship_sizes files for the latter two and make them compatible with each other by adding Rangefinder's additional module slot to the four ship types for SI and changing the values for the mining, research, and outpost stations which SI sets in the Rangefinder file (lowering base cost, adding scaling cost based on components, and allowing them to be designed).

Get the decreased ship scale mod on top of that and you're set for some fancy, functional battles.
...in English, please? I'm not even entirely sure how to add extra names to a namelist mod; damned thing is locked up in a rar file and I don't want to unpack it for fear of breaking something.
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Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2511 on: May 22, 2016, 10:35:14 pm »

Okay, the definitive combat mod setup for now is out:

ZBeautiful Battles
BB Compatible Ship Improvements
BB Compatible Rangefinder

Those three do everything that needs doing. All you have to do is open up the 00_ship_sizes files for the latter two and make them compatible with each other by adding Rangefinder's additional module slot to the four ship types for SI and changing the values for the mining, research, and outpost stations which SI sets in the Rangefinder file (lowering base cost, adding scaling cost based on components, and allowing them to be designed).

Get the decreased ship scale mod on top of that and you're set for some fancy, functional battles.
...in English, please? I'm not even entirely sure how to add extra names to a namelist mod; damned thing is locked up in a rar file and I don't want to unpack it for fear of breaking something.
Navigate to C:>Users>Your Name>Documents>Paradox Interactive>Stellaris>workshop>content>[numbered folder]

Each of the folders in there is a workshop mod you've downloaded. Find the ones you need to modify by opening each until you happen across them. Use WinRar/7Zip/whatever to open the zipped mod folders. Locate the files which you need to make compatible in each mod archive-in this case, just "00_ship_sizes.txt". Open each mod's version of it in Notepad++ or whatever, scan through them for differences, and overwrite the vanilla values in each that are overridden by modded values in the other. In this case you're just adding one line to the four ship types (from Rangefinder) to SI, and a few value changes from SI to Rangefinder. Save each file once you're done, run the game, you're set.

You could also make a custom merged mod, but that'd be more work.
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Neonivek

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2512 on: May 22, 2016, 11:58:49 pm »

One thing that currently hurts the game is that after you play enough you kind of realize "Rare tech" is not only nothing of the sort (I kind of wanted to be a special snowflake but no... everyone pretty much ends the game with the same rare techs) but for some semi-mandatory
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Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2513 on: May 23, 2016, 12:18:15 am »

I mean, it's all in the same tech pool, just with lower weighting, so it's only natural that you eventually get every tech. Would be nice if some were rare event/anomaly exclusive maybe.
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Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2514 on: May 23, 2016, 01:15:48 am »

The portrait of a alien republic changing to another species is not a bug. The portrait in diplomacy is the leader of the state you are dealing with. That republic simply elected a leader of species other than the primary species.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2515 on: May 23, 2016, 02:09:52 am »

One thing that currently hurts the game is that after you play enough you kind of realize "Rare tech" is not only nothing of the sort (I kind of wanted to be a special snowflake but no... everyone pretty much ends the game with the same rare techs) but for some semi-mandatory
The problem is that there's too few techs, so you eventually deplete the deck. Not even that slowly, if you're keeping lean. It's a problem that will be gradually fixed as they add more techs to the game, although some rare stuff could definitely be rarer than it is. But between developments and mods, it will definitely be great in a year or two. Like with most of Stellaris.
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NullForceOmega

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2516 on: May 23, 2016, 02:21:23 am »

I'd like it a lot if researching a rare tech actually closed off some research paths while giving you access to more specialized techs in the same vein.  It would go a long way to helping me feel like my nation has an individual identity.
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Orange Wizard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2517 on: May 23, 2016, 02:27:48 am »

I'd like it a lot if researching a rare tech actually closed off some research paths while giving you access to more specialized techs in the same vein.  It would go a long way to helping me feel like my nation has an individual identity.
Oh yeah, I saw a suggestion kind of like this for... Civilization, I think it was. Having tech trees branch out so you can specialise down different routes that effectively achieve the same thing but can be balanced differently.
I think it'd be really cool, myself.
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Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2518 on: May 23, 2016, 02:30:01 am »

Ethos is supposed to be that branching. For example, psionic techs are very likely to be available for spiritualist but almost impossible for materialists to get. I agree that there should be more rare techs dependent on the ethos, government form and perhaps even biological traits of the main species.
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tryrar

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2519 on: May 23, 2016, 04:12:24 am »

Question:How good are the flak batteries at shooting at missiles? I wanna get rid of using the dinky small PD and simply go wtih flak batteries since they can actually hurt ships when not shooting at other things, but if they can't actually shoot missiles then I still need the small PD
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