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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1659030 times)

forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7710 on: December 27, 2018, 04:41:37 pm »

What's production output from the thrall world vs size?  I've never gone out of my way to make one because taking it for my main pop species always seemed more efficient.
It's not bad actually. I'll see if I can get a screenshot and some hard info later when I can load my game up. The way thrall worlds work is all enslaved pops are given a job as a 'toiler' if no other jobs are available. Toilers take no upkeep beyond food and produce amenities. You can build very cheap 'slave huts' to gain housing for the slaves, and you can make 'overseer housing' to create overseer jobs. Overseers employ slave pops and reduce crime by quite a lot, so the slaves effectively police themselves. Beyond toilers and overseers, slave pops will work any jobs available to a slave (generally worker stratum jobs and some specialist jobs). You have to be careful to keep enough toilers to have enough amenities to keep the pops happy.

Install a few of your superior species as the rulers/administrators to keep order and keep some soldiers on hand and you're golden.
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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7711 on: December 27, 2018, 04:49:28 pm »

My friend plays on Ironman, but is a slimy savescummer

why
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Il Palazzo

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7712 on: December 27, 2018, 04:52:53 pm »

My friend plays on Ironman, but is a slimy savescummer

why
Don't be judging. I have a friend like that.
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Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7713 on: December 27, 2018, 06:34:44 pm »

My friend plays on Ironman, but is a slimy savescummer

why
Don't be judging. I have a friend like that.
It sorta defeats the whole point. Unless they want achievements but would rather not muck about with the achievement unlocker program.

The reason why I play Ironman is because otherwise I spend just too much time savescumming.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7714 on: December 27, 2018, 06:46:17 pm »

I could see it being helpful for achievements.  I'm actually having a hard time thinking of a time I wanted to save scum in Stellaris though.  Maybe after my first gaia world terraformation bug out in 2.2... but that would have meant 10 years of game time wasted.

I'd probably have more instances if I played on harder difficulties.
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BurnedToast

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7715 on: December 27, 2018, 07:45:29 pm »

Carpet every planet with them, dump the high price alloys on the market and buy all the food you need.
I suspect you can do the same thing with food - buy 100 each month and never care for farms any more.

I didn't think about that, but you're probably right. I bet it works with everything.

Unfortunately it does not seem to work with monthly orders. It seems to auto-buy them, then notice it's still not enough and gives the appropriate penalty. So I guess that somewhat limits the abuse due to it being incredibly tedious manually buying +100/month. Otherwise you could auto-buy +1 of everything and never worry about anything.
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E. Albright

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7716 on: December 27, 2018, 08:06:45 pm »

It sorta defeats the whole point. Unless they want achievements but would rather not muck about with the achievement unlocker program.

The reason why I play Ironman is because otherwise I spend just too much time savescumming.

It's somewhat the former and somewhat the latter. Achievements are nice because they push you to try things other than maximal min-max, but some of the random things that certain events can drop on you are... annoying. However, there's very strict limits on how practical it is to savescum on Ironman, so it gives a small amount of pain mitigation while also avoiding the temptation to constantly savescum.

Spoiler: The wages of sin (click to show/hide)
« Last Edit: December 27, 2018, 11:06:00 pm by E. Albright »
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Mini

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7717 on: December 28, 2018, 12:20:47 am »

There is a not insignificant chance your friend will regret it.  However, good things can happen too, so your friend may want to roll the dice.

Can you tell if the dice roll turned up something bad immediately? My friend plays on Ironman, but is a slimy savescummer, and random-outcome projects and other things where you can precisely predict when the outcome will happen are the sort of thing you can savescum on Ironman. Uh, or so I'm told.
IIRC it's determined when the game starts, so you'd have to play until the gates are opened and then restart if you wanted to force a particular outcome.
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Culise

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7718 on: December 28, 2018, 01:10:11 am »

Judging by the events, you should also be able to open the save file and check the global flags directly.  It should be a bit faster than rushing the insights to identify the preset outcome.  Poking at the events, it appears to be governed by the following four global flags:
50 weight: Nanite Crisis (set global flags "gray_goo_crisis_set" and "active_gray_goo")
30 weight: Dragon Leviathan (set global flag "dragon_season")
30 weight: Nanite Empire (set global flag "gray_goo_empire_set")
30 weight: Abandoned Cluster (set no relevant global flags)

Opening a savefile is a matter of going to the save directory, opening the save file in something like 7zip or WinRAR, and opening the gamestate file in a text editor.  That said, I've never tried to force a particular L-Cluster outcome, so I've never tried verifying it.  Most games, I don't even end up with an L-Gate in my territory. 

EDIT:
Also, since we're talking Ironman, I'd think you can open it without altering anything the game can check, but editing the global flag would likely be a bit more problematic.  I don't play Ironman either, so I can't be of particular help on that front either.  My apologies. 

EDIT EDIT:
Also also, worth noting though it's likely obvious: the L-Gate cluster and contents are spawned when you crack open your first L-Gate, if I'm reading the events right (distar.11000, triggered by distar.10950, triggered by the project LCLUSTER_PROJECT).  After the first empire finishes the project to open the L-Gates, it's too late to change it. 
« Last Edit: December 28, 2018, 01:22:20 am by Culise »
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7719 on: December 28, 2018, 01:21:16 am »

Ironman files are compressed, you can't open them and get anything meaningful. At least not without hacking the game's compression algorithm, which seems disproportionate.
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Culise

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7720 on: December 28, 2018, 01:28:19 am »

Ironman files are compressed, you can't open them and get anything meaningful. At least not without hacking the game's compression algorithm, which seems disproportionate.
I see.  I suppose that my post is indeed worthless for Albright's friend, then.  C'est la vie. ^_^
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E. Albright

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7721 on: December 28, 2018, 02:28:50 am »

I'll add as a datapoint that I'm pretty sure the L-Cluster was only generated after I cracked a gate simply based on the performance hit my game took as soon as the NE started shuffling their 50k warfleets from one end of the cluster and back, over and over and over.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7722 on: December 28, 2018, 02:51:00 am »

I'll add as a datapoint that I'm pretty sure the L-Cluster was only generated after I cracked a gate simply based on the performance hit my game took as soon as the NE started shuffling their 50k warfleets from one end of the cluster and back, over and over and over.
That doesn't necessarily mean that the contents were only determined at that point, only that that's when their behavior was activated.
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se5a

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7723 on: December 28, 2018, 06:19:13 am »

So I finally got this, since it was on special on steam.
not finished my first game, but I've gotten bogged down a bit with the colony stuff. it feels kinda boring and distrcting from the game, which is a shame, since I read that it'd been recently changed in a patch to make it more interesting and engaging, not sure what it was like before, but the constant unhappiness from unemployment is just meh, especially when it's so restricted in what you can do to improve it. maybe I'm missing something, but it feels like a poorly designed puzzle game where you have to calculate what building will get the correct amount of housing vs jobs... or something. idk it didn't make a whole lot of sense.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7724 on: December 28, 2018, 07:29:42 am »

I'll add as a datapoint that I'm pretty sure the L-Cluster was only generated after I cracked a gate simply based on the performance hit my game took as soon as the NE started shuffling their 50k warfleets from one end of the cluster and back, over and over and over.
The cluster generates at game start. I'm fairly certain the slowdown you saw after opening it was due to pathing. They've always had issues with pathing calculations through gateways.
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