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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1262822 times)

PTTG??

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7845 on: February 24, 2019, 01:51:29 pm »

Oh...

Spoiler (click to show/hide)
Wait... how much of that was scripted?  Does the game spawn pre-space Kerbils?

I'm pretty sure they were just trying to launch all their cities into space.
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Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7846 on: February 24, 2019, 02:10:21 pm »

I hate the fact I'm troubled with even fictional genocide, so I don't play murder machines or fanatic purifiers. Kind of silly, isn't it? It is the same with most games, I can't bring myself into playing comic book villains.
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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7847 on: February 24, 2019, 02:19:46 pm »

But if you play exterminators it won't be genocide, it's just pest control.

Alternatively play servitors and genocide the organics by giving them mandatory really comfy living conditions.
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Cthulhu

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7848 on: February 24, 2019, 02:25:24 pm »

It's not pest control, it's proactive self-defense.  Intelligent organic life is a dangerous variable that needs to be brought under control.

I don't think I'm gonna continue my DE run though.  They're so broken in test branch it's not fun anymore.  I'm at 2293 and at this point I'm the end game crisis.  When I declare war on someone his allies break their treaties.  I attacked a four-empire federation and threw them in the dumpster.  My economy is so good I can spam specialist buildings on planets and not even put a dent in my income.

I basically won, the only thing left is just the slow, tedious process of actually exterminating everyone, which isn't very fun after the first few empires.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7849 on: February 24, 2019, 03:25:16 pm »

I hate the fact I'm troubled with even fictional genocide, so I don't play murder machines or fanatic purifiers. Kind of silly, isn't it? It is the same with most games, I can't bring myself into playing comic book villains.
That's very cute and pure, too be honest.
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Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7850 on: February 24, 2019, 03:45:18 pm »

I hate the fact I'm troubled with even fictional genocide, so I don't play murder machines or fanatic purifiers. Kind of silly, isn't it? It is the same with most games, I can't bring myself into playing comic book villains.
I enjoy playing as enigmatic fanatical purifiers. The last game of stellaris I actually enjoyed was one where I disabled communication spread events, and using the hyperlane disconnection/generation mod retreated into a nebula before cutting it out from the rest of the galaxy, with our only expansion being a wormhole connected nebula on the other side of the galaxy (but by wormhole we were next-door neighbours). I spent three hundred years isolated inside that nebula peacefully building up a series of ringworlds and psi-enabled warfleets until at last I reconnected with the outside world. Spent the rest of the game as a more dangerous version of xenophobic isolationists which occasionally ventured forth from the dark to clear a few planets, upset the galactic power balance and then return to the dust & dark. Like exceptionally cranky old age pensioners

Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7851 on: February 24, 2019, 04:12:52 pm »

I hate the fact I'm troubled with even fictional genocide, so I don't play murder machines or fanatic purifiers. Kind of silly, isn't it? It is the same with most games, I can't bring myself into playing comic book villains.

I'm the same.  Relatedly, this is why I really can't bring myself to declare war in Stellaris at all, although I should probably be a little more proactive with putting dangerous empires in their place when they start declaring war on everyone else.
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Cthulhu

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7852 on: February 24, 2019, 08:37:05 pm »

Ah, good. Glad I started a federation with these guys.

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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7853 on: February 24, 2019, 08:54:09 pm »

Ah, good. Glad I started a federation with these guys.

Guessing you're on the beta branch? There is a known bug causing the AI to overvalue the precinct buildings. It tanks their economy. It's one reason gestalts seem so OP in the beta branch, they can't build precincts
« Last Edit: February 25, 2019, 03:36:32 pm by forsaken1111 »
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7854 on: February 24, 2019, 11:41:47 pm »

That's a really nice planet for them to be ruining, too.

In any case, I'm wondering if the AI doing stupid things like this consistently is an indication that the way the AI works under the hood just needs to be changed.  Supposedly this was caused by the developers adjusting the weights for picking what building to build and by putting an arbitrary limit on some buildings.  Precinct houses were supposed to be limited to 2, but the math was wrong and they just build 3, limited only because there's an arbitrary restriction to keep them from building more.

Maybe picking buildings randomly just isn't the right way to do this.
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Cthulhu

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7855 on: February 25, 2019, 12:27:58 am »

The glavius mod fixes this and supposedly fixes other things.  Dunno what all it does and what's just planned, but stuff like changing build priorities based on the AI type and redoing priorities in general so they don't spiral into the dumpster. 

The precinct thing also really messes up the war game in concert with the way war exhaustion works.  Part of the reason I gave up on my Skynet game was I couldn't actually exterminate any empires because invading was impossible with 20+ defense armies on every planet and bombing them to tomb worlds takes too long, so I'd end up hitting auto-peace even when I was overwhelming them.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7856 on: February 25, 2019, 01:36:09 pm »

That's a really nice planet for them to be ruining, too.

In any case, I'm wondering if the AI doing stupid things like this consistently is an indication that the way the AI works under the hood just needs to be changed.  Supposedly this was caused by the developers adjusting the weights for picking what building to build and by putting an arbitrary limit on some buildings.  Precinct houses were supposed to be limited to 2, but the math was wrong and they just build 3, limited only because there's an arbitrary restriction to keep them from building more.

Maybe picking buildings randomly just isn't the right way to do this.
Well, I guess that precinct ones in particular hard to weight, since it's a bit more complicated how they relate to production, and if you just go "if there's a lot of crime, build until there isn't" then that makes criminal corporations sad.
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Cthulhu

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7857 on: February 26, 2019, 03:23:40 pm »

Its something weird.  The glavius AI mod fixes it by tricking the AI to think slots are occupied when it wants to build something stupid.

Ive gone back to determined exterminators now that the AI is working better with the mod.  Unfortunately the first AI empire showed up at 2207 and I was already scaling up to kill the mining drone plague.  The mushroom guys didnt stand a chance, we just rolled over them.  Billions of years of evolution, their first interstellar economy, on the cusp of being a galactic civilization.  All gone in a couple years.  Dont even remember their name.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7858 on: February 26, 2019, 03:42:13 pm »

I'm playing Rogue Caretakers in the 2.2.5 beta release, and it's going well.  Apparently they made several buffs to machine empires, heh.  I was mostly relieved that my pops are actually taking the amenities-producing jobs, unlike in my earlier hive run.  That shows up in the patch notes:

Quote from: 2.2.5 beta
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
So my repugnant hivemind run would probably be a lot less tedious now.  I still decided to abandon it since, yaknow, accidental genocide made the galaxy hate me.

Also:
Quote from: 2.2.5
* Robots with Emotion Emulators are now more likely to become maintenance drones
I mean, yeah, that's how the system's supposed to work, right?  :P  Glad they're working out the kinks though.

Speaking of, I was wondering why my FanAuth Xenophile neighbors liked me so much.  Xenophilia applies to robots, which is nice, but then I saw
Quote from: Mandasura Union, a Decadent Hierarchy
Willing Servants: +20
>.<  Migration treaties with Rogue Servitors should be a thing...

Okay so now it's my goal to nonviolently convince them to let us pamper them.  Which means growing large enough to vassalize and eventually integrate.  Hrm, reminds me of my Blorg plays...  I love their pops, but their silly government is in the way.

Normally there's the moral problem that people deserve self-determination...  But these are fanatic authoritarians.  They don't believe in that.

I'm pretty sure Egalitarian empires are as horrified of Rogue Servitors as Authoritarians are pleased, heh.  I don't think anyone in this Tiny galaxy is egalitarian, though.  Two separate hiveminds, and the FE is Ancient Caretakers... Tiny galaxies are weird.

Edit:  Aw man, I definitely do have the precinct-spam bug.  ...Meh, I'm fine with that, I was looking for a sandbox run anyway.  Eventually I picture machine worlds pumping out minerals, habitats for industry, and an agrarian ringworld feeding and housing the silly organics.  I'm going to be the Ancient Caretakers but better!
« Last Edit: February 26, 2019, 03:54:48 pm by Rolan7 »
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Il Palazzo

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7859 on: February 26, 2019, 05:33:43 pm »

Ugh, the mutating Totally-Not-Slaanesh[TM] shroud patron reverted all my telepathic pops back into latent telepaths through his random mutation event. Lookslikeabug.jpg. I can't think of a way to turn them back to telepaths again. Anyone?
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