Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 147 148 [149] 150 151 ... 632

Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1747050 times)

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2220 on: May 16, 2016, 02:36:02 pm »

Moving around science ships, with the additional issue of running into aliens and having them run away, so you have to either reassign them or change their stance (in which case you have to micro them if they end up being attacked)

It's all stuff that could've easily been automated and just amounts to busy work.
Logged
Shoes...

TempAcc

  • Bay Watcher
  • [CASTE:SATAN]
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2221 on: May 16, 2016, 02:39:24 pm »

I just turn off automatic running away on science ships because most of the time (at least during early game) the threats consist of spaceborn monster things which are on a remote section of the sector or just passing through. This tends to make things flow a lot better, specially if you choose to attack the space jellyfish thing.

It still tells you of the threat, so you can just pause, click on the threat announcement, look around for what kind of enemy it is, then either ignore it or change your orders.
« Last Edit: May 16, 2016, 02:44:07 pm by TempAcc »
Logged
On normal internet forums, threads devolve from content into trolling. On Bay12, it's the other way around.
There is no God but TempAcc, and He is His own Prophet.

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2222 on: May 16, 2016, 02:42:47 pm »

If they're parked by a planet they'll attack when it goes to survey though.
Logged
Shoes...

TempAcc

  • Bay Watcher
  • [CASTE:SATAN]
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2223 on: May 16, 2016, 02:46:54 pm »

Ye, you can't just do a survey with this all the time, which is why you have to actualy take a glance at what kind of enemy it is and what its doing first. Around half the time (with me at least) its usualy some space amoeba warping between systems, so I can avoid having the ship retreat into the previous system for no reason.

Plus, if its the kind of threat I can't ignore, I can just tell the ship to move to another system instead of having to wait till it retreats to the previous system and THEN doing it, thus avoiding several ingame days/weeks/month of cooling down before doing another jump, depending on what kind of FTL I'm using.
« Last Edit: May 16, 2016, 02:49:30 pm by TempAcc »
Logged
On normal internet forums, threads devolve from content into trolling. On Bay12, it's the other way around.
There is no God but TempAcc, and He is His own Prophet.

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2224 on: May 16, 2016, 02:53:21 pm »

That's still additional micro.
Logged
Shoes...

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2225 on: May 16, 2016, 03:40:13 pm »

some more micro:

having to babysit the new planets since sector governors won't push up capitals since they won't spend influence, so you keep juggling them to stay under the 5 planet limits (and do they build shipyard? more clicks to get that panels and hydroponic running for them)

ship not going to the upgraded/cheapest station when upgrading using the convenient upgrade button

hiring replacement for dead personnel requires copious clicks and they tend to die in groups so there's the five years you keep getting distracted

no intercept enemy stance so you need to wait for every small fleet that come peeking you after you declare war to reach a planet where you can give an attack order

majority of quests are send ship in this 6 locations, with the aggravating interface that makes hard to click on the right hotspot that brings the start research project menu (why can't we just assign scientist to them and let them boldly go?)









Logged

Wolock

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2226 on: May 16, 2016, 03:51:14 pm »

My empire is now back to it's former glory, I'm a member of the strongest alliance in the galaxy, I'm the second most populated empire and I'm producing enough science to avoid being a backwater.

Also, My empire is about to receive the upgraded Lightning class cruiser. A cruiser born from retro-engineering fallen empire tech. It wields 2 tachyon lances plugged on point-zero generators and armored in neutronium. The only homemade tech is the upgraded deflectors, the propulsion parts and complements of torps.

Edit :

having to babysit the new planets since sector governors won't push up capitals since they won't spend influence, so you keep juggling them to stay under the 5 planet limits (and do they build shipyard? more clicks to get that panels and hydroponic running for them)

I have a pretty hands-off approach to colonizing where I give every new colonies to a sector once they are found. And they do build admin building, at least one of my colony has build up a planetary capital by itself. Building up new colonies and especially admin buildings is costly and sectors doesn't always produced enough to deal with that especially if it's a new sector or they have a couple of new colonies and don't forget the taxes... by default they have to send 50% of their surplus to the core system. Just shower them with EC and Mats at first and they will develop accordingly and get the ball rolling.
« Last Edit: May 16, 2016, 04:10:41 pm by Wolock »
Logged

Cthulhu

  • Bay Watcher
  • A squid
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2227 on: May 16, 2016, 04:01:42 pm »

My "killer app" right now is the first destroyer class my local group of squabbling ass-tier independents, with a large cloud-lightning cannon from the void clouds.  We're all heavily into missiles so I'm also fitting the destroyer fleet with triple-PD escort corvettes.
Logged
Shoes...

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2228 on: May 16, 2016, 04:02:50 pm »

Started new game to test superarmy build.

Invincible Dragons of Carpathian Lineage, Very Strong/Sedentary/Solitary/Slow Learners of Fanatic Militarist/Spiritualist bent. Barely got first five colonies up and ALREADY hit Psionic Theory. Now I just need to get Planetary Shields and then its time to turtle the fuck out of the everywhere.

Side note: our home system is named "HERE THERE BE DRAGONS!"
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Sartain

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2229 on: May 16, 2016, 04:39:55 pm »

Anyone know how pissed a Fallen Empire of Military Isolationists will be if I settle right next to them?
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2230 on: May 16, 2016, 04:48:39 pm »

Considering that I have -15 with them despite my borders being several systems away from a similar Fallen Empire... They will be pissed. Very pissed. I wouldn't risk it myself, unless you have an embassy and maybe a couple other of relation bonuses. They require -50~75 relations before they will declare war, so... Yeah.
Logged

Sartain

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2231 on: May 16, 2016, 04:50:06 pm »

Considering that I have -15 with them despite my borders being several systems away from a similar Fallen Empire... They will be pissed. Very pissed. I wouldn't risk it myself, unless you have an embassy and maybe a couple other of relation bonuses. They require -50~75 relations before they will declare war, so... Yeah.

Working on that embassy. Problem is, there's actually TWO systems right next to them I want to settle. I should probably try not to mess this up
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2232 on: May 16, 2016, 04:58:00 pm »

I would consider two systems pushing it so... Let us know how it goes. Worse case scenario is that you lose those colonies and potentially get some delicious tech out of the deal?
Logged

Sartain

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2233 on: May 16, 2016, 05:11:09 pm »

I would consider two systems pushing it so... Let us know how it goes. Worse case scenario is that you lose those colonies and potentially get some delicious tech out of the deal?
I'll let you know when they forcibly evacuate me, I guess.

It's actually a very fun galaxy. Elliptical, with me at the top of the galaxy. I rushed a lot of area, preventing my neighbours from expanding "up" and have now carved out a very large area of the galaxy for my multi-species empire. My neighbours seemed somewhat passive at expanding and I was wondering why that was until I explored and found that there's not one but two Militant Isolationist Fallen Empires in the galaxy at respectively the left and right end of the galaxy. Pretty much mirroring each other in fact. So the top half of the galaxy is pretty much taken by me and my protectorates and vassals, while the middle is a few regular empires and the two Fallen, leaving only the bottom of the ellipse open to expansion for the AI empires. Good times  :D
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #2234 on: May 16, 2016, 07:17:43 pm »

Spoiler (click to show/hide)
Despite starting out on Earth in the solar system, I found another Earth in another solar system completely identical, full of full original homo sapiens, after I found an ice world tundra full of another species of humans. They're pretty unhappy with me so far because I've kept them temporarily enslaved for their own good, but my Empire now has three species of human in it. Snow humans (charismatic, quick learners and adapted to tundras), Earth #2 humans (nomadic, quick learners, adapted to continental life) and Earth #1 miroslavs (conformists and continentals). Now I just gotta keep watch on the Earth humans who are still in feudal ck2 stage of life, and stop extraterrestial migration into their planet (sharing the same preferred planet as the larger human species will make it difficult to protect them if they're ever integrated. Maybe keep them as independent vassal planet states?)
Yeah, planet-states sounds good. They'll be little technobubbles of extrahumans

Spoiler (click to show/hide)
Some molluscoids in the way of my strategic resources accidentally nuked itself. This was a partial accident as I was too busy trying to stop a meteorite strike on the other side of the galaxy, but even so if I had succeeded in uplifting them I'd have just put them on a prison planet like the rest. Probably for the best that they nuked themselves.

Spoiler (click to show/hide)
Sister Miriam's falling on hard times

Spoiler (click to show/hide)
And I finally found an alternative to Stalining all the xenos who hate me with a vengeance, gulag planet is working along pretty damn juicily. When I finish with one gulag planet I give it its own mineral sector and move onto the next one - once this planet is full, I'm looking forward to exploiting the output of an especially mineral rich planet (+15% minerals!), whilst being able to evict all those pesky squid people who keep trying to crusade democracy onto my planets. One thing I found especially intriguing is that with extermination, not only do you permanently tank all diplomatic relations with the galaxy, but you lose out on some real special species. Right now I've got Juvan slave armies with enough force to invade a planet three times over, with the Juvans themselves being incredibly strong species. The Juvans are also pacifists, but that's not stopped me from giving them ripper drones! Now if there's only some way to reeducate them into conformism so I can make use of the scientist species, but alas I think that's bugged as they level off at neutral. Also seems this is not a perfect diplomatic solution as the entire galaxy still hates my guts, all except for one hive minded species of arachnids that have zero qualms with exterminating all other life - except my own Empire, for now. We super best swarm friends 4ever <3
Pages: 1 ... 147 148 [149] 150 151 ... 632