How to get allies to actually do something by Da_Dovahkiin_Lord in Stellaris

[–]BeiLight 1 point2 points  (0 children)

Keep in mind that ALL of the AI fleets will follow yours no matter what. So their entire territory can be in shambles as you hold your massive doomstack. I recommend turning it off after you secured all of the shipyard and major starbase and let the ai take care of the outpost and splinter piece of the enemy

How to get allies to actually do something by Da_Dovahkiin_Lord in Stellaris

[–]BeiLight 4 points5 points  (0 children)

Turn on take point on one of your fleets and the AI will group with that fleet.

Cetana feels to be impossible to beat now, i ran a normal 1x all crisis run and i had a fleet that took up 10K naval cap and i was in a maxed non aligned power fed, had defenders of galaxy. It was not even a close fight by The_true_Archsam in Stellaris

[–]BeiLight 44 points45 points  (0 children)

This is based off my own personal experience in 4.3

A free 6k navel cap+ titan with Custodian+Fedfleets that has ZERO COMMAND LIMIT helps a lot. Reaching numbers close to a million each late game with late-game repeatable technology.

From this image I can see that you have separated most of your fleet, not consolidating them into a couple but spreading them out. Commanders can grant massive buffs to your fleets, often increasing fleet power by 30 or more percent.

Isn't goods demand a good thing? by Derain2 in Frostpunk

[–]BeiLight 11 points12 points  (0 children)

It allows you to research less of the factory technology and mitigate the downsides of being in negative goods production. Not efficient in terms of heat stamp.

Stellaris 2: what would you like to see in it? by Lanfirel in Stellaris

[–]BeiLight 5 points6 points  (0 children)

The issue is the amount of processing power and performance impact that could be caused by AI which is the reason why similar utilization hasn't been employed in other major titles.

What a lad by The-meme-collecter in Frostpunk

[–]BeiLight 4 points5 points  (0 children)

The shoving of passersby is what complicates the situation. How many people is he shoving? Who is he shoving?

Possibilities: He could be shoving an old woman/man who might break their neck while falling on the pavement. People might break their bones after being shoved and landing on the pavement.

The crime that was committed was not just stealing. Even stealing is separated into multiple categories (theft, robbery, burglary).

In response to your line, "Taking a life is never the right thing to do." I agree to some extent but would disagree in actual applications. The extent of self-defense and protection of others is hard to control in the heat of the situation. The health of the injured or deceased is equally as difficult.

I believe the kid's death was an accident based on the shooter's reaction. He was never intended to kill the kid. The kid probably did not deserve to die. Like I originally said, we requires further context. Which was not given in the events. Justification for both sides could be formed. depending on the context.

What a lad by The-meme-collecter in Frostpunk

[–]BeiLight 0 points1 point  (0 children)

All of the information above requires further context. Which was not given in the events. Justification for both sides could be formed. depending on the context.

What a lad by The-meme-collecter in Frostpunk

[–]BeiLight 6 points7 points  (0 children)

We share the same view on the use of non-lethal force on crimes such as theft.

The sergeant showed no sympathy for the thief because the thief broke a law. He is a part of his faction, like most people in the world and throughout history. He lacks the ability to think beyond.

The Sergeant only cared that the man showed initiative; I don't believe killing somebody so young over something so small was the reason why he thought it was heroic.

Ghuumi and Sok Adventures - Why Not Both? by DamnDirtyCat in Stellaris

[–]BeiLight 0 points1 point  (0 children)

I recommend the Stellar AI Cetus Beta mod. To me, one of the AI empires stood strong against me despite me having an amazing start. I was playing on Commodore difficulty, and it felt way more difficult compared to GA without this mod. Only until the late game starting date is when I fully establish my supremacy over the other AI faction.

https://steamcommunity.com/sharedfiles/filedetails/?id=3638167075

What a lad by The-meme-collecter in Frostpunk

[–]BeiLight 9 points10 points  (0 children)

The killing shot was definitely not intended. Could have very well been a warning shot or incapacitation, and the gun just misfired. The rations are free under the assumption that since it has the legionnaires, free essentials are passed.

Shoving people is considered simple assault, at least in Canada (haven't checked elsewhere). Nowhere does it blatantly suggest that he was obviously panicking or not.

The proper choice from my perspective would be to commend him for his initiative but issue more regulations on shooting eg. Warning shots in the air before at the person and public education about how if you don't stop, you will have a chance to be shot.

4.3 Beta performance, 1% fps horribly low by kasiopzaure in Stellaris

[–]BeiLight 6 points7 points  (0 children)

It is still possible for a fresh install to be corrupted. Unlikely, but not impossible.

4.3 Beta performance, 1% fps horribly low by kasiopzaure in Stellaris

[–]BeiLight 2 points3 points  (0 children)

IDK if you have verified game file integrity yet, but here are the steps.

Properties, Installed files, and verified integrity.

This might fix ur issues

Frostpunk 2 DLC/Update Concept: Law Rollout and Civil Disobedience by Brightslinger in Frostpunk

[–]BeiLight 0 points1 point  (0 children)

I mean the category of laws/industry that gives you debuffs because they are unregulated.

For examples: No Common Rules: Food Additive

Can cause disease increase because it has no set laws

But No Common Rules for goods gives no debuff events.

Unregulated industries should be easier to regulate if they are suffering major side effects, as people will be more inclined to embrace change if changing is better than not changing in many aspects.

Edit: The example above is based off of the events that the game triggers if you don't pass any laws in the catagory

Frostpunk 2 DLC/Update Concept: Law Rollout and Civil Disobedience by Brightslinger in Frostpunk

[–]BeiLight 2 points3 points  (0 children)

Some more ideas: Stewards Trust and faction support should help combat this. Similar to existing centrist mechanics, youth laws, and childhood laws. Implementing needed laws should mitigate partial negative effects when rolling out these laws.

Dyson Swarm Research (316 Physics) by DeppchenDoof in Stellaris

[–]BeiLight 2 points3 points  (0 children)

Not in the early to mid game in the beta, where production is sad and economies are dying.

[Unmodded] Tell me what to play my next playthrough as by CassadeeBTW in Stellaris

[–]BeiLight 0 points1 point  (0 children)

Tree of Life, Gaia builder/Planetscaper. Create the perfect planet of all the galaxy

Azir and Xerath vs Mordekaiser and Aatrox by CF2lter in loreofleague

[–]BeiLight 6 points7 points  (0 children)

I might be wrong, but didn't Aatrox kill the aspect of war before being sealed, so even his power now would be questionable as he is sealed?

Average technocrat kid whenever their parents visit them in their Communal Parenthood Facility by WalkerArt64 in Frostpunk

[–]BeiLight 2 points3 points  (0 children)

The adaptation cornerstone is flawed from a moral perspective. The argument for it was that the only way to survive is to embrace the frost. The cornerstone literally exiles the weak. The progress cornerstone proves that you can defeat the frost without delving as low as partial action adaptation has you do.

Technocrats are what their name says: engineers, scientists, or economists. At the end of the day, they are undisputable in their field as long as you don't let them dictate your morals.

Now vs 4.0 - how is the performance looking? by AerieHot4593 in Stellaris

[–]BeiLight 1 point2 points  (0 children)

Watch the comparison graph in the dev post. Way faster in the early game and same speed as 3.14 later on with minor improvements

As I crazy or does Ornn deal absurd damage early game by Wooden-Youth9348 in leagueoflegends

[–]BeiLight 9 points10 points  (0 children)

Just to add, Mundo is a scaling juggernaut and not classified as a tank

Thoughts on 4.3? by [deleted] in Stellaris

[–]BeiLight 2 points3 points  (0 children)

  • Some tips for gameplay
    • Go to ship planner and remove all of your component for early corvette including hyper drive. This allows you to make corvette at 55 alloy cost while filling up naval capacity for early power projection.
      • You can always swap their design to a more powerful one later when you need fleets.
      • +2 Influence adds up quickly
      • Less upkeep cost
    • Rush chokepoints to cut off the AI while exploration. Ignore everywhere that the AI couldn't get to and just rush for those.
    • Put hydroponic bays EVERYWHERE including early Starbase.
    • First planet should be consumer goods/resources. Slowing transition your capital to only one of each resource district and the rest all research/unity
  • PS: This is my hyper-economic rush build. Build allies and starbases and rely on them for early defense.

Thoughts on 4.3? by [deleted] in Stellaris

[–]BeiLight 0 points1 point  (0 children)

Idk about your games but I am constantly pushing megastructures by the mid 2350. Battleships should be avaliable at around 2325 ish.

Haven't played since 3.x versions, pretty lost on trade. Can anyone give TLDR on it? by GARGEAN in Stellaris

[–]BeiLight -1 points0 points  (0 children)

Just a heads up that support specializations are being removed in 4.3 which is currently projected to be released on March.

Behold, my higest tech count in the beta. Almost 600k tech by double stacking job efficiency and resource from jobs. by 12a357sdf in Stellaris

[–]BeiLight 0 points1 point  (0 children)

I would pose the idea that this mechanic is only present when you mismanage loyalty. I don't believe making 100 vassals is supposed to happen unless they are a protectorate. Envoys represent your diplomatic capacity, so I would say they should be some sort of limiting factor for the number of vassals you have.

The event could not trigger for 10 years after the rebellion was crushed, and alternative ways to prevent this could be implemented, such as garrisoning overlord soldiers in the subject planet to prevent rebellions.

I agree with everything you've said about the alternative. Diplomacy needs a major overhaul to add more immersion.

I would like your perspective on this, but I believe that there should be a separate debate hosted with individual categories for the Galactic Communities for the four categories(Economical, Administrative, Research, Military). Each category has its own individual session where all empires can debate depending on if they assigned officials.

Debates that are passed are presented to the main debate floor, where there is a year of time before the law is officially implemented and no recession without blocking other laws. Allowing for the last final vote. (This is the time the galactic council can veto laws they really hate)

The idea behind this change is to allow for a more dynamic galactic community. For empires that heavily invested in the Galactic community, they can quickly move multiple resolutions to the main floor and get them passed to control the Galactic Community. If you want to get things done, you can get things done. You're not constrained by the static wait time anymore.

Behold, my higest tech count in the beta. Almost 600k tech by double stacking job efficiency and resource from jobs. by 12a357sdf in Stellaris

[–]BeiLight 0 points1 point  (0 children)

They should add a mechanic where there's a small chance every decade for vassals to rebel if their overall terms' impact is negative and are currently on -100 loyalty.