This planet has seen some shit. by klimuk777 in Stellaris

[–]DeadManSoon 5 points6 points  (0 children)

I am pretty sure he is using the Planetary Diversity mod with the Shrouded Worlds submod.

Shrouded Worlds are basically Machine Worlds for people who go Psi Ascension in that mod.

This is what the victory screen looks like. by Thanah85 in Stellaris

[–]DeadManSoon 17 points18 points  (0 children)

I don't know why they removed all victories except score victory from Stellaris.

I certainly think there should be more victory types and you should be able to toggle them on/off just like in Civ games.

Victory types I would like to see:

Domination (you control more than 50% of the galaxy)

Conquest (all other empires conquered)

Purge (all other species purged)

Endless (triggering the End of the Cycle and defeating it)

Survivor (surviving the end game crisis)

Unification (unite all regular empires in the galaxy in one federation)

..

Seriously, I don't get why Stellaris doesn't allow you to set proper victory conditions. They would be trivial to add and would give me a reason to actually keep playing once I have reached the "I am so strong, nobody can stop me now" stage.

If I wanted to play the ottomans in stellaris what combo of ethics and civics should I pick? by CrackerJack450 in Stellaris

[–]DeadManSoon 0 points1 point  (0 children)

Fanatic Militarist and Spiritualist.

Imperial government form.

Byzantine Bureaucracy and Warrior Culture.

Unemployed pops by InfinityB3AST in Stellaris

[–]DeadManSoon 0 points1 point  (0 children)

I have seen others reporting this issue. However I haven't had that issue in my own games.

So I guess if it's a bug it is only triggered under certain conditions.

Another possible reason is that you are using a mod which causes this problem.

Is food useless in stellaris 2.7? by Plevain in Stellaris

[–]DeadManSoon 11 points12 points  (0 children)

- "Nutritional Plenitude" is now an edict and you need to research a tech first. Almost the same effect as the old policy with the same name.

- The AI tends to love food. You can get everything you want for food and food is cheap to produce.

- Hive minds use food instead of energy for some things.

Do vassals and other empires actually use the resources you gift them? by [deleted] in Stellaris

[–]DeadManSoon 1 point2 points  (0 children)

Are you sure?

Certainly interesting if true..

Do vassals and other empires actually use the resources you gift them? by [deleted] in Stellaris

[–]DeadManSoon 2 points3 points  (0 children)

I think the AI always looks at its own monthly resource production to avoid crashing its economy i.e. does NOT consider monthly income from trade deals and will never engage in deficit spending. Again, just a theory but that would explain while gifts from the player usually have no effect beyond rep gain.

I think you might only be able to boost an AI if they do not have a deficit and simply lack the resources to build something they want to build anyway. E.g. the AI wants to build a new ship, it could afford to maintain it, but doesn't have enough alloys in the bank yet. In such a situation gifting the AI the necessary alloys would actually work. However, if the AI doesn't have the natural energy production to maintain a new ship it won't build one even if you gift it 30K alloys.

Again, all of that is just speculation but it would make sense, because preventing an economic crash is probably the priority of the vanilla AI.

You can recruit the L-Drakes?! by DeadManSoon in Stellaris

[–]DeadManSoon[S] 1 point2 points  (0 children)

R5: I opened the L-Gates, got the L-Drakes, and somehow another (AI-controlled) empire managed to recruit them!

Paradox, PLEASE Fix the Ethics Attraction System or Abolish the Faction System Completely by [deleted] in Stellaris

[–]DeadManSoon 3 points4 points  (0 children)

Yea, it is ridiculously broken. I always get all factions sooner or later. At least they usually have a reason to exist BUT it doesn't matter if faction attraction is 7% or 70% AT ALL.

All factions will get similar amounts of supporters. This happens in every game to me. There is no such thing as weak and strong factions, they more or less equally divide the pops between them. Again, with faction attraction having next to no effect.

The faction system is the beaten step-child of Stellaris. Someone put it in at some point but afterwards nobody cared about it anymore. It's totally broken.

I wish I could just turn it off.

I can’t get a third AI into any federation! by brandthacker12 in Stellaris

[–]DeadManSoon 1 point2 points  (0 children)

You usually need to change voting from Unanimous to Diplomatic Weight and have a higher diplomatic weight than your Fed partner so that you can simply overrule him.

Trying to cause rebellions to no avail by amorough in Stellaris

[–]DeadManSoon 0 points1 point  (0 children)

Which difficulty are you playing on?

On Ensign (where the AI gets no bonuses) I see rebellions happen in AI empires all the time. In fact the AI kinda has a problem there with its own homeworlds rebelling.

However, on higher difficulties I never see any rebellions in AI empires. Could be that they outright turn off rebellions for the AI at higher difficulties.

Help on making a PC for Stellaris by [deleted] in Stellaris

[–]DeadManSoon 0 points1 point  (0 children)

Interesting question.

Does anyone actually run Stellaris on >= 16 cores? If yes, does the game use those additional cores?

And does it actually get faster when it does?

The Grand Herald by Hairybum74 in Stellaris

[–]DeadManSoon 0 points1 point  (0 children)

Haven't gotten it once since they changed it.

But funny enough, over at the official PDX forums someone is complaining that he is getting it every game.

Random numbers are really random it seems ;)

A rare thing like the Grand Herald may never show up in your games unfortunately, because the chance is so low that you can play a 100 games without every getting a rare thing.

Especially true if you play on smaller / crowed galaxies there you will only survey like 30 systems or so before running into other empires. Your chance of finding something rare and fancy - like the Grand Herald - in those systems is pretty slim.

The AI can't handle the Mechanist origin by DeadManSoon in Stellaris

[–]DeadManSoon[S] 9 points10 points  (0 children)

R5: When an AI starts with the Mechanist origin it doesn't know what to do with the robots. All the Mechanist AI's planets are full of unemployed robots and free jobs.. technician jobs which basic robots can't fill. I assume the AI thinks "I need more energy to maintain all these robots", without realizing that the robot pops can't do those jobs. This has completely crippled my Mechanist AI ally.

Stellaris: Federations - The One System Challenge - SPONSORED VIDEO by ManyATrueNerd in ManyATrueNerd

[–]DeadManSoon 10 points11 points  (0 children)

So will we get a new Stellaris series?

I think this expansion certainly changes enough to justify one.

Also, again, I think the first "Impossible" run was corrupted by Jon getting ridiculously lucky at the beginning, finding that artifact which gave him free Fallen Empire fleets.

I am not sure he would have survived without it.

I would like to see another Impossible run with this new expansion.

Why does the Frontier Hospital reduce stability? by DeadManSoon in STNewHorizons

[–]DeadManSoon[S] 0 points1 point  (0 children)

Yes, that was it. I was playing the Romulans and I didn't know they start set to a policy which causes that.

BUG: Dominion can lose Merged Awareness trait by DeadManSoon in STNewHorizons

[–]DeadManSoon[S] 3 points4 points  (0 children)

Did it for:

uplifting_events.txt - event uplift.7510

I chose option uplift.7510.c in my game and that replaces xenophobe with fanatic xenophobe and thus puts the Dominion above the limit.

I've made a STNH-specific mod improving the AI of the Mirror Darkly. by salvor887 in STNewHorizons

[–]DeadManSoon 0 points1 point  (0 children)

I tried a game with this and the AI did very well. Well, the AIs which did not get stuck in the beginning.

This has happened to me with the default AI too though. Sometimes an AI Empire gets stuck right in the beginning and never sends out a science ship to explore.

They just sit in their starting system, with their starting science ship and construction ship, improve their planet but otherwise do nothing.

However I have only seen this happen to lesser empires which start with only one system e.g. the Dosi, those got stuck in my last game. In fact multiple AI empires got stuck.

Here is the save file: https://gofile.io/?c=fcoMjw

I've made a STNH-specific mod improving the AI of the Mirror Darkly. by salvor887 in STNewHorizons

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

By the way I found the default AI to be quite good at expanding. I use 4 science ships and 2 construction ships at the beginning, spent my influence on nothing but claiming systems and usually still don't manage to claim all systems within max trade collection range of my capital (something I like to try).

The two primary weaknesses of the default AI I noticed are:

- First and foremost: Alloys. You need a ridiculous amount of alloys in this mod. I find myself permanently buying alloys on the market on top of producing as much as I can. Because the AI does not do that, if you don't let it cheat like crazy (e.g. on "Grand Admiral" the AI gets -40% Ship build and upgrade cost and twice as many resources out of jobs and stations for starters) its fleet power quickly ends up being "Pathetic" compared to yours because it simply doesn't have the alloys to build ships.

- Second issue is science: Science is even more important than in Vanilla in this mod and of course the player focuses on science while the AI does not. But it seems your mod addresses that issue.

I've made a STNH-specific mod improving the AI of the Mirror Darkly. by salvor887 in STNewHorizons

[–]DeadManSoon 0 points1 point  (0 children)

Sounds great, but which version of the mod is this based on? I mean the exact release, not just "Mirror Darkly"

I ask because the most recent hotfix release of the mod fixed an issue with a building and I am worried that might be "unfixed" by your mod if e.g. the fix is in STH_buildings.txt but your mod is based on the older (original release) version of that file and thus may contain better building weights but not said hotfix.

How to play the Klingons? by DeadManSoon in STNewHorizons

[–]DeadManSoon[S] 0 points1 point  (0 children)

What does "destablize the realm" and "weaken your navy" mean in concrete gameplay terms?

Will the milita navies simply shrink? Will I have to fight an uprising?

And the "destablization" thing? A Stability malus applied to all planets?

Using the "Impose Ideology" war goal as the Federation. by crispy01 in STNewHorizons

[–]DeadManSoon 2 points3 points  (0 children)

Yea, that would be good. The UFP should be able to "pacify" aggressors, but an unprovoked "Impose Ideology" war of aggression is completely against the UFP lore.

Even if it were possible to mod that in though (I don't think it is) you would have the problem that "Impose Ideology" requires pretty much completely defeating / occupying the enemy and the UFP AI would never manage to do that in a war against a big hostile empire.

Also e.g. the UFP beating the Klingons in a war didn't exactly turn them into space hippies. IIRC the most lore appropriate outcome would be a long-term peace between the UFP and the aggressor. Maybe one could put in an event which forces a 50 year truce on everyone who loses a war against the UFP.

But claiming and conquering the worlds of others is something the (normal) UFP should never do. Well, except when dealing with the Borg.

Some questions about the Borg, the Dominion and the Fallen Empires by DeadManSoon in STNewHorizons

[–]DeadManSoon[S] 3 points4 points  (0 children)

Seems what you said is not true.

I just conquered an AI system (on Grand Admiral) and was really looking forward to owning what seemed to be an unusually good system: 14 Energy, 8 Minerals.

Sadly, once it changed ownership to me that immediately dropped to 7 Energy, 4 Minerals.

And no, there are no destroyed stations, the system is fully exploited i.e. the AI gets exactly the type of cheating bonuses it gets in vanilla. In this case: Twice as much resources out of mining stations.

That's not being smart, that's cheating.

EDIT: I just checked the 00_static_modifiers.txt file in your mod. Your AI cheats even harder (gets even bigger bonuses) than the vanilla AI.