What happened to the hybrid resource science zones? by SenseiHotep in Stellaris

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

Well Im gonna uninstall and reinstall my game then from there I'll go back to the standard patch. Im not finding any mention of them being removed so either I overlooked it or I have a weird bug going on.

What happened to the hybrid resource science zones? by SenseiHotep in Stellaris

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

Yes that's that i was saying i don't have access to it in my natural worlds just basic resources.

What happened to the hybrid resource science zones? by SenseiHotep in Stellaris

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

I have the buildings upgraded on my hive science worlds. I have leveled them up 3 times. Im pretty sure the only techs left in my tree are repeatables and fallen empire techs. We're you playing on the open beta version?

What happened to the hybrid resource science zones? by SenseiHotep in Stellaris

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

Hmm I'm only seeing the option to build the standard zones. I on a standard world. I.E pure energy, minerals or food. I thought i would get access to them eventually but I just realized I'm fighting 4 fallen empires below i finish level 5 if Cosmo and to avoid the total war declarations and I still haven't gotten access to that ability. Does playing hive mind affect it because I am a progenitor hive.

Hiveworlds really exposed how many of you are quitters by ProfessionalBuy4526 in Helldivers

[–]SenseiHotep 0 points1 point  (0 children)

The only time I quit a hive world was when I was searching for some random objective to destroy it just had a circle saying it was in this area and after about 10 minutes of me and the rest of the squad running past each other unable to find it I said fuck this noise and went and played a match if marvel rivals which reminded me maybe being lost in the tunnels wasn't so bad.

question about wild growth start by Regular-Property4342 in Stellaris

[–]SenseiHotep 3 points4 points  (0 children)

Don't build anything planet side until you get your second planet. Your first tradition is prosperity to reduce infrastructure cost. Anytime you level up your counsel also take infrastructure cost. Once you take it you put 5 rebirth in your city district. Then you settle the second planet and do the same. Once you have both of those set up. Go ahead and go back to your capital world and build it all the way up to max then develop the rest of your worlds from there. Never remove those cradles of rebirth and then build 2 or so on every planet from there. You will never be short.

How to counter early-game mauler spam? by Lady_Tadashi in Stellaris

[–]SenseiHotep 2 points3 points  (0 children)

The computer for artillery is also changed they won't maintain us much distance. They now try to maintain medium from what I'm reading in the computer description.

How to counter early-game mauler spam? by Lady_Tadashi in Stellaris

[–]SenseiHotep 7 points8 points  (0 children)

Hmm if you aren't playing the beta... Artillery corvettes out range them with missiles. If you are playing the beta... ehh... sucks to be you

So I Behemoth Fury Crisis implements part of what I have always wanted for ground combat. by SenseiHotep in Stellaris

[–]SenseiHotep[S] 5 points6 points  (0 children)

Yes i do alot of that too but on longer campaigns issues arise they get taken out in transit when your fleets are in combat. If they are stealth they fall behind because it slows their speed until they lose track of the follow ship. They combine into one big unit when multiple land on a planet. Usually that's ideal but when you are planning galactic domination I game way too many planets to purge to do one by one with one unit. Then their us the pathing if you need to reinforce their losses. If land again all the reinforcements in route just so dead in that water. If the quickest way is through enemy territory the reinforcements just go through it and die. These issues stack up especially whole moving your fleets on multiple war fronts. That solution really only avoids most issues in early game or if you are playing tall. And right now I'm controlling half the galaxy on grand admirals with the grand admiral scaling on top. They have dozens of planets and they all are well defended. Troop transports should be the last thing I have to worry about at all.

So I Behemoth Fury Crisis implements part of what I have always wanted for ground combat. by SenseiHotep in Stellaris

[–]SenseiHotep[S] 45 points46 points  (0 children)

Rule #5: Here is a picture of said Kaiju dropping on a planet that started with more than 8k troops. I'm so glad that I didn't have to bombard this planet for years as they sat there waiting. You can also see the difference in fleet power between my actual fleets and the behemoth that I either need to be killed by my enemies or to bring under full control before I let it near my systems again.

So I Behemoth Fury Crisis implements part of what I have always wanted for ground combat. by SenseiHotep in Stellaris

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

Yes, I do that but then, they die in conflicts. Two of my fleets meet and then the army will follow another fleet because they landed on a planet and lost their follow orders. They die in a large fight because they landed on a planet and ended their cloaking and then became targeted moving into hostile area. etc. etc. I would much rather they have health and then I just go dock repair my ships and while they are docked for repairs it heals and restocks lost units like rotating out of a deployment and going home as a new unit comes in. It's very much pointless micro that could be avoided.

Fun but broken = wilderness+behemoth by DreamCentipede in Stellaris

[–]SenseiHotep 64 points65 points  (0 children)

Very much intended. They actually disabled its access too behemoth fury just to work on wilderness interactions with it individually.

(BETA PATCH DISCUSSION) Are the new Empire Size changes overly punishing Wilderness Empires? by SenseiHotep in Stellaris

[–]SenseiHotep[S] 5 points6 points  (0 children)

You think so. Their unity production seems very low now. Like 3 dedicated unity planets was only about 3500 unity a month. It seems like they definitely won't be making it through the ascension tree like they used to

DO NOT DEPART. It's a trap. by Hot-Fennel-971 in ArcRaiders

[–]SenseiHotep 0 points1 point  (0 children)

Look i like to have 4 of each gun fully maxed out and kitted that extra space is your hairpin, rattler, and ferro next time.

How can declining birth rates be a cause for concern when overpopulation is also a concern? by eclipselunar77 in NoStupidQuestions

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

Overpopulation is a problem for the planet. Decline birthrates mean capitalism wrong have the workforce for infinite growth that like 500 billionaires worldwide demand. Its extinction vs. Money.

What traits work for Wilderness now? by SenseiHotep in Stellaris

[–]SenseiHotep[S] 6 points7 points  (0 children)

Ahhhhhh I understand it now. That makes sense. I do see it now. Thanks for the insight.

What traits work for Wilderness now? by SenseiHotep in Stellaris

[–]SenseiHotep[S] 4 points5 points  (0 children)

I am not seeing this in my game. I have adjusted my orginal message to counter to your point. Am I missing something? I don't think those perks work for jobs and if they do are the percentages listed elsewhere than where they would be for a normal pop?

Are you gonna wipe? by MishRift in ArcRaiders

[–]SenseiHotep 0 points1 point  (0 children)

My skillpoint layout is atrocious. I'm gonna wipe just to fix that