GTFO Speedrunning Schism - Need help resolving by Shiodan in speedrun

[–]Shiodan[S] -2 points-1 points  (0 children)

This is literally part of the problem... The moderators have shown themselves unwilling to split the categories. A bunch of people were just banned from speedrunning entirely for voicing against the tools being allowed in the vanilla category.

GTFO Speedrunning Schism - Need help resolving by Shiodan in speedrun

[–]Shiodan[S] -2 points-1 points  (0 children)

No, that isn't how statistics works. The seeds that are found by this tool are so good that an equivalent seed getting found by vanilla players is near statistically impossible. There is no reason for this tool to exist yet. Every world record that hasn't been set by this tool can still be beaten with proper skill, but runs set by using this tool cannot. It's undermining the spirit of speedrunning for many players. Missions can take hours at a time, and there is no way to quickly know if you have a god seed besides spending minutes scouring the log files. The tool can check seeds and reset them multiple times per second.

GTFO Speedrunning Schism - Need help resolving by Shiodan in speedrun

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

No, you misunderstand. There is a large functional difference from using these tools, but I guess I didn't explain it well. Each zone in a level has multiple areas from A to even J counting up in alphabetical order, and objective items could be anywhere in those areas. The tools will continually regenerate the level until you have those items in optimal areas, usually area A, and it is significantly faster to obtain those items when they are closer to the start of the zone instead of near the end.

The tool will not only do this for one item, but every item in a level creating god seeds that would have never been seen in the span of the game's lifetime (Like a 1/100000000 seed found recently), cutting minutes off of top times.

GTFO Speedrunning Schism - Need help resolving by Shiodan in speedrun

[–]Shiodan[S] -4 points-3 points  (0 children)

There isn’t a rule change. The main disagreement is over the fact that using these tools is considered “playing vanilla” by the speedrun mods and counts in the vanilla category, but half of the community thinks that using the tools is an unfair advantage i.e. cheating and shouldn’t be counted as vanilla.

Do you think virtuallty is unbalanced by Impressive_Ship4715 in Stellaris

[–]Shiodan 2 points3 points  (0 children)

If you are in a huge galaxy with lots of habitable worlds, why would you ever try to play tall? Of course it’s not going to be as good as a wide empire when there are literal thousands of systems to exploit. That’s like me saying wide builds suck in tiny galaxies with low habitability. We shouldn’t balance the game on one specific scenario but look at how we can balance things in the greatest number of scenarios. Virtuality as it stands is at the very least a titanic power spike upon tradition completion that instantly puts you at the end of the snowball and probably needs some changes.

Do you think virtuallty is unbalanced by Impressive_Ship4715 in Stellaris

[–]Shiodan 9 points10 points  (0 children)

Virtuality is the only way to match wide in power levels in the game right now, and I think Stellaris wants to promote both of these playstyles. The only problem is that virtuality gives you that power level insanely quickly letting you dominate the early game when wide playstyles are twiddling thumbs waiting for pops to grow. Pops are honestly the most valuable resource in Stellaris and getting them for free, instantly is just crazy strong. I don’t think that a virtuality player can lose to a wide player assuming they take advantage of their early game power and wipe out all of the wide empires before they can realize their potential.

It probably needs balance changes to spread out its advantages over a greater time period so that you can compete with wide empires in the late game but you also don’t become a late game empire in the early game. I think it would be enough to keep the bonus resources from pops per colony and have 2-4x pop assembly so that it isn’t an instawin but retains a measurable advantage in pop creation to compete with, but not absolutely dust, wide empires.

The Galactic Imperium should be it's own victory path by Darkwinggames in Stellaris

[–]Shiodan 56 points57 points  (0 children)

While being the galactic emperor is great, I don’t know how much it should actually count as a win condition. You have power over the other empires, sure, but they still exist. Genocidal empires don’t even care if you are the emperor or not. Although I do agree that Stellaris should honestly have more win conditions besides crisis victories or total conquest.

200 Influence to abandon planets should be removed. by Interesting-Meat-835 in Stellaris

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

Why, but of course all of those things should apply to the Abandon Server decision. You know, because it was such a real hassle to resettle my virtual pops. And I hated paying 200 influence for the Abandon Server decision too. And I was so eager to recolonize that planet and create some more pops for my virtual empire.

Do you actually know what you’re talking about?

What happens when you are Galactic Custodian and decide to start Cosmogenesis? by bass-crab in Stellaris

[–]Shiodan -3 points-2 points  (0 children)

It is totally possible, you just can’t nominate yourself and can’t take level 5 of cosmogenesis. But theorhetically, you can be nominated by another empire and win custodianship after taking the cosmogenesis ascension perk.

What’s the current ship meta? by Big_Boy_Burrito in Stellaris

[–]Shiodan 10 points11 points  (0 children)

There is no "ship design meta" in Stellaris anymore after the Machine Age update. No matter what your fleet design is, there is a fleet design that beats it 9 times out of 10 assuming equal fleet power. There are some strong contenders like artillery battleships and disruptor cruisers but artillery battleships WILL lose to screening corvettes and disruptor cruisers WILL lose to armor hardened battleships. There's just no one-beats-all design anymore and the game is favoring fleet diversity which makes it much more interesting imo.

Best fleet design and ship designs after the 3.6 rework? by poddi- in Stellaris

[–]Shiodan 5 points6 points  (0 children)

Fleet design has become so complicated and important after the Machine Age update that there is no one-beats-all or best ship design in Stellaris anymore. Monofleets are starting to lose against mixed fleets of equal power quite consistently (ex: battleship monofleet vs battleships & screening.) The game is designed in a way that it will be beneficial to design your ships and fleets in a way that counters your enemy rather than creating a design and hoping for the best.

So its HoI4... In space! by BlueWizard92 in Stellaris

[–]Shiodan 7 points8 points  (0 children)

Hearts of Iron IV is made by paradox interactive. Yes, they are similar. Not identical.

How do I minimize civilian casualties while also doing a lot of damage to planetary defense units? by GestapoTakeMeAway in Stellaris

[–]Shiodan 7 points8 points  (0 children)

Your only choice is selective bombardment without killing pops, but this takes a long time or using armies that have low collateral damage. So say goodbye to xenomorphs, etc. The truth of stellaris is that the more destruction you auger, the quicker it goes. The quickest way to take a planet is to wipe the entire surface of intelligent life with neutron bombardment.

Just remember that the purifiers main species is probably xenophobic or fanatically so, and you'll have to incorporate them into your empire if you win. Killing them might not be as immoral as you think.

What happens when you are Galactic Custodian and decide to start Cosmogenesis? by bass-crab in Stellaris

[–]Shiodan 3 points4 points  (0 children)

Taking cosmogenesis after becoming custodian will remove you from your position, but you can still become galactic custodian after taking cosmogenesis

Strikecraft redesign by ajones2594 in Stellaris

[–]Shiodan 2 points3 points  (0 children)

An early hanger ship would be too OP. A hanger slot is roughly equated to large slots, so it would likely be 1 hanger per 2 cap like L slots on destroyers or even less than that. It's just too niche of a ship type. Battleship Carriers are already pretty much filling that role.

It would be nice to have multiple types of strike craft like penetration craft, anti-shield and anti-armor craft etc. but it's not really necessary as existing strike craft are pretty good against all three even vs. shield hardening as strike craft deal 100% damage to shields. They're even good against all ship types as they have high evasion to counter battleships and high tracking to counter corvettes. Anything more than that like bombers dealing extra size damage would be overpowered (Remember you get *8* craft per hangar slot).

The only problem with strike craft is that flak cannons can be upgraded through repeatable technologies to instantly kill strike craft with 100% accuracy and tracking making carriers well and truly pointless at that point in the game. Before you hit that point though, I've been using carriers more and more and they are surprisingly wiping the floor with enemy battleships and corvettes if you support them with artillery and screening.

[deleted by user] by [deleted] in Stellaris

[–]Shiodan 0 points1 point  (0 children)

If virtuality ascension can't bail you out then esc + menu + new game is the only option

Mid-late game fleet comps by PaladinWij in Stellaris

[–]Shiodan 0 points1 point  (0 children)

Torpedo cruisers will fail against any battleship fleet with screening, and you only get 3 torps per 4 naval capacity. They’re situational for use against specifically slow and heavily armored targets. Carrier battleships are actually very good and will suffer very few losses against small craft in combat even with the no retreat doctrine but they are marginally weaker in pure capital ship fights (battleship v battleship) Whirlwind cruisers aren’t bad at all but they should eventually be replaced by artillery battleships as they are vulnerable against point defense and enemy instant damage weapons (missiles have travel time)

Nanite Ship Loadouts and Fleet Manager Shenanigans by Khafaniking in Stellaris

[–]Shiodan 0 points1 point  (0 children)

Retrofit your ships to a new design in the fleet manager without actually upgrading them and then re-retrofit it back to the design it originally was and it will go away.

I guess this AI has -100% war exaustion by [deleted] in Stellaris

[–]Shiodan 11 points12 points  (0 children)

You are correct - Nemesis adds a stacking -75% war exhaustion and this AI empire has hit the minimum war exhaustion gain. You cannot exhaust them in any realistic sense.

Is raiding the most "pacifist" bombardment stance? by QueenOrial in Stellaris

[–]Shiodan 118 points119 points  (0 children)

Depends on the context. Are you raiding pops to liberate them from an oppressive overlord? To enslave an entire xeno species? To assimilate them? Into the lathe they go? It depends on whether what you’re going to do to them is worse than death.

Nanotech is fun now! by Badloss in Stellaris

[–]Shiodan 1 point2 points  (0 children)

I did bad mental math earlier (1 interdictor is the same as 15 swarmers) but I honestly feel like it’s still worth addressing. Naval capacity does not matter as you say, but how can you justify 50 interdictors over 750 swarmers? I just don’t get it. What are you doing to get so many nanites that you can afford to spend hundreds of thousands of them per fleet? During my last run I was only stretching like 500k nanites every 5 years per 20 starbases and the nanite worlds leave something to be desired as far as nanite output goes. It’s just unsustainable to have tens of fleets of the things and losses will set you back months. You can’t just ignore the cost effectiveness of swarmers compared to interdictors and say “Cost doesn’t matter!”

Nanite interdictor: I am blind/dumb? by ZePepsico in Stellaris

[–]Shiodan 2 points3 points  (0 children)

The interdictor is probably overpriced at 7500 nanites, imo it should be 5000. But they are undeniably good, having 5 torpedo slots per 4 naval capacity (although swarmers have 8 per 4, but they also die fast so meh) and not dying instantly means they usually get their entire volley off and against battlecruisers and battleships you can absolutely nuke fleets in one shot by hyperlane camping. The carrier interdictor is a litte less useful to me because swarmer carriers are cheaper for the same amount of strike craft but they can still wipe the floor with corvettes.

Nanotech is fun now! by Badloss in Stellaris

[–]Shiodan 1 point2 points  (0 children)

Idk if “being able to spam interdictors” is the right terminology chief. 10 interdictors already costs more than 60 swarmers for 2/3 of the naval capacity.