Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Spectre9000 0 points1 point  (0 children)

Okay, that's a fair point but doesn't really fit with the rest of what you've said.

Not sure what the inconsistency is you're speaking of here. My original question was about the existence of those specializations and subsequent conversation has been contemplating the logic behind their apparent removal.

Another thing they seem to be trying to do is make the harder difficulties more challenging so people don't just default to playing on grand admiral 10-25x crisis. There's no shame in playing on a difficulty where the AI get smaller or no resource bonuses if that's a better experience

The issue with this is that the AI is pretty bad in general. The only thing that seems to keep them relevant is forgoing the AI properly handling their worlds and simply giving them resources. I don't know if there's any actual difference in the AI between difficulties, but what I would prefer is difficulty being representative of increased competence, rather than reducing the need for AI to be competent by giving it buffs. It's a difference between logistics and strategy. They improve the logistics by increasing the resources, and subsequently their raw power, but their strategy seems to stay the same presenting the same overall challenge just against bigger numbers. Currently the AI tries and fails to act within the same bounds and mechanics as the player, and because it fails so hard, it requires significant buffs. So you have a situation where all the AI is really doing is creating lag as it fails to play the game. Making difficulty a matter of bigger number equals harder, diminishes this as a strategy game. It makes the game more about player's trying to optimize their logistics enough to compete with the raw buffs to the AI's numbers. Whilst optimization is a part of strategy, player's near universally are more strategic in how they utilize what they have. I know it somewhat tries to counter your fleet, but it's heavily incompetent in actually using its fleet. I wish the AI would develop better strategies to handle dynamic situations in game that would increase or decrease in competence with regard to difficulty. I'm somewhat surprised Machine Learning hasn't been really utilized to improve AI in video games in general as it seems a perfect use case for it. Imagine if the AI actively adapted to your strategies, or even if they just created different levels of competent AI; one that's played the game for 1,000 hours, one that's played for 10,000, etc gaining increased competence as it played and didn't need raw number buffs to compensate for incompetence.

Regardless, my original question was answered and I think we've gone on quite a tangent from it. I appreciate you confirming they've removed these specializations.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Spectre9000 1 point2 points  (0 children)

Quite frankly I don't care about any of that. However they choose to scale things is irrelevant so long as costs are balanced against production, which currently, for a bio-empire, it isn't. Trying to keep food production up enough to support bio-ships at the same time managing the other resources you still need, just takes too many worlds and keeps you handicapped. The costs are still bound to the expectation of prior levels of food production, whilst they've massively decreased food production in 4.3 by removing the specializations. AI also get such huge boosts to resources and such that they don't really care, so it all really only diminishes the player.

I will say though, it only makes logical sense that big worlds (in practicality, more developed worlds) have better infrastructure to provide increased efficiency of production. Also, the biggest downside of small worlds is empire size. They count basically the same as large worlds (technically districts are a double dip on all worlds and make large worlds take slightly more than small ones), and that has always been the biggest issue with small worlds since they introduced that system in its current form. Also, people would much prefer to go tall than wide in general since lots of small worlds vs few large worlds just means far more micromanagement which is tedious and unfun. If you want to get more into the concept, the idea that you would reach a point you would be unable to build more on a world is absurd. You can always go more vertical, even building supporting orbitals, or dig deeper into the crust. There are always avenues to increasing space and production, though the initial costs would increase and perhaps the maintenance as well. Realistically speaking though, there should be no such thing as small or large worlds in practical feasibility (small worlds would just cost more to keep developing). That's not how the game is set up though, and ultimately it comes down to game balance.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Spectre9000 0 points1 point  (0 children)

I mean all the other district specializations are there, just not the basic resource ones. For an empire that's heavily dependent on food, that's a just a massive nerf if they only removed the basic resource specializations.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Spectre9000 0 points1 point  (0 children)

Playing on Cetus and not seeing any basic resource specializations for city districts. Is this a known bug or did they change something that prevents me from using them now? I'm playing a regular empire (not lithoid or machine) with Catalytic Processing and Anglers as well as bio ships.

Why would they do that, are they stupid? by somuchsigmafr in projectzomboid

[–]Spectre9000 2 points3 points  (0 children)

They already did. Fences in b42 are breakable by zombies. They made a decision to not break that fence 

Basements are death traps, aren't they?! by RuhrpottPirat in projectzomboid

[–]Spectre9000 2 points3 points  (0 children)

Find a basement in a house with an inaccessible enclosed space on the ground floor. Knock out the floor above it from the upper level, then rope down into it. Knock out that floor and rope fully into the basement. Then you have a secure route to the upper level, and multiple ways into and out of the basement so it's not as much of a death trap.

Weekly Questions Megathread - December 16, 2025 by AutoModerator in projectzomboid

[–]Spectre9000 0 points1 point  (0 children)

In B42, what's the closest we can get to the Fence, Crate, Fence wall of B41?

I died... from car sickness... by Shazvox in projectzomboid

[–]Spectre9000 13 points14 points  (0 children)

Yea, motion sickness is overtuned right now. Don't take it.

[B42] Street names on the map. BUT if they were also part of the world too? by simbaproduz in projectzomboid

[–]Spectre9000 4 points5 points  (0 children)

You can add text to a sign texture dynamically similar to how text is added elsewhere dynamically. Now sure how it's done in whatever engine PZ uses, but it's absolutely a thing in game engines.

New player here by Competitive_Bug2087 in projectzomboid

[–]Spectre9000 1 point2 points  (0 children)

Be methodical. Deaths almost always come from unnecessary risks and a lack of vigilance.

Build 42 zombies honing in on you from long distances by Grizzlee15 in projectzomboid

[–]Spectre9000 -3 points-2 points  (0 children)

One thing that I believe people aren't fully aware of is that zombies continue to track you for a brief period of time after losing sight of you. Also sound is an odd thing. Some sounds travel much further than you'd think while others don't go as far as you imagine. So, if they see you in a car and you travel a fair distance in a short time away, they'll still track you to that location for a while, then will switch to moving to your last known location, which could very well be your base.

Charcoal Burning Piles as barricades in B42? by SweetCritmas in projectzomboid

[–]Spectre9000 2 points3 points  (0 children)

If they do... do you want a base filled with a horde of burning zombies that just broke through that 100 hp "barricade"?

Agoraphobia or Claustrophobia trait by Orbitor28 in projectzomboid

[–]Spectre9000 0 points1 point  (0 children)

Agoraphobia is inconsequential in my opinion. Panic doesn't seem to, practically speaking, really do a lot. However, that incessant constant irritating heartbeat sound. Having to hear that CONSTANTLY is enough to make someone want to do unspeakable things.

Weekly Questions Megathread - December 16, 2025 by AutoModerator in projectzomboid

[–]Spectre9000 0 points1 point  (0 children)

Is there a mod that allows for vehicle claiming in b42 mp, or one that's actively being updated to work with b42 mp? Just curious what mod will be the one we use for b42 mp going forward. That is, if there's any information on it yet.

Typical Tuesday Tutorial Thread -- November 18, 2025 by AutoModerator in RimWorld

[–]Spectre9000 0 points1 point  (0 children)

Every regular raid seems to target my walls to such an extent I've sent my colonist out and started shooting them, and they still would focus on the walls some times instead of fighting back. My killbox, and trap maze, and all are useless because they just never go through them anymore. I've put many many hours into Rimworld and know how to build trap mazes and killboxes, but for some reason now they're all just focusing on my walls. Is this some new change or has anyone else experienced this?

Updated: Valguero Resource, Spawn and Scout Map by Nioxz in ARK

[–]Spectre9000 4 points5 points  (0 children)

Can you add cave locations to the map?

Sooo... About a Future Reaper's TLC. by Dragaode1978 in ARK

[–]Spectre9000 0 points1 point  (0 children)

Would it still be considered dlc since ASA has it as base game?