i've heard scuttlebutt that you can add outpost beacons to sectors to negate their influence drain, can anybody test? Not at my machine right now.
Is the mid-late game really thin in things to do outside conquering and really low in events ?
Maybe I will wait to see how they expand it before buying in.
i've heard scuttlebutt that you can add outpost beacons to sectors to negate their influence drain, can anybody test? Not at my machine right now.
Why is it that two pops of different species can't grow at the same rate on a planet. I have two species and one is at a growth of 1.5 a month but the other has a growth of 0.1 a month. Why? No they have the same planet terrain preference (Ocean) and neither of them have habitatability advantages over the other. So why does one have such a low growth rate but the other one is fine.
Is the mid-late game really thin in things to do outside conquering and really low in events ?
Maybe I will wait to see how they expand it before buying in.
On a side note, Stellaris's simplified fleet combat has me hankering for some complex space fleet combat. What's a good bet these days? Should I just go grab those Homeworld remasters or is there something crazier out there?
https://forum.paradoxplaza.com/foru...checksum-48f6-not-for-problem-reports.933823/The third Hotfix for Stellaris should go live any minute now!
This Hotfix contains:
- Fixed Planet capital modifier being spammed.
- Fixed CTD caused by ground combat side containing invalid armies.
- Fixed issue with disabling everything in Outliner would render it unusable.
- Fixed issue with orbital bombardment of swarm invaders.
- Removed shortcut from "help" button to avoid colliding with fleet "hold" shortcut.
- Performance optimizations caused by huge amounts of resource stations.
- Ship designer: List of designs is sorted according to ship sizes.
- Transport ships are now designable.
Please report any issues in the bug reports sub-forum and make sure to specify that you are running with 1.0.3.
Both the 1.1 (CLARKE) and 1.2 (ASIMOV) updates are progressing according to schedule. Our intention is to release 1.1 as a beta patch late next week.
[Fixed issue with orbital bombardment of swarm invaders.
AI is going rogue in various places and I intercepted a couple of their ships and destroyed them.. so far they haven't spread to my area but they are on my doorstep.. but each time it's like "we should wait and see" or something..
what do I need to prepare myself for? should I purge all robot pops?
Really wish the center of the galaxy had a few systems in ellipitical maps.
has anyone experienced the linux/mac bug where you cant see borders
really cant play unless i hover over all the stars
Nope, just other traits like nomadic or sedentary. Unless migration really affects it there's no modifiers beyond the regular ones that affect everyone. Yet...Does one have the slow breeder or the rapid breeder trait?
Nope, just other traits like nomadic or sedentary. Unless migration really affects it there's no modifiers beyond the regular ones that affect everyone. Yet...
I don't know why there's such a huge difference.
I'm sure I saw a guy making a mod with dozens of other galaxy options. from like 25 stars upto 5000 and with different properties for each.
One thing I didn't realise is that in a ring galaxy the stars are all much closer than any other, so your borders will generally cover more systems.
I didn't think about it last night, but do I need to keep my armies on planets to "occupy" them and prevent revolutions and stuff?
The moment you start adding in sectors the fun dries up. Which is a few hours in.
That said, the changes they're looking to make in 1.1 and 1.2 seem to be fixing my biggest complaints with the game, including mid-late game boredom. It should be just about ready to go at that point.
People are comparing Stellaris with EU4 and CK2 now, after years of post-release development and support. EU4 was barebones as shit until 1.4, while CK2 was the same but also hilariously broken until 1.3 and SOI. I've only run into one game-breaking bug in Stellaris, and that was fixed in 1.0.3. I couldn't even play CK2 without my kingdom undertaking Mr. Bones' wild tournament (the tournament would never end and kill all my characters) until months after release.
They're worse than colonial nations. Until they get some major changes, sectors are my least favorite part of the game.How bad would you say sectors are for someone that hated colonial nations on EU4 for a long time?
By popular request: Added in the ability to write a bio for your @StellarisGame empire to the Clarke patch.
Killing fallen empire, this damn corvette swarm is bugged, only the first 5 ships will go attack things, the rest just freezes in place in the ring world sytstem
ffs
Another question.
So when I take over a planet and it's filled with alien civs, is there a way to migrate my species to the plant and not have a planet full of another species without purging (my civ can't purge)?
Everyone hates me.
Sucks that everyone in the entire galaxy knows instantly if you do a little terror bombing and genociding, what's up with that.
So I think I've stumbled on my first bug, and unfortunately, it may be a game breaking one.
I had a colony event where an asteroid was on a collission course with one of my worlds. I sent in the fleet and destroyed it... but the event is still in the situaiton log screen as incomplete. The game breaking part is that it appears now nothing new is being added to the situation log.
I ran into some new aliens, for example, and I get the: "Study the aliens to find out more" message, but the project never pops up in the situation log
I love Stellaris early game so I don't mind starting a new campaign, but I'm afraid this will happen again.
How do you know that some place in the middle east got bombed?
Twitter!
Same thing, except twitter in Stellaris uses a tachyon network, so you get the news, before it actually happens!
So I think I've stumbled on my first bug, and unfortunately, it may be a game breaking one.
I had a colony event where an asteroid was on a collission course with one of my worlds. I sent in the fleet and destroyed it... but the event is still in the situaiton log screen as incomplete. The game breaking part is that it appears now nothing new is being added to the situation log.
I ran into some new aliens, for example, and I get the: "Study the aliens to find out more" message, but the project never pops up in the situation log
I love Stellaris early game so I don't mind starting a new campaign, but I'm afraid this will happen again.