Wilian
Arcane
- Joined
- Jan 14, 2011
- Messages
- 2,819
Hey since everyone is complaining about the AI... there is an "Enhanced AI" Mod, did anyone try it?
That's like trying to multiply with zero.
Hey since everyone is complaining about the AI... there is an "Enhanced AI" Mod, did anyone try it?
Hello everyone and welcome to another Stellaris development diary. Today's dev diary will be about changes and new additions for Fallen Empires in the 1.8 'Čapek' update and its accompanying (unannounced) Story Pack, about which we cannot currently provide any information except what's in this dev diary. We also cannot currently provide say anything about the release date for the update other than to say that it's not coming out anytime soon. After what happened with 1.6, we want to take our time with this one and make sure we get it to you in a good shape.
Ancient Caretakers (Story Pack)
Those with the Story Pack will be able to encounter a brand new Fallen Empire - the Ancient Caretakers. The Ancient Caretakers is a fallen synthetic civilization that appears to be the remnant of some great conflict in the distant past. From what they tell you, they appear to have been part of something called the 'Custodian Project', an initiative to construct and maintain a number of ringworlds as a refuge for biological sapients fleeing some unknown menace. Their erratic behavior and speech, however, suggests that something may be very wrong indeed with this Fallen Machine Empire.
The Ancient Caretakers have a new attitude called 'Enigmatic' and an obscured opinion score to represent their bizarre and unpredictable nature. They may help you with gifts of ships of technology, request your assistance with tasks that may make little apparent sense, or even make demands of your empire that you would be unwise to ignore. They do not awaken like a regular Fallen Empire, but instead have a particular 'triggering event' that, if it happens during the course of the game, will automatically awaken them... though they will not always awaken in the same way. All in all, they behave quite differently from the other Fallen and Awakened Empires, and have their own backstory to explore, as well as unique interactions when dealing with other synthetic civilizations.
Fallen Empire Tweaks & Changes (Čapek Update)
In addition to the Ancient Caretakers, there are also some changes coming to the current batch of Fallen Empires. First of all, because the Ancient Caretakers also make use of ringworlds, we decided that you'd end up with just a few too many ringworlds to conquer and restore kicking around. Thus, for those with the Story Pack, we made a new initializer for the Keepers of Knowledge with a more traditional Fallen Empire setup of Gaia Worlds and outlying colonies, including some unique features and buildings to suit their archivarian ways. The old initializer with its three ringworlds still exists, however, and will spawn for those that do not have the Story Pack, so those without do not have their Fallen Empire ringworlds taken away.
Other than that, the following changes were done to the existing Fallen Empires:
- Keepers of Knowledge were changed to have their behavior (Hatred of AI) no longer directly conflict with their ethos (Materialist). Both their Fallen and Awakened variants no longer hold a grudge against AI, but instead have doubled down on their obsession with collecting and hoarding knowledge. Satellites of Awakened Keepers of Knowledge are no longer required to ban AI, but will have to contribute a major share of their research to their overlord.
- Holy Guardians were changed to be a bit more interactive, and are now able to offer tasks and give gifts to the younger races, though they will mostly only deign to do so to fellow Spiritualists. They have also taken over some of the Keepers of Knowledge's hatred of AI, and you can expect their Awakened variant to offer no quarter to synthetic civilizations.
- Militant Isolationists and Enigmatic Observers have mostly been left unchanged, asides from some updates to their initializers and ship designs, such as removing the Synths previously used by the Militant Isolationists and giving them to the Keepers of Knowledge instead. They will now also start with more trait points for their species than the other Fallen Empires, to represent their focus on the biological.
Finally, a change was done to the way you establish contact with Fallen Empires. Previously, unless you had done something to anger them (for example colonize a Holy World) FEs would open communications only when you directly entered their space. This has been changed so that Fallen Empires will now instead contact you when your ships enter any system adjacent to their space. This should make it harder to accidentally colonize next to Militant Isolationists and also make it so that your exploring science ship isn't immediately hurled back to your capital just because it happened to take a wrong turn after Omicron Persei.
That's all for today! Next week we'll be discussing some changes coming to Hive Minds and Devouring Swarms, as well as the addition of Dynamic Tradition Swapping in 1.8 'Čapek'.
Follow me on twitter for regular tidbits about the projects I'm working on.
Why the hell would I do that?Now start building a bunch of ships loaded with sensors to the top and trade all of them to the "AI" and then tell me how great it is.
There's an optimal strategy in Stellaris, too. It's called "research is irrelevant". Basic ship is best ship! Spam naked corvettes. The basic starter ship will defeat its own cost or power in anything else.Oh, another thing I like more in Stellaris is the research. I'm just a fan of that kind of randomness and I find the tech tree in GalCiv3 pretty confusing, not presented well and very hard to search. It also smells like "there is a very optimal strategy".
Not exactly. Best research is to blow up enemy ships, recover tech from them, and research only what you can't research from salvage.There's an optimal strategy in Stellaris, too. It's called "research is irrelevant". Basic ship is best ship! Spam naked corvettes. The basic starter ship will defeat its own cost or power in anything else.Oh, another thing I like more in Stellaris is the research. I'm just a fan of that kind of randomness and I find the tech tree in GalCiv3 pretty confusing, not presented well and very hard to search. It also smells like "there is a very optimal strategy".
I think I'll pass, sounds like something that would just break the AI for some reason.To ascend to the next level of 'actual strategic gameplay'.Why the hell would I do that?Now start building a bunch of ships loaded with sensors to the top and trade all of them to the "AI" and then tell me how great it is.
I think he's already trying to skip to the end.Do you mean going from normal game speed to fast to fastest to .... to plaid?Are there any mods that make Stellaris run faster? I got a computer that can run it but I wish I could do so faster. Sorta like a few mods that make CKII fasta
Turns out you should actually look at the enemy ships and if they field heavy laser weapons, you might want to bring a shield or two. It's even color coded for idiots like me
Turns out you should actually look at the enemy ships and if they field heavy laser weapons, you might want to bring a shield or two. It's even color coded for idiots like me
GC2/3 use a rock, paper, scissors set-up for combat that absolutely shits me. Three types of defenses, three types of weapons; enjoy the guessing game. That, coupled with the ridiculous starbase/resource system makes both irrecoverable losses for yours truly.
Stellaris aimed to have a rock paper scissors combat system but due to developer ineptitude they failed to make paper or scissors viable and everyone just spams rocks. Is that better or worse?
Stellaris aimed to have a rock paper scissors combat system but due to developer ineptitude they failed to make paper or scissors viable and everyone just spams rocks. Is that better or worse?
Stellaris has never given me the feeling that my beam-equipped vessels would be totally ineffective against shields. For all of its many faults, it can't compare to GC3 in that area.
That's because energy weapons are the "rock" choice. Everything else fails horribly against 90% armor, but armor-penetrating weapons still work just fine against shields
If you need to guess a lot, you are playing wrong.Turns out you should actually look at the enemy ships and if they field heavy laser weapons, you might want to bring a shield or two. It's even color coded for idiots like me
GC2/3 use a rock, paper, scissors set-up for combat that absolutely shits me. Three types of defenses, three types of weapons; enjoy the guessing game.
Now I don't even know what you are going on about.That, coupled with the ridiculous starbase/resource system makes both irrecoverable losses for yours truly.
Really? Because the vast majority of people who boil it down to mathematics seem to be saying that a combination of kinetic with plasma is the 'best' choice, in the minmaxing sense. Only missiles really underperform, while energy weapons are solid all-rounders.
who says "we" aren't?>turn pop to undesirables and exterminate them, replace them with droids
Wish we could do this IRL
NSC and ISB. Plus, LEX is pretty kewl, but one of the better additions (a shielded ringworld) has its graphics a little messed up by Utopia.What are the good mods out there?