Phoenix

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    2102
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Phoenix last won the day on April 4 2018

Phoenix had the most liked content!

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About Phoenix

  • Birthday 08/05/1999

Profile Information

  • Gender
    Male
  • Location
    United States - New Hampshire
  • Interests
    Anime / Reading / computers / competitive gaming and casual / sky gazing/star gazing / models (like toy models)

Star Wars: The Old Republic Character Reference

  • SWTOR Names
    Sorasho - Ally'son - Phoenix - Grendi - B'we - Meno Ren - Xynel
  • Class
    Vanguard
  • Specialization
    DPS

Guild Wars 2 Character Reference

  • GW2 Names
    Sorasho
  • Race
    Human
  • Profession
    Elementalist

World of Warcraft Character Reference

  • WoW Names
    Clanel - Death knight lvl 120 ilvl 390~

Recent Profile Visitors

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  1. We did defend you against the crusaders and contingency.. lol Well @Vedian We were gonna just kill both of you, but the game glitched out and didn't want us to complete the vote to start the war lol
  2. @Kriege7, @KalianVan, @Vedian With too many session down game 8 has come to a end. Around year 2475 The Contingency shows it's ugly head we smashed them back to oblivion. The L-gates were shorty opened after a swift defeat of the Contingency with cute harmless dragons coming out from the gate. The robots of the Omni empire started the war against the biggest federation that is operational. With the game glitching and desync of events happening the game was forced to a close. @Vedian has won the game with @KalianVan far second and @Kriege7 right behind him and with me in last just about to tie with @Kriege7
  3. They just made me dayshift so I won't be there for next weeks game
  4. @Vedian@Kriege7@KalianVan By the way the 15th Nov I will be able to play I just will have to let you know a little in advance before I log on. Working late is all and on the weekend in two weeks. So I will message you guys if I can't or can go not this game but the next game coming up.
  5. ################################################################# ######################### VERSION 2.5.1 ########################## ################################################################# ################### # UI ################### * The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food * Chat muting commands now work consistently between in-game and lobby chat ################### # Bugfixes ################### * Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research * Fixed so that players get the correct visual representation of chosen parts for the lithoid ships * Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now * Graphics options chosen in game launcher should actually apply in game now * Launcher should correctly handle mods and game options on the Paradoxplaza version of the game * Fixed a crash when network is disconnected By the way @Kriege7 @Vedian @KalianVan They said this about saves from last patch; Save games shouldn't be adversely affected by the switch from 2.5.0 to 2.5.1, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> properties -> betas -> choose the desired version. If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta, stellaris_test, by the same method. If you have a 2.5.0 MP game that you want to finish before updating, roll back to the crossplay_rollback version. We should be good to go.
  6. Dev Diary #158 - Federation Rework Hello everyone! It was great to finally reveal what we’re working on at PDXCON, and today we’re back with yet another dev diary where we will dive into some more details on the reworked federations. The screenshots still feature a bunch of work-in-progress stuff, like every federation perk using a placeholder right now. Numbers and effects aren’t necessarily final either. Federation Types Like we mentioned at PDXCON, federation will now come in different Federation Types. Each federation type has a unique passive effect and can unlock federation perks as they level up. Certain federation types have requirements on what type of empire can suggest to form them, but there are no limitations on who can join a federation (except for killer empires & inward perfection). Yes, this also means that Barbaric Despoilers and Criminal Syndicate are no longer excluded. Galactic Union This will be a more generic type of federation that will fit most groups of empires. This federation makes it easier to cooperate with empires, as diversity of ethics will have a less negative impact on maintaining cohesion. This federation type will be available to everyone in the free patch. Fleet bonuses a plenty! Martial Alliance This federation type is focused around having a very large and powerful federation fleet. Only militarists can suggest to form this federation. Free and automatic research sharing! Research Cooperative Empires who wish to cooperate in achieving technological mastery should join together in a research cooperative. Only materialists can suggest to form a research cooperative. New trade policy! Trade League If trade value is the focus of your empire, the Trade League is probably a very good federation for you to be a part of. The Trade League gets access to a new Trade Policy which combines the bonuses of all other trade policies. An empire needs to be a Megacorporation or have the Merchant Guilds civic in order to be able to suggest to form a trade league. Did you know there is an Origin that lets you start as the president of a Hegemony? Hegemony This federation type is built around one strong core member. The president gets most of the bonuses, but the bonuses for the members are also quite powerful. Only authoritarian empires may suggest to form a hegemony. Federation Perks Federations will get access to new perks when they level up, and the perks they get access to depend on their type. There are usually 2 perks that gives bonuses to every member and 1 perk that gives bonuses only to the president. However, the Hegemony flips this around by giving the president 2 perks and the members 1 perk (which does not benefit the president in this case!). Hegemony member perk. President gets an additional Envoy. Each time a federation levels up, they will get access to 3 new perks. Level Up & Cohesion In order to level gain XP, a federation needs to have positive Cohesion. The amount of XP a federation gains (or loses!) per month is directly tied to its Cohesion, which is a value that ranged from -100 to +100. There are a number of things that will reduce Cohesion every month, such as every member, diverse ethics and opposing ethics. Federation members can counteract this by assigning Envoys to the federation, which will increase monthly Cohesion. When Cohesion is at +100, the federation will gain +10 XP every month. If a federation loses XP and drops a level, they will lose access to their perks after a few months. Federation Laws It is possible for federations to customize some aspects of its rules. In some cases, federation types also have access to different laws at different points. A Research Cooperative can never have the highest level of fleet contribution, and they also require higher centralization to increase their Fleet Contribution. There are a number of laws which define certain rules for the federation. Centralization Many federation laws require federation centralization to be high enough. To increase centralization, a federation needs higher level. In fact, centralization is the only law locked behind federation levels right now. Increasing centralization isn’t always easy though, as doing so will have a large negative impact on Cohesion. That means more Envoys will need to be assigned to the federation to maintain its Cohesion. The Galactic Union federation type requires Medium centralization to have a 20% Fleet Contribution. Fleet Contribution Most federations will not start with the ability to build a federation fleet, as their fleet contribution will start on “None”. The Martial Alliance and the Hegemony do start with a “Low” fleet contribution, however. The Martial Alliance is also able to change its fleet contribution law to “High” as early as Medium centralization. Most of the other laws not visible earlier. Succession types As you could see in previous screenshots there are a bunch of different laws for how federations can decide who becomes the president. Strongest is the empire with the greatest economy. Diplomatic Weight is the empire with the largest Diplomatic Weight (we talked about that at PDXCON, but more on that later). Rotation will rotate the president. Random will choose a president from a random member. Challenge succession type allows you to pick a challenge type for your federation. Perhaps we’ll have enough psi-capable pops next time... There are currently two different challenge types: Psionic Battle lets psionic pops battle it out over which empire should be president. Arena Combat lets the rulers of competing empires battle it out. Certain traits for the ruler (both species and ruler-specific) will influence how large chance the ruler has at winning. The Chosen will of course be very hard to beat. ---- That’s it for this week, and we hope you survive the information overload! We realized there are so many details we possibly could share, but this should cover the most important parts. Next week we will be talking about the Galactic Community, Resolutions and more!
  7. ################################################################# ######################### VERSION 2.5.0 ############################ ################################################################# ################### # Balance ################### * The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50% * Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33% ################### # UI ################### * Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time) * The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority * Added a notification when one empire guarantees the independence of another ################### # AI ################### * Automated building now checks that upkeep cost is covered by income ################### # Bugfixes ################### * Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves * Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason * Fixed a potential crash in AI when evaluating market values * Fixed cases where planetary events could fire multiple notifications * Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want * Mod load order is now the same as the order in which the mods are displayed You can also read this Dev Diary and comment on our forums, here.
  8. @Kriege7 @KalianVan @Vedian By the way here are the new stuff. I posted it Saturday and I don't know if you want to be tagged in this stuff once I release it. Let me know.
  9. Hi all, Jamor again. We're deploying a small, quick hotfix to address two issues we were able to solve today: inability of the launcher to display incompatible mods, and an economy bug related to artisan jobs and consumer goods. Given that it's early yet and some may not have seen the original changes in 2.4.0, I'll repost those. Please note that due to a human error, namely this producer managing to transcribe fixes from the wrong dev branch in to the patch notes (!), a few of the listed changes in 2.4.0 are not actually present in the build. In the interest of getting the hotfix to you all with maximum speed, those will come in a future update when they can be properly merged and tested. I'll put them in the notes for reference, but crossed out. ################################################################# ######################### VERSION 2.4.1 ########################## ################################################################# ################### # General ################### * Added Launcher v2 * Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect) * Caravaneer ship & station vfx update * Added "/mute <user name>" and "/unmute <user name>" chat commands * Cloud saving support added on GoG and Paradoxplaza versions of the game ################### # Balance ################### * Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it * The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50% * Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33% ################### # UI ################### * Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size * Fixed improperly displayed text in the name of Galatron wars * Protection war name list no longer includes machine uprising and war in heaven * Removed unnecessary decimal precision in lacking resources tooltips * Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features * Added a notification when one empire guarantees the independence of another * Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip * Fixed a cut off display of the clearing cost for ruined arcology blockers * Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts ################### # AI ################### * The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that * AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target * Fixed AI not building enough defense platforms * Automated building now checks that upkeep cost is covered by income ################### # Stability ################### * Improved performance by reducing the number of string copies in modifiers * Parallelized some planet functions * Optimized calculations done in frame rendering * Bunch of caching and optimizations to planet job calculations * Fixed a slowdown when viewing the slave market ################### # Bugfixes ################### * Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded * Fixed literally unplayable "the the" typo in ancrel.23.desc * Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer * Fixed a possible crash when a planet has no pops * Fixed an instant repair exploit when you dismantle a starbase module while it's under attack * Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire * Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat * Fixed an overflow bug with relative empire power calculations * Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance * Fixed nonfunctional modifiers to colony ship build cost * Fixed a potential crash in AI when evaluating market values * Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want Please note that save file compatibility between versions is not guaranteed. If you have an important 2.3.3 game going, please roll back to that version before trying to load the save in 2.4.1. Instructions on how to keep playing on older versions here. You can also use this method to opt in to the stellaris_test branch on Steam, which is necessary for multiplayer cross play between Steam and the other stores we are available on. If you have a 2.3.3 crossplay game going on, that version is present on Steam on the crossplay_rollback branch. Thanks for your feedback and issue reports. We'll keep at it but I wanted to get this to you as soon as possible before the weekend. We'll get the MIA fixes in as soon as we can. If you want to comment on or read this post on our forums, go here. The brand new DLC coming soon Also a all new species and ships and empires
  10. @KalianVan we might have to go to a different game for now or just start a new. I do believe that the amount of megacorps and ravagers is bad like real bad No mod has been updated recently as of Friday/sat for me