You might be opening Pandora's Box via another hinge as well. Not just thru your own scientific endeavors, but by killing the wardens of a jail planet as well.
"We found the... well, the Artifact at the center of a continent-wide blasted zone, surrounded by rows of barriers and covered with a capstone twenty kilozeks across and half a kilozek thick, with deeply-weathered engravings which read, according to our translators, 'IF YOU OPEN THIS YOU WILL ALL DIE.'"
"So you opened it."
"Well, of course."
y'know... I'm thinking the futures panel is overthinking this... put up some murals and pictures. show a healthy person and then show them withering away and dead when near the barrels with the nuke symbol.
i'm sure they are working on it, but one symbol isnt enough. leave messages in a bunch of different languages, pictures, signs, the whole gamut. And then... well... its not our problem 5000 years later is it? they'll figure it out in a week or two if they crack that bad boy open...
y'know... I'm thinking the futures panel is overthinking this... put up some murals and pictures. show a healthy person and then show them withering away and dead when near the barrels with the nuke symbol.
Too overdesigned; just show a glowing container with a melting person desperately - but futilely - trying to crawl away.
+2
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
You gotta admit that the foreboding landscape of mammoth thorns jutting at jagged angles is pretty epic.
My favourite thing about this is that ALL of these ideas translate into DnD dungeon designs.
Like in 10,000 years time a band of adventures might go there looking for a Lich or something.
More likely someone would think like what we did when we started digging up Egyptian pharaohs. 'Oh look whoever digs this up will suffer a harmful curse, what a load of superstitious nonsense, how primitive were these old humans lol'
y'know... I'm thinking the futures panel is overthinking this... put up some murals and pictures. show a healthy person and then show them withering away and dead when near the barrels with the nuke symbol.
i'm sure they are working on it, but one symbol isnt enough. leave messages in a bunch of different languages, pictures, signs, the whole gamut. And then... well... its not our problem 5000 years later is it? they'll figure it out in a week or two if they crack that bad boy open...
I share the concerns with some that elaborate markers would only serve to attract the daring / curious (and while it's tempting to say, "Heh, suck for them," they would likely remain alive and contaminated for long enough to spread radioactive sickness to others).
Just paint and/or inscribe skulls and crossbones all over the damnable site when it comes time to seal it. That's always been a universal symbol for 'bad thing'. Maybe consider encircling it with razor and/or barbed wire.
Personally, when my trusted advisers tell me that they're pretty sure this ancient burial site may actually contain something that kills people; my first response will be to ask what sort of terms they'd recommend for the life insurance policies offered to the volunteer work force I'll be drumming up to investigate methods to deploy the bad thing in such a way that my hated enemies die more often from it than my legions of terror do.
My next order of business will be to commission a pleasant summer home atop the site, where I can send people I don't like much to enjoy a peaceful vacation in a characteristic show of good will.
A pleasant barracks will also be constructed well away. Preferably upwind. My legions of terror must be healthy in order to strike terror into anyone.
Best case, we've found a new weapon to make my legions even more terrifying. Worst case, I have a new summer home. Splitting the difference, we've got a plucky-hero/invading conqueror honey trap.
y'know... I'm thinking the futures panel is overthinking this... put up some murals and pictures. show a healthy person and then show them withering away and dead when near the barrels with the nuke symbol.
i'm sure they are working on it, but one symbol isnt enough. leave messages in a bunch of different languages, pictures, signs, the whole gamut. And then... well... its not our problem 5000 years later is it? they'll figure it out in a week or two if they crack that bad boy open...
I share the concerns with some that elaborate markers would only serve to attract the daring / curious (and while it's tempting to say, "Heh, suck for them," they would likely remain alive and contaminated for long enough to spread radioactive sickness to others).
Just paint and/or inscribe skulls and crossbones all over the damnable site when it comes time to seal it. That's always been a universal symbol for 'bad thing'. Maybe consider encircling it with razor and/or barbed wire.
If by contaminated you mean "carrying around nuclear waste" that's fine. But simply gazing at a container of nuclear waste (or even opening it) makes you in no way contagious. High level waste will irradiate YOU so you'll suffer acute radiation sickness, but it doesn't make you radioactive.
y'know... I'm thinking the futures panel is overthinking this... put up some murals and pictures. show a healthy person and then show them withering away and dead when near the barrels with the nuke symbol.
i'm sure they are working on it, but one symbol isnt enough. leave messages in a bunch of different languages, pictures, signs, the whole gamut. And then... well... its not our problem 5000 years later is it? they'll figure it out in a week or two if they crack that bad boy open...
I share the concerns with some that elaborate markers would only serve to attract the daring / curious (and while it's tempting to say, "Heh, suck for them," they would likely remain alive and contaminated for long enough to spread radioactive sickness to others).
Just paint and/or inscribe skulls and crossbones all over the damnable site when it comes time to seal it. That's always been a universal symbol for 'bad thing'. Maybe consider encircling it with razor and/or barbed wire.
If by contaminated you mean "carrying around nuclear waste" that's fine. But simply gazing at a container of nuclear waste (or even opening it) makes you in no way contagious. High level waste will irradiate YOU so you'll suffer acute radiation sickness, but it doesn't make you radioactive.
External contamination is that on skin or clothing, from which some can fall or be rubbed off, contaminating other people and objects. Internal contamination is unintended radioactive material within the body, which it may enter by ingestion, inhalation, or through breaks in the skin. Once in the body, radioactive material may be transported to various sites (eg, bone marrow), where it continues to emit radiation until it is removed or decays. Internal contamination is more difficult to remove. Although internal contamination with any radionuclide is possible, historically, most cases in which contamination posed a significant risk to the patient involved a relatively small number of radionuclides, such as phosphorus-32, cobalt-60, strontium-90, cesium-137, iodine-131, iodine-125, radium-226, uranium-235, uranium-238, plutonium-238, plutonium-239, polonium-210, and americium-241.
Irradiation is exposure to radiation but not radioactive material (ie, no contamination is involved). Radiation exposure can occur without the source of radiation (eg, radioactive material, x-ray machine) being in contact with the person. When the source of the radiation is removed or turned off, exposure ends. Irradiation can involve the whole body, which, if the dose is high enough, can result in systemic symptoms and radiation syndromes (see Acute radiation syndromes (ARS)), or a small part of the body (eg, from radiation therapy), which can result in local effects. People do not emit radiation (ie, become radioactive) following irradiation.
From my read, people do not emit radiation after being irradiated. Howver, people who have been contaminated by radioactive material do pose a danger, mostly to medical workers, because the body can retain trace elements, and the levels of material needed for fatal exposure can be measured in the parts per million.
"We found the... well, the Artifact at the center of a continent-wide blasted zone, surrounded by rows of barriers and covered with a capstone twenty kilozeks across and half a kilozek thick, with deeply-weathered engravings which read, according to our translators, 'IF YOU OPEN THIS YOU WILL ALL DIE.'"
"So you opened it."
"Well, of course."
"Did you all die?"
"No sir! Only 90% of us, and then the monster, which appeared to be composed of an intelligent form of pure Cinnamon departed the planet towards Craltonian space."
"Ha, a fine success then! I'm sure we will have no problems with it in the future. Send in the spice miners!"
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Alpha particles are basically harmless (literally stopped by clothing, or even just your skin) unless you ingest them, in which case they can be lethal. Wear your filter mask.
"Fun" fact: Radium, apart from being one real bastard of a radioactive material, shares the same periodical column as calcium, hence it is able to form the same bonds as calcium does. When ingested, Radium is used by the body to repair and grow bone matter instead of calcium, which is going to be bad news. End result: Areas which experience very high rate of wear such as the jaws, will begin to distintegrate.
Events in Stellaris will not be limited to the Anomalies you find in space. Another event category that you will encounter as you play the game are colony events. Fairly self-explanatory, colony events are events that can trigger on your colonies. Our goal with these events is to provide a bit of identity to the planets you colonize, and set them further apart.
Some events will have situations that you can respond to in a number of ways, and in many cases you will have to deal with the fallout (positive or negative) of your choices in follow-up events that can fire many years later.
(lots of flavor / storytelling text here)
Next week Game Director Henrik "Doomdark" Fåhraeus will tell to you about War, Peace, Influence and Claims!
Actual text content is super light on information, but the link has three screenshots that show examples of colony events. They look like the sort of things we were expecting in this department.
Additional information from a dev post in the thread responding to a question about choosing event options like opening vaults discovered underground in a new colony:
In the case of the underground vault, you will get a Special Project to open it which you can complete whenever you want. Of course, other events can lead to Special Projects that are timed. If you don't finish them on time, there may be consequences...
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
+2
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
Paradox has decided to postpone the dev diary on War, Peace, Influence, and Claims. Instead they give us a dev diary on the Ship Designer.
Good news everyone!
This week we will talk about the Ship Designer. Last week we said that this week would be about “War, Peace, Influence and Claims”, but due to some really good (and secret) reasons we have decided to postpone that Dev Diary for a later date. Now let's continue with how you customize your ships in Stellaris...
Customizing your ships is vital for making sure that your ships are equipped for any challenges that awaits them in the galaxy. Your ships have a build cost, build time and maintenance cost that is calculated from the different sections and components that your ship consists of. The ships also receive a wide range of different values; all these are affected by what sections and components you use on your ship. These values can be modified by, among other things, researching technologies and the traits of your leader.
Every ship consists of at least one section that you can place different components on. A Corvette, for example, has one only section but a Battleship has three. The number of slots on each section (slots to place components) may vary between different sections. You can choose all different sections by yourself. The sections are divided into categories based on where they are placed on the ship, so a stern section cannot be placed in the middle section position.
Every section may have available weapons and utility slots. These slots can be of Small, Medium or Large sizes. The different sizes affect the size of the component you may place in the section; a large weapon component may, for example, do more damage but has a lower hit chance. Some sections also have a hangar slot, but more on those in a later dev diary...
Weapon components are, like the name suggests, different components that work as weapons of some kind. It could be something like a huge X-Ray Laser or some point-defenses that are great for when you encounter hostiles using missiles.
Utility modules are passive components that affect the properties of the ship. It could be different types of shield or improved power reactors. A reactor is vital for your ship to function; several different weapon and utility components drain power, and unless you have enough reactors providing the necessary power, your ship will not be able to function (it’s an invalid design).
We also have some required components depending on the class of ship you are trying to build. One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL. It is, however, only possible to have ships with the same type of FTL in the same fleet. You may also set what thruster to use, which affects the speed of your ships and their evasion chance. For military ships, you can also set what combat computer to use on the ship, which affects how they behave in combat. Different combat computers can be unlocked by technologies. There are a lot more types of components than the above, but this should give you a hint of the basic mechanics..
For those of you who really don’t like to fiddle around with designing your own ships (and we know that you are legion), we have the option to auto-generate new ship designs whenever you research a new technology with something that the game thinks you should use on your ships. This algorithm is very close to what the AI will use.
In the mid and late game you may also use the designer to customize your military defense stations and make sure that noone will ever be able to penetrate your solar system defenses.
That is all for this week, I hope you enjoyed it despite the fact that I don’t write as well as Goosecreature! ;-)
Next week we will talk about fleet combat in Stellaris!
The auto-generator is good news as this sounds like an incredibly fiddly system that will be lots of fun sometimes and a real chore at other times. I hope the logic behind the generator is good.
Also how come the sci-fi games always get these kinds of tools (this one even has it for your defense stations!), but the historical games don't provide the same sort of option? EU4 and CK2 just gets homogenous units that you can combine in various numbers. I'd like a more fiddly army customization tool that opens up the combat system to make it feel like I have greater control over the outcomes.
Nice tidbit: here it's confirmed you can use multiple FTL tech. So presumably you start with one of the three but can gain more in various ways. So you could start with Hyperdrive, but then later make a Warp fleet for when you need to launch surprise attacks outside the hyperlanes. That's really cool for multiplayer, though in SP I suspect this just means you have more ways to demolish the AI. Also it looks like carriers are confirmed, though it's probably more complex than that since they said the feature was to be discussed in another diary entirely.
Some more dev information from the forums:
Earlier it sounded like you start with one FTL type, and then stick to it (with maybe the possibility to salvage ships with other), but does this mean that we will be able to build ships with all 3 types?
If you were to gain access to those techs, yes. But this is more late game and may be subject to change.
Can the modders add more slots?
Yes
How will retrofits work? Will existing ships be able to be refitted with new weapons and technology on their sections, or will ships need to be built from scratch in order to make use of the latest weapons and tech advances?
You can upgrade your fleet to the latest design at your nearest spaceport
I'm guessing the previously-planned diary was put off because of a recent design change, but it could also be because they wanted Goosecreature available to write the thing.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
It's Monday, and that means Dev Diary time! This week we have details on fleet combat. It's big and juicy!
Good news everyone!
Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Like always it is important for you to remember that things are subject to change.
In Stellaris we have a number of different types of weapons that the player may choose to equip his/her ships with. All weapons can be grouped into either energy, projectiles (kinetic), missiles, point-defenses and strike craft. Their individual effects and stats vary somewhat, so let’s bring up a few examples. One type of energy-weapon is the laser, using focused beams to penetrate the armor of a target dealing a medium amount of damage. Mass Drivers and Autocannons are both projectile-weapons with high damage output and fast attack-speed, but quite low armor-penetration. This makes them ideal for chewing through shields and unarmored ships quickly, but are far worse against heavily armored targets. Missiles weapons are space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems. There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.
Strike crafts are different from the other weapon types since they are actually smaller ships that leave their mothership. Cruisers and Battleships can in some cases have a Hangar weapon slot available, in which you may place a type of strike craft. Currently, we have two types of craft; fighters and bombers. Fighters will fire upon ships, missiles and other strike craft. Bombers however may not fire on other strike craft or missiles, but they will do more damage than fighters against capital ships. Point-defense weapons can detect incoming missiles and strike-crafts and shoot them down. These weapons may also damage hostile ships, if they are close enough, but will do significantly less damage against those.
When it comes to defenses, you may increase the durability of your fleet in combat by placing armor and shield components in the utility slots on your ships. Armor components will reduce the incoming damage and can’t be depleted during combat. Shields work much more like an extra health bar to your ships and will be depleted if they take too much damage. Shields will automatically regenerate after combat, unless you have certain components that allow your shields to regenerate during combat. Both shields and armor can have their efficiency reduced if the enemy uses armor and/or shield penetrating weapons.
The different components you place on your ships will also affect certain other key combat values:… Hull points is a value corresponding to the “hit points” or health of your ship. Evasion affects the chance for your ship to evade a weapon firing at it. You may also affect the overall stats (values) of your fleet by assigning an Admiral to it. The stats of your fleet will both be affected by the skill and the traits of your leader. But be aware that traits will not always have a positive effect. I would recommend everyone to always have good admirals assigned to their military fleets since they can really improve your stats, like +20% fire rate and +10% evasion.
Once the combat has begun, you very few options to control what happens, much like it works in our other grand strategy games. For this reason it is really important not to engage in a battle that you are not ready for. As a fallback, it is possible to order a full retreat through the “Emergency FTL Jump” option, this will basically cause your fleet to attempt to jump to the closest system. However, during the windup for the EFTL jump your ships will not be able fire back at the hostile ships, so you put yourself in an exposed situation. Depending on what type of fleet you have, you might want them to always engage in combat or always try to avoid it; for this purpose we have different fleet stances. The evasive stance will try to avoid combat and the fleet will leave a system if a hostile arrives. Civilian fleets have this stance on per default. Aggressive stance will actively make your fleet attempt to attack any hostile that enters the same system as them. Passive stance will, like the name suggest, make your fleet only engage in combat when enemies are within weapon range.
The combat might be off-hand, but you can still indirectly affect how each individual ship will behave. When you design your ship you may specify what combat computer to use on the ship. These computers range from making your ship super aggressive, and basically charge the enemy, or be really defensive and keep formation. At the start of the game only the default combat computer is available, but more are unlocked through normal research or reverse engineering.
It is very possible that your fleet might end up in combat with multiple fleets. This means that you can have a combat with three different empires that are all hostile to each other. To help you keep track of everything that happens we have a combat view, which will appear as soon as a combat is initiated. This view will list you (and any other friendlies or neutrals) on the left side and every hostile on the right side. The combat view is currently being reworked, so you will get to see that interface at a later date, but the idea is to provide you with crucial feedback on how effective your weapons and defenses are.
Once the battle is over, you may want to investigate any debris left from destroyed vessels. If you weren’t the one being wiped out, perhaps you can salvage something?
Sadly, neither the “Picard Maneuver” nor the “Crazy Ivan” are currently possible in the game, but who knows what the future might hold…
It reminds me a lot of Endless Space, except with the tactics cards replaced by ship computers for more automation. Also the note that there are "far more weapons" available suggests it won't be reduced to a simple paper-rock-scissors counter system for the whole game.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Today our humble offering covers some of the possible Diplomatic Actions and Trade Deals that can occur between Empires. As most of you may know, the basic diplomatic model used in our previous games work quite well and we will use something similar in Stellaris. All Empires will have opinions of all other known Empires, and different actions, events and internal politics will often affect that opinion. The ethics of each Empire will of course play a heavy role here, as pacifist Empires will react quite differently to aggressive wars than would a xenophobic militarist one.
In Stellaris trade between Empires is a very direct affair. Players can create two-way deals lasting a set amount of time, and our ambition is that most diplomatic actions should be available here as tradeable objects. For example, you can offer another Empire a monthly payment of Minerals in exchange for Military Access and updated Star Charts for a period of 5 years, or receive a vital supply of the rare Garanthium resource by offering a nonaggression treaty as well as a guarantee of independence should the other Empire feel threatened. If you want to simply gift or demand something you can leave one side of the trade-deal blank, and the AI will react accordingly.
stellaris_dev_diary_19_01_20160201_trade.jpg
However, these kinds of trade deals will only happen between equal Empires and as most rulers know, it is better to gain something without having to give up something else. This is where more static diplomatic relationships come into play.
Tributary
A Tributary is forced to pay a set amount of their income to their Overlord each month and is most often established as the result of a lost war. The Overlord will not automatically defend them in wars, so the Tributary is caught in quite an unfortunate position until they have the military strength to either demand an end to their servitude or declare a war of independence.
Protectorate
A Protectorate is a subject protected by a (to them) technologically superior Empire. The Protectorate gains a major research-bonus to all technologies that their Overlord has already researched, and is automatically converted to a Vassal when having progressed far enough technologically.
Any pre-FTL species that is technologically enlightened is automatically created as a Protectorate under whichever Empire granted them the ability to space-travel. The Overlord in turn gains political Influence each month and the eternal gratitude of a bright-eyed new member of the galactic community.
Vassal
A Vassal is the most controlled type of subject-Empire. They will automatically join their Overlord’s wars, aggressive and defensive, and they have no autonomy when it comes to foreign policy or diplomatic relations. A vassal also run the risk of a full diplomatic integration by their Overlord.
Subject-actions
All types of subjects have a Liberty Desire expressing how content they are living under their Overlord’s rule. If a subject's Liberty Desire becomes very high they have a chance to start a war for independence, often waiting for an opportunity when they sense weakness (a taxing war, a larger uprising, a galactic crisis etc.). The Liberty Desire is a compound of a few different parameters but the main ones are the subjects opinion of the Overlord, the total military strength of all the subjects relative to the Overlord as well as if the subject can find someone who supports their cause.
As you would expect from our other games you are able to support the independence of another Empire’s vassal. Doing this will greatly increase their Liberty Desire (assuming the supporter has a fleet rivaling their Overlord) and may cause them to rebel. If they do, the Empire supporting them automatically joins their war for independence. You are also able to guarantee the independence of a smaller Empire, automatically entering the war on their side should they be attacked.
We’ve also added another vital diplomatic action to ensure that we can realistically model the complicated diplomatic interactions going on between advanced nations; the insult. Make sure to clearly express your feelings towards your enemy by insulting them, instantly lowering the opinion between your Empires greatly.
That was all for this week. Next dev diary will be written by Doomdark, expanding further upon War & Peace.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
I told my girlfriend about this game and she was like "Whaaaaat they can have my money now let's get that where can we get that?" and I was like oh wait I'm really sorry um the hype train just started so... a year and a half? Two? Here's hoping it's on the way sooner rather than later. It does seem rather fully-featured for an alpha... and I guess they're still using that old engine right?
Posts
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
SCIENCE!
"So you opened it."
"Well, of course."
i'm sure they are working on it, but one symbol isnt enough. leave messages in a bunch of different languages, pictures, signs, the whole gamut. And then... well... its not our problem 5000 years later is it? they'll figure it out in a week or two if they crack that bad boy open...
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Too overdesigned; just show a glowing container with a melting person desperately - but futilely - trying to crawl away.
My favourite thing about this is that ALL of these ideas translate into DnD dungeon designs.
Like in 10,000 years time a band of adventures might go there looking for a Lich or something.
More likely someone would think like what we did when we started digging up Egyptian pharaohs. 'Oh look whoever digs this up will suffer a harmful curse, what a load of superstitious nonsense, how primitive were these old humans lol'
I share the concerns with some that elaborate markers would only serve to attract the daring / curious (and while it's tempting to say, "Heh, suck for them," they would likely remain alive and contaminated for long enough to spread radioactive sickness to others).
Just paint and/or inscribe skulls and crossbones all over the damnable site when it comes time to seal it. That's always been a universal symbol for 'bad thing'. Maybe consider encircling it with razor and/or barbed wire.
My next order of business will be to commission a pleasant summer home atop the site, where I can send people I don't like much to enjoy a peaceful vacation in a characteristic show of good will.
A pleasant barracks will also be constructed well away. Preferably upwind. My legions of terror must be healthy in order to strike terror into anyone.
Best case, we've found a new weapon to make my legions even more terrifying. Worst case, I have a new summer home. Splitting the difference, we've got a plucky-hero/invading conqueror honey trap.
No downsides I can see, really.
If by contaminated you mean "carrying around nuclear waste" that's fine. But simply gazing at a container of nuclear waste (or even opening it) makes you in no way contagious. High level waste will irradiate YOU so you'll suffer acute radiation sickness, but it doesn't make you radioactive.
Was curious, so I looked it up:
External
Internal
External contamination is that on skin or clothing, from which some can fall or be rubbed off, contaminating other people and objects. Internal contamination is unintended radioactive material within the body, which it may enter by ingestion, inhalation, or through breaks in the skin. Once in the body, radioactive material may be transported to various sites (eg, bone marrow), where it continues to emit radiation until it is removed or decays. Internal contamination is more difficult to remove. Although internal contamination with any radionuclide is possible, historically, most cases in which contamination posed a significant risk to the patient involved a relatively small number of radionuclides, such as phosphorus-32, cobalt-60, strontium-90, cesium-137, iodine-131, iodine-125, radium-226, uranium-235, uranium-238, plutonium-238, plutonium-239, polonium-210, and americium-241.
Irradiation is exposure to radiation but not radioactive material (ie, no contamination is involved). Radiation exposure can occur without the source of radiation (eg, radioactive material, x-ray machine) being in contact with the person. When the source of the radiation is removed or turned off, exposure ends. Irradiation can involve the whole body, which, if the dose is high enough, can result in systemic symptoms and radiation syndromes (see Acute radiation syndromes (ARS)), or a small part of the body (eg, from radiation therapy), which can result in local effects. People do not emit radiation (ie, become radioactive) following irradiation.
From my read, people do not emit radiation after being irradiated. Howver, people who have been contaminated by radioactive material do pose a danger, mostly to medical workers, because the body can retain trace elements, and the levels of material needed for fatal exposure can be measured in the parts per million.
"Did you all die?"
"No sir! Only 90% of us, and then the monster, which appeared to be composed of an intelligent form of pure Cinnamon departed the planet towards Craltonian space."
"Ha, a fine success then! I'm sure we will have no problems with it in the future. Send in the spice miners!"
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
You either become an X-Man or an Ex-Man
Alpha particles are basically harmless (literally stopped by clothing, or even just your skin) unless you ingest them, in which case they can be lethal. Wear your filter mask.
"Fun" fact: Radium, apart from being one real bastard of a radioactive material, shares the same periodical column as calcium, hence it is able to form the same bonds as calcium does. When ingested, Radium is used by the body to repair and grow bone matter instead of calcium, which is going to be bad news. End result: Areas which experience very high rate of wear such as the jaws, will begin to distintegrate.
Additional fun fact: Radium infused water was sold as a health tonic in the last 1920s...
Hindsight is 20/20 but damn we were stupid around the stuff...
Additional information from a dev post in the thread responding to a question about choosing event options like opening vaults discovered underground in a new colony:
You are asking for a Necron invasion
(alternatively)
The Vaults were never meant to save anyone.
I'm pretty sure it is French or something.
To open grand old tombs is to seek death.
You shall see his face, and shudder at his terrible works.
Our scientists are hard at work decrypting the meaning behind these symbols, but we suspect it may be a chronicle of an ancient war."
If I'm not making poor choices just to see the hilarious ways they blow up in my face, I'm playing the game wrong imo.
What's that? My fourth child and only daughter is the literal spawn of Satan?
Looks like I've got 3 kids to kill...
Just Crusader Kings things.
Good news! The literal Spawn of Satan will take care of that for you.
They're very thoughtful that way.
That just means you were unworthy. Proper Emprahs can deal with piddly ancient aliens like it's your average Tuesday.
Also how come the sci-fi games always get these kinds of tools (this one even has it for your defense stations!), but the historical games don't provide the same sort of option? EU4 and CK2 just gets homogenous units that you can combine in various numbers. I'd like a more fiddly army customization tool that opens up the combat system to make it feel like I have greater control over the outcomes.
Nice tidbit: here it's confirmed you can use multiple FTL tech. So presumably you start with one of the three but can gain more in various ways. So you could start with Hyperdrive, but then later make a Warp fleet for when you need to launch surprise attacks outside the hyperlanes. That's really cool for multiplayer, though in SP I suspect this just means you have more ways to demolish the AI. Also it looks like carriers are confirmed, though it's probably more complex than that since they said the feature was to be discussed in another diary entirely.
Some more dev information from the forums:
I'm guessing the previously-planned diary was put off because of a recent design change, but it could also be because they wanted Goosecreature available to write the thing.
I'll take all of that, please.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]