Stars in Shadow

Stars in Shadow

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Xelos Feb 11, 2017 @ 2:09pm
Viscid
Do these ooze pops do anything but waste space? I searched forums but found nothing.
Last edited by Xelos; Feb 11, 2017 @ 2:09pm
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corisai Feb 11, 2017 @ 2:11pm 
They do only one good thing - count like population for facilities productivity. Past this they're completely useless. Think about them as planet negative modifier (parasyte).
tfoster Feb 12, 2017 @ 6:30am 
Yes, they are worthless and take up usually 3 out of 4 pop slots. The Viscid for me, are on 4 pop worlds with 3 of them already taken. I happily landed on my first Viscid planet thenl I realized how worthless they were. Now I leave those planets alone, mainly because they are just so annoying to me. 0/0/0/0 stats are not enticing. I think Arioch said they were panning to do something about interacting with the minor races. It would be nice if he let us transport the Viscid to enemy planets to clog up their planets. Maybe some interactions where everyone can just keep transporting them around the universe like a hot potato.

I have not colonized Viscid yet as Gremak,so i don't know if even the Gremak can experiment or use force labor on them--I doubt it, since they have no stats at all..I will test that out, unless anyuone already knows.
Xelos Feb 12, 2017 @ 10:11am 
How about mid-late game use for them instead of a simple negative modifier. This would make the social/xenology techs more useful. Theres a few ways other races prove useful. The first and most obvious is special modifiers like those robots I found with 5 production. I moved them to a production focused world which was a nice touch. The second is special ground troops that while exists in the game in a somewhat limited fashion, would add a nice layer if it was a regular part of the game.

Given a certain species on a planet the production of ground units (and colony ships) should be specific to that species. In the viscid example (given certain social tech limitations) the player should get option to build viscid ground troops that absorb a bunch of damage, don't do much damage themselves (perhaps give an armor modifier to existing ground troops), and say you can transport a large number on a single troopship relative to other species (compact goo).
Bonaventure Feb 12, 2017 @ 11:45am 
The Viscid are more annoying than awful. Pop-based production really isn't overwhelming. You don't miss out on so much by losing the handful of resources you'd get from your primary species.

I mean, yes, I'd rather not have them on my worlds. But in most instances, they're probably a slight boon, since they reproduce like crazy and your facilities will be fully staffed that much faster.

It's actually kind of funny how annoying they are, given that they're hardly detrimental at all.

Aranador Feb 12, 2017 @ 3:15pm 
I find the best use of the ooze planet is to leave it alone, let someone else colonise it, then bomb the crap out of it with as much overkill as possible :)
Emperor Fooble Feb 12, 2017 @ 9:23pm 
Originally posted by Bonaventure:
The Viscid are more annoying than awful. Pop-based production really isn't overwhelming. You don't miss out on so much by losing the handful of resources you'd get from your primary species.

I mean, yes, I'd rather not have them on my worlds. But in most instances, they're probably a slight boon, since they reproduce like crazy and your facilities will be fully staffed that much faster.

It's actually kind of funny how annoying they are, given that they're hardly detrimental at all.

+1
unkn0wnx (Banned) Jul 14, 2017 @ 10:01am 
Allow abandoning a colony? I made a mistake of colonizing a viscid colony, they are like space virus! Can't move them can't use them in anyway.
Pherdnut Jul 14, 2017 @ 8:26pm 
I'm pretty sure nobody adds any kind of bonus to mines. If you find them later in the game, just dogpile them with additional colonists to max the planet out so their useless numbers have less impact. Otherwise, just feed 'em and let them provide minerals.

Seriously though I would love a long drawn out, possibly overpriced path to some kind of uplift thing that gives you some cool tech or possibly viscous powered armor troops which could be absolutely horrifying.
Originally posted by Pherdnut:
I'm pretty sure nobody adds any kind of bonus to mines.

I think that the Tarib do provide a bonus to mines.
unkn0wnx (Banned) Jul 18, 2017 @ 7:30pm 
I found a Viscid planet playing as Colonial. Serious pain in the butt. I build a colony ship and loaded it with a Yoral who I was fighting. I bombed a few system and they were quite mad at me. I also did not research xeno psychology on purpose. Colonized this planet with viscid. Also drop off some human. So I have human at -25 and Yoral at -45. Waited maybe 50 turns and they never revolted. It says 0% chance to revolt. I got tired and rememberd this game where Gremak over populated this colony. So I drop 3 million more Yorals on that planet and they got really mad for over populationand eventually revolted. Sigh, not worth the effort. Hmmm wonder why early game when you are at -25 they immediately revolt?
Last edited by unkn0wnx; Jul 21, 2017 @ 5:33pm
Dstar Jul 21, 2017 @ 3:18pm 
Originally posted by corisai:
They do only one good thing - count like population for facilities productivity. Past this they're completely useless. Think about them as planet negative modifier (parasyte).

I've never run into them. Can you not just load them onto transports, and then just... never unload them?
Arioch  [developer] Jul 21, 2017 @ 3:33pm 
Originally posted by dstar:
I've never run into them. Can you not just load them onto transports, and then just... never unload them?

They can't be loaded onto transports. Unlike Tribbles, they are uncooperative.
Last edited by Arioch; Jul 21, 2017 @ 3:34pm
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Date Posted: Feb 11, 2017 @ 2:09pm
Posts: 12