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Now that theres trade routes maybe a similar mechanic could be used for supply lines and the cost of supporting garrisons?
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# ? Nov 28, 2018 00:23 |
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# ? May 16, 2024 02:44 |
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Paradox games don't have a great track record of modelling supply lines in ways that actually work or are intuitive or interesting.
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# ? Nov 28, 2018 00:25 |
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Black Griffon posted:BLACKFRIDAY10 still works, but when it stops working, it looks like DLGamer has the best deal, at €0.70 more than Fanatical. I just did this and it still processed with the BF discount, thanks for the heads up. Key not available until release date, though? Are these guys gonna scam me?
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# ? Nov 28, 2018 00:51 |
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pmchem posted:I just did this and it still processed with the BF discount, thanks for the heads up. That's normal for all third party sites, they don't get the keys ahead of time unless it's a big title with a preload.
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# ? Nov 28, 2018 01:10 |
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I've used Fanatical before they're legit.
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# ? Nov 28, 2018 01:20 |
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Are torpedo corvettes still OP? Or do they just happen to hard counter the Great Khan extremely well, because I went from desperately trying to hold on to effortlessly deleting the Horde after I made the switch away from auto-designed fleets.AAAAA! Real Muenster posted:If you have more forced-spawn empires than there are open slots in a game it picks from the force spawn pool at random to fill up those slots. No randos will be generated. I was hoping this would be the case but I've had a few instances where some randos still managed to show up at the start and I'm wondering why that is. Maybe they were just an early space age primitive civ that happened to activate really, really early on in the game?
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# ? Nov 28, 2018 04:06 |
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Xarbala posted:I was hoping this would be the case but I've had a few instances where some randos still managed to show up at the start and I'm wondering why that is. Maybe they were just an early space age primitive civ that happened to activate really, really early on in the game? That's my guess, I've seen primitives reach regular empire status within a few years of game start if they get lucky rolls.
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# ? Nov 28, 2018 04:30 |
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Clarste posted:I don't want to have to dump huge armies on every conquered planet. That sounds extremely tedious and unfun. I mean the whole thing would be contingent on the process of raising armies being less annoying, whether it's through giving them a fleet-style REINFORCE ARMIES button that raises them and rallies them automatically, or changing armies so that they're managed through a ship component that could be replenished by visiting a friendly starbase, a la repairing, or something like that. That way the tension would come from decisions about the expense of armies and how many to get/where to deploy them, instead of of clicking through every nearby planet and jamming the recruit button 500 times and then making sure they all go to the right place. IIRC- and it's been a while since I played it- I think Civ4 had something like that, where uprisings in occupied cities could damage your occupying garrison units if you tried to skimp on them, and it worked pretty well.
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# ? Nov 28, 2018 04:52 |
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Make it so empires have a manpower pool determined by how many Soldier pops they have. You no longer raise individual armies but instead assign manpower from your pool to unrest suppression at home/holding occupied territory/filling up troop bay modules in fleets to conquer new territory. As war goes on, troops obviously die which increases war exhaustion, decreases your available manpower, and maybe if you get in Space WWI and it's bad enough can even entirely delete soldier pops or something. Ideally the numbers are balanced so that unless you're a hyper-militarized empire where everyone learns to shoot at 5 years old and then spends their entire life in the military, you have to be careful not to invade too much poo poo or you'll end up spreading your forces too thin. Things like supply lines already have a basic prototype in trade routes representing how goods get from one place to another and how secure that route it, just for military supply lines change the flavor text so it says the goods being transported are explodey rocks for killing people instead of shiny rocks for impressing people.
Crazycryodude fucked around with this message at 06:53 on Nov 28, 2018 |
# ? Nov 28, 2018 06:51 |
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I hate stalling in a war because I need to build another 20 armies and fly them across the galaxy because there's this one loving heavily fortified world and I am powerless against its ground-military might despite basically destroying their empire. That's my story. Edit: I guess this is the plot of Independence Day huh. Black Pants fucked around with this message at 07:54 on Nov 28, 2018 |
# ? Nov 28, 2018 07:50 |
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Yeah, get rid of armies all together. I don't care what replaces them, but armies are bad. Alternatively, have a global army pool so I don't have to drive them around.
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# ? Nov 28, 2018 07:55 |
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Xarbala posted:Are torpedo corvettes still OP? Or do they just happen to hard counter the Great Khan extremely well, because I went from desperately trying to hold on to effortlessly deleting the Horde after I made the switch away from auto-designed fleets. Marauders have barely any PD and even then only flak, so missiles are pretty much a hard counter to them, yes.
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# ? Nov 28, 2018 08:02 |
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One of the potential benefits of troop transports as separate fleets is that this allows them to be sniped, which theoretically boosts combat's fairly anaemic tactical layer. Unfortunately in single player the AI is too dumb to do this and too dumb to recover from it happening to them so it's just yet another way for a human player to clown the AI. I don't know how it plays out multiplayer though. Splicer fucked around with this message at 08:48 on Nov 28, 2018 |
# ? Nov 28, 2018 08:45 |
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Splicer posted:One of the potential benefits of troop transports as separate fleets is that this allows them to be sniped, which theoretically boosts combat's fairly anaemic tactical layer. Unfortunately the counter to this is for troop transports to exclusively follow your fleet like sad puppies, which everyone except the AI does. In I think 2.0 they actually made this easier by ensuring fleets follow each other precisely. Ground combat should (a) involve manpower and (b) have mans carried by your main fleet. ES2's model is better than that of Stellaris.
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# ? Nov 28, 2018 09:38 |
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Ciaphas posted:How far in the tech tree/timeline do you get on a map that small? At .75 tech speed, I'm just starting to hit T4 equipment with a non-science focused empire. A science empire just starts to get Titans. Another good way to put I guess is it ends between your 4th and 6th unity perks. 150 or 200 stars is probably better because you get to see battleships a lot more and Titans may come into play. Shouldn't be too much longer in terms of playtime either.
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# ? Nov 28, 2018 12:37 |
There isn't really a point in me starting a new game, is there? Because in 8 days everything changes...again!
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# ? Nov 28, 2018 12:42 |
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Communist Bear posted:There isn't really a point in me starting a new game, is there? Because in 8 days everything changes...again! Is there a single place where the changes are listed? I haven't fully figured out the current version of the game yet.
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# ? Nov 28, 2018 12:48 |
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https://twitter.com/StellarisGame/status/1067400786857132039?s=19 These changes to resource production have turned up my hype dial to 11. The balance of resources you select will have a considerable impact on the style of empire you want to be, as they'll be in essence non-fungible once processed. You can't just stockpile minerals and poo poo out fleets any more while still keeping your citizens in comfort. You have to choose. And that's good.
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# ? Nov 28, 2018 12:48 |
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I am ready for Anno Stellaris. I guess there already was Anno 2205, well Anno 2200 is gonna be lit
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# ? Nov 28, 2018 12:55 |
They're all fungible though, you'll just have to eat market fees, which admittedly will probably be prohibitive unless you really need e.g. alloys after an unexpected attack. But you might have an empire that gets the fee discount from diplo traditions and focuses on energy credits so they only have to eat fees one way.
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# ? Nov 28, 2018 12:57 |
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The market prices are also subject to supply and demand though, which means that it'll probably become prohibitively expensive to rely on the market too much unless other empires are selling an equal amount of alloys to the market.
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# ? Nov 28, 2018 13:05 |
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Best part of the 'Expansion Feature Breakdown' video is that lootboxes have been added to the game (at Caravansaries). I laughed harder than I should have at this. It's...too perfect.
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# ? Nov 28, 2018 13:10 |
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I moved overseas and my laptop is ten years old and can't do poo poo. Please thread, do the needful and post pics and stories that I may live vicariously.
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# ? Nov 28, 2018 13:21 |
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market fees look like theyll be really intense, too. I guess they dont want a repeat of Trade Enclaves, or people actually gaining resources through arbitrage
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# ? Nov 28, 2018 13:22 |
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Started a new campaign as a random empire last night. Fanatic xenophile, materialist megacorporation. Clearly a sign! There's something magical about the early game, when you count the alien empires you know about on one hand, your science ships have plenty of exploring to do, and your economic output hasn't gotten silly yet. I always end up losing interest when things get too big and too abstract for me to make up stories about my head about what's going on, but I'm determined to either win or grab a handful of late-game achievements before the DLC drops!
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# ? Nov 28, 2018 13:55 |
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Staltran posted:They're all fungible though, you'll just have to eat market fees, which admittedly will probably be prohibitive unless you really need e.g. alloys after an unexpected attack. But you might have an empire that gets the fee discount from diplo traditions and focuses on energy credits so they only have to eat fees one way. You're correct, I forgot about the market. I think corporations are intended to fulfil the role you outline.
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# ? Nov 28, 2018 14:21 |
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Half-wit posted:Best part of the 'Expansion Feature Breakdown' video is that lootboxes have been added to the game (at Caravansaries). At least they aren't paid for with real money
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# ? Nov 28, 2018 14:46 |
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https://twitter.com/StellarisGame/status/1067732494282219520 https://twitter.com/StellarisGame/status/1067676219683028993 Planets look like they're going to be significantly different depending on the biomes, and Life Seeded looks to be even more interesting than before. Is it the 6th yet?
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# ? Nov 28, 2018 14:47 |
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my ideas on ground combat that i came up with while zoning out on conference calls Remove armies as tangible units anything that produces soldier jobs now functions as an invasion staging ground, meaning you can launch an invasion from there. Theres also a new Supply Depot module for starbases that do the same thing invasions have a range that increases with tech. so you might start out being aby to invade systems 5 jumps away but increase it to 10 or whatever Invasions right now, practically speaking, are basically hidden progress bars where you park a fleet in orbit and bomb poo poo until the defender strength is lower than your armies then invade. Lean into this and simplify it. Invasions work by opening up a route between your target and a staging ground and clicking a button that says invade. It then just copies the interface from hoi4 where you have a progress bar that estimates how long the invasion will take, a picture of the generals involved, and ballin artwork of alien planet battles that tell you what each army is doing. The invaders are beginning an Urban Assault, so the defenders left booby traps and lit poo poo on fire as part of a Scorched Earth Defense. Unless something changes its a matter of when the planet falls, not if assuming nothing external happens Said external event is getting a system on the invasion route captured and the route cut off, giving a massive penalty that causes the progress bar to drop steadily. If it hits 0% the invasion is a loss. the gamplay around invasions then becomes: Can the defender cut off the invaders before the planet falls? Can the Invaders reestablish a route before their invasion is crushed? Can the invaders maintain the costs of a really long invasion of a fortress world?
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# ? Nov 28, 2018 14:52 |
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Capfalcon posted:https://twitter.com/StellarisGame/status/1067732494282219520
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# ? Nov 28, 2018 14:56 |
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It's getting hard to contain my hype for Stellaris 3.
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# ? Nov 28, 2018 15:20 |
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It's nice to see that they're incorporating Guilli's Planet Modifiers into the base game, even if unofficially. That's the one single must-have mod, IMO. Planets have needed the individuality for a long time.
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# ? Nov 28, 2018 15:22 |
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Ya I installed that mod after someone suggested it here and it's awesome. Are they adding any new music to this DLC? Or is there a mod with more stellaris like music? I really like the soundtrack to this game
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# ? Nov 28, 2018 15:28 |
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Personally I'm hoping for a pack of a shitload of building variants that have slightly different effects based on terrain features. Or perhaps each feature has a slightly different global effect on the planet.
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# ? Nov 28, 2018 15:28 |
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Next update will take into account global warming so you can fry planets with too much industry
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# ? Nov 28, 2018 15:31 |
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Hot Karl Marx posted:Ya I installed that mod after someone suggested it here and it's awesome. Are they adding any new music to this DLC? Or is there a mod with more stellaris like music? I really like the soundtrack to this game They usually dedicate a dev diary to music when they plan to add more, even if it's remixes. Since there's only one more diary due before release, and it will presumably be the patch notes, I don't think we're getting anything new. It's a pity too, I like the music a lot, and all my attempts to find a Pandora station or YouTube channel to replace the soundtrack with has been disappointing. I'd pay for a new music dlc as readily as I'd pay for a new portrait pack, personally.
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# ? Nov 28, 2018 16:30 |
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There's a Mass Effect Soundtrack mod which adds all the Mass Effect music to the game. It fits pretty well IMO.
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# ? Nov 28, 2018 16:42 |
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Re: Armies; I've always thought armies should be ship slots. One army per non-corvette ship. Larger ships have larger army "numbers". Eg: A destroyer can have an army slot filled with Marines. Marines on a destroyer have a ground combat strength of 10 A cruiser can have an army slot filled with Marines. Marines on a cruiser, which is larger, have a ground combat strength of 20. Ships with an army slot have a physical troop transport following them. During combat, there's a chance the troop transport gets shot. How to properly use? Have your main fleet do battle. Have a secondary fleet designed to move your army. The ships act as a defensive fleet for the troop transports. This way troop transports are no longer lagging behind and get stuck in combat with single corvettes or a lovely outpost. Larger ships provide more army strength and you can introduce modules or ship behaviours to target/protect troops. The combat-army fleet also automatically helps conquering by bombarding during invasions. It also allows for a new mechanic for planetary weapons to fire back potentially shooting down ships, but only if the ship is carrying an army. You can think of this as the ship, providing support to the army by going into a closer orbit for bombardment, and within range of planetary weapons.
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# ? Nov 28, 2018 16:42 |
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Just tried picking Megacrop up from Fanatical and between putting it in my cart and then verifying my account email it has since been removed from their store for preorder? I can only put it on a wishlist now...
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# ? Nov 28, 2018 16:45 |
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# ? May 16, 2024 02:44 |
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Zurai posted:There's a Mass Effect Soundtrack mod which adds all the Mass Effect music to the game. It fits pretty well IMO. That will just make me want to play mass effect 2 and 3 again
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# ? Nov 28, 2018 16:48 |