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Is there a good guide video on the new systems for returning players?
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# ? Dec 2, 2018 10:53 |
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# ? Apr 26, 2024 01:10 |
Nalesh posted:Is there a good guide video on the new systems for returning players?
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# ? Dec 2, 2018 11:28 |
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Nalesh posted:Is there a good guide video on the new systems for returning players?
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# ? Dec 2, 2018 13:28 |
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pokie posted:That's a good change! Cool, I am looking forward to role-playing as Bio-geneticist slavers or whatever comes to mind next week. Capturing systems in wars is now done in one of two ways: Normal empires will use a 'claims map mode' to stake claims on systems. You can make multiple claims on a system and in a case where multiple empires are trying to claim a system, the one who has the most claims 'wins'. Then, when you enter a war with the owner of those systems you want, you'll want to overrun those systems. Shoot the starbase and capture any planets and the system is considered 'occupied' by you. Then, either 'win' the war decisively (which is generally pretty hard) or beat them down enough that you can opt for 'Status Quo' which discards whatever reason you declared war on them for and transfers ownership of any claimed AND occupied systems - note that if the enemy has claims on your systems and they've managed to occupy them, they change hands too. 'Genocidal' empires, empires with a Collossus, or wars against either of these: Shoot starbase, capture planet, system is yours with a capital Y. (Genocidal means Determined Exterminator, Fanatic Purifier, Devouring Swarm) Oh also you've now got a 'war exhaustion' counter that ticks up over time and also based on losses in fights and it's generally pretty weird and frustrating, but it's not as scary as it might seem to have WE get up towards 100%. Black Pants fucked around with this message at 16:00 on Dec 2, 2018 |
# ? Dec 2, 2018 15:58 |
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AAAAA! Real Muenster posted:Supposedly the in-game tutorial has been updated and is decent. Meant more if anyone has gone into what to prioritize etc.
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# ? Dec 2, 2018 17:02 |
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Some mechanics tidbits for people to digest before release: -Thrifty is now +25% Trade Value, Ingenious is the new +EC -Rapid Breeders/Slow Breeders are now a +/-2 traits -Strong/V. Strong/Weak now affect "Worker (strata?) output," not just (specifically) Mineral output. -Communal and Solitary affect housing requirement, instead of simply happy/sad. -Charismatic/Repugnant now affects Amenities from jobs, instead of simply making other pops happy/sad. Also now +/-2 -Decadent now simply reduces happiness from been workers, and even more being slaves -Nomadic/Sedentary affects pop growth from immigration. -Conformist is now a +2 trait, but Deviants is still -1 -Efficient Processors are now a +3 trait, but have +5% output for everything. -Double Jointed and Bulky are now about Housing, not resettlement cost -Emotion Emulators/Uncanny are also about amenities from jobs now.
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# ? Dec 2, 2018 17:03 |
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Captain Oblivious posted:Some mechanics tidbits for people to digest before release:
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# ? Dec 2, 2018 17:30 |
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The most frustrating part about this wait is watching other streamers fumble around because they are clearly unfamiliar with the game, start making mistakes because they aren't paying attention then get angry because they don't know what they're doing. All the while their chat is yelling out dozens of different tips that aren't helping. It's like watching a grown man try to jam a square peg through a round hole.
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# ? Dec 2, 2018 17:46 |
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That Breeders change has been long coming even in the current version. Pop growth was nearly level with +minerals as the Best Stat.
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# ? Dec 2, 2018 18:36 |
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Oh cool decadent sounds like a good trait for an all robot worker society.
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# ? Dec 2, 2018 19:54 |
Psychotic Weasel posted:The most frustrating part about this wait is watching other streamers fumble around because they are clearly unfamiliar with the game, start making mistakes because they aren't paying attention then get angry because they don't know what they're doing. All the while their chat is yelling out dozens of different tips that aren't helping. the sheer lack of patience folks have when playing a grand strategy game is incredible dunno how many meltdowns could have been averted by reading for five seconds but it's a lot
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# ? Dec 2, 2018 20:26 |
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How does robot building work now? Do they stop once all worker jobs are filled?
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# ? Dec 2, 2018 20:27 |
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Captain Oblivious posted:-Strong/V. Strong/Weak now affect "Worker (strata?) output," not just (specifically) Mineral output. Yeah, it means the strata. Not sure how being strong makes you a better barista or masseuse or w/e, but the thematic throughline is clear- "Strong" is for proles and slaves. Leaves a big obvious gap for an Eloi trait of some description. Maybe that's a bit too strong? I don't think I've spotted any trait that boosts industrial throughput. Also caught the new Technocracy: it's Agrarian Idyll but for labs
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# ? Dec 2, 2018 20:39 |
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Autonomous Monster posted:Also caught the new Technocracy: it's Agrarian Idyll but for labs Baronjutter posted:How does robot building work now? Do they stop once all worker jobs are filled?
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# ? Dec 2, 2018 20:41 |
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They stop when you replace and/or disable the building from what I can tell, but I haven't played the game myself yet so..
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# ? Dec 2, 2018 20:42 |
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Robofactory runs until you turn it off.
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# ? Dec 2, 2018 21:10 |
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Couldn't quite get Stellaris to deliver on space communism before, looking forward to that in this next patch.
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# ? Dec 2, 2018 21:11 |
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What I want to know is if you still have to manually retool robots or if a robot with harvester that's put in a mining job will automatically retool to another design with drills.
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# ? Dec 2, 2018 21:23 |
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Darkrenown posted:Robofactory runs until you turn it off. It would be cool to be able to set levels for it. Like if you have 10 mining jobs to produce 10 robots then stop. If more worker slots open up the factory makes more bots. I worry we'll have to hyper monitor our planets to make sure we don't over or under produce robots if we are playing something like weak decadent and want a strict "all workers are robots, all specialist are humans" sort of society.
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# ? Dec 2, 2018 21:28 |
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Also if anyone wants a fairly non-infuriating 2.2 playthrough that's half a sort of "whats new" tutorial where the guy actually spends the time to go slow and explain everything, check this one out. https://www.youtube.com/watch?v=y0mywi-gy0s *edit* Wait no, he recruited a genius researcher and then assigner her to a survey ship instead of pulling one of his active researchers off a project and replacing them with the genius. Player is trash. Baronjutter fucked around with this message at 21:36 on Dec 2, 2018 |
# ? Dec 2, 2018 21:33 |
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Psychotic Weasel posted:The most frustrating part about this wait is watching other streamers fumble around because they are clearly unfamiliar with the game, start making mistakes because they aren't paying attention then get angry because they don't know what they're doing. All the while their chat is yelling out dozens of different tips that aren't helping. This is because they don't HAVE the time, because they're being Watched and talking to people also. It's a direct consequence. The more viewers, the less attention.
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# ? Dec 2, 2018 21:37 |
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Baronjutter posted:Also if anyone wants a fairly non-infuriating 2.2 playthrough that's half a sort of "whats new" tutorial where the guy actually spends the time to go slow and explain everything, check this one out. https://www.youtube.com/watch?v=y0mywi-gy0s I'm sorry you're unable to even watch other people not fully optimize their fake star empire.
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# ? Dec 2, 2018 21:41 |
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Bloodly posted:This is because they don't HAVE the time, because they're being Watched and talking to people also. It's a direct consequence. The more viewers, the less attention. Yeah, it's super hard to play optimally while also doing narration and trying to demo things to an audience, and so often they don't just care because the purpose is to demo something specific, not win a long term game. This is often why there's this meme of "devs are so bad at their own games" I really really like how, at least for humans, strata/job effects clothing. What are the modding hooks for this? I assume clothing all has tags now for either strata or job? Is it easy for modders to add more clothing packs that all correctly hook into the system?
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# ? Dec 2, 2018 21:44 |
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Demiurge4 posted:What I want to know is if you still have to manually retool robots or if a robot with harvester that's put in a mining job will automatically retool to another design with drills. As I understand it, the robot won't retool, but if you have robot miners and robot farmers on the same colony, they'll migrate to the jobs they're most efficient at. Same if you have a mix of races with bonuses to different jobs.
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# ? Dec 2, 2018 21:49 |
Bremen posted:As I understand it, the robot won't retool, but if you have robot miners and robot farmers on the same colony, they'll migrate to the jobs they're most efficient at. Same if you have a mix of races with bonuses to different jobs.
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# ? Dec 2, 2018 21:51 |
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yeah the ones in blue regalia just shoot people at people on the street seemingly randomly
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# ? Dec 2, 2018 21:55 |
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Truga posted:yeah the ones in blue regalia just shoot people at people on the street seemingly randomly Catapultbots
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# ? Dec 2, 2018 22:12 |
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Truga posted:yeah the ones in blue regalia just shoot people at people on the street seemingly randomly Bremen posted:As I understand it, the robot won't retool, but if you have robot miners and robot farmers on the same colony, they'll migrate to the jobs they're most efficient at. Same if you have a mix of races with bonuses to different jobs.
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# ? Dec 2, 2018 22:17 |
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Might be the wrong thread but have you guys ever played Endless Space 2? Every couple of months I get an 4X itch and then I get hung up on deciding whether to dump a weekend into Stellaris or ES2. But I think all in all it's criminal how little attention ES2 gets. It's a real nice game all in all. The atmosphere gets me every time. And when it came out, I think it was the only game where different species on different planets of your empire could have completely different political affiliations.
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# ? Dec 2, 2018 22:18 |
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Baronjutter posted:Also if anyone wants a fairly non-infuriating 2.2 playthrough that's half a sort of "whats new" tutorial where the guy actually spends the time to go slow and explain everything, check this one out. https://www.youtube.com/watch?v=y0mywi-gy0s Leaders on survey ships gain experience a lot faster than leading research. Early game you take a minimal impact to your research for higher levels down the line, when you have a larger base amount of research. This pretty much makes up for any loss, and if you roll another tech trait on him you easily make it up. I haven't watched the video to see the state of everything when he did it, but just saying he is trash off of that is fairly premature. If his techs were matching his specific scientist skills they're better than genius, and sometimes if you're interested in certain techs it is worth it to have specific tech specialty for weighting options.
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# ? Dec 2, 2018 22:35 |
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Lord Stimperor posted:Might be the wrong thread but have you guys ever played Endless Space 2? Every couple of months I get an 4X itch and then I get hung up on deciding whether to dump a weekend into Stellaris or ES2. But I think all in all it's criminal how little attention ES2 gets. It's a real nice game all in all. The atmosphere gets me every time. And when it came out, I think it was the only game where different species on different planets of your empire could have completely different political affiliations. There's an Endless megathread which covers that too, but barely anyone posts in it because ES2 failed to live up to the promise of Endless Legend and doesn't bear multiple playthroughs very well. Particularly, the combat sucks big hairy space balls. The political dimension you talk about was interesting, but you rapidly lose interest in it when you realise almost any game where you're going to win will mean Militarists being in power 100% of the time.
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# ? Dec 2, 2018 22:38 |
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Splicer posted:If you pay enough attention you'll spot a worrying pattern. Yeah, as someone who plays robot heavy, management of robot construction and robot types is my #1 concern about 2.2 because everything I've seen or heard of it is making me think it could easily become a really frustrating nightmare of constantly babysitting planets to make sure they only produce 23 robots, not 24 robots and having to go in and manually dissemble (if that's even an option anymore) a bunch of mine bots because you re-tooled the planet to be focused on farming instead. Everything else about planet management feels so nice and easy and you can trust the AI to handle. If robots could migrate as needed that would be another great thing, have a couple dedicated robot producing worlds that handle your empire-wide robot demands. And again, make it a supply and demand thing that automatically ramps up or down production based on needs. Your empire has 46 mining jobs? Your robot factories churn out mine-bots at full speed until that demand is met. Empire's demand for mining goes down and demand for farming goes up? That robot-building capacity is put into retooling and automatically retools to farm-bots. What happens if you have a planet with 20 mine jobs so you set up a robot-factory and forget about it. Will you come back to a planet that has 50 robots, 30 of them unemployed? Do we get any sort of warning when we've over-produced robots or there's robots working incorrect tiles that need to be retooled?
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# ? Dec 2, 2018 22:42 |
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Baronjutter posted:Yeah, as someone who plays robot heavy, management of robot construction and robot types is my #1 concern about 2.2 because everything I've seen or heard of it is making me think it could easily become a really frustrating nightmare of constantly babysitting planets to make sure they only produce 23 robots, not 24 robots and having to go in and manually dissemble (if that's even an option anymore) a bunch of mine bots because you re-tooled the planet to be focused on farming instead. Have you considered treating it like a game instead, perhaps?
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# ? Dec 2, 2018 22:44 |
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Strobe posted:
Don't you like the games you play to have decent interfaces and quality of life poo poo?
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# ? Dec 2, 2018 22:45 |
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Aethernet posted:There's an Endless megathread which covers that too, but barely anyone posts in it because ES2 failed to live up to the promise of Endless Legend and doesn't bear multiple playthroughs very well. Oh I didn't see the Endless thread, thought there was only a Stellaris one. Yeah I get that though. I was always balancing diplomacy to keep the militarists from taking over as long as possible to keep industrialists in governement. Then some border conflict would bring the militarists out ahead in the poll and the entire economy would swing into war mode. That'd create a self-reinforcing loop that would only be stopped once I had gobbled up all the other empires, or been defeated. But for as long as you could stave off this final stage, it was pretty neat. I don't recall the combat to be particularly bad. Maybe I'm not remembering it right or my memories are biased by how cool your 'totally not WH40K empire of man' armada steamrolled some poor defending fleet. Endless Legend was really sweet. I had a race that was growing tiles super fast and cheap, and would cover most of the entire map in district buildings during end game. I loved that you could actually see all your buildings and units on the map. Gave the game some flair that I haven't seen in turn-based strategy games since... Master of Orion 2, actually. Combat was quite simple but it actually made sense to have it not auto-resolve and steer your units yourself. I think Amplitude Studios are really talented and good developers. I hope that in their next title they'll put together the strenghts from both Endless Legends and Endless Space.
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# ? Dec 2, 2018 22:48 |
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Baronjutter posted:Don't you like the games you play to have decent interfaces and quality of life poo poo? I feel like when you say "quality of life" that you mean something entirely different from me, so I'm gonna go with "yes, conditionally".
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# ? Dec 2, 2018 22:49 |
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lol, just lol, if you're not constantly ensuring that the quantities of various things in your Stellaris game empires are all prime numbers.
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# ? Dec 2, 2018 22:52 |
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I'm siding with Baronjutter on this one. If planets with a robofactory just produce robot pops endlessly unless you manually turn them off, that's going to be a pain in the rear end.
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# ? Dec 2, 2018 22:53 |
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GunnerJ posted:lol, just lol, if you're not constantly ensuring that the quantities of various things in your Stellaris game empires are all prime numbers. This unironically, but powers of 2.
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# ? Dec 2, 2018 22:55 |
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# ? Apr 26, 2024 01:10 |
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Strobe posted:
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# ? Dec 2, 2018 22:58 |