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pmchem
Jan 22, 2010


AAAAA! Real Muenster posted:

lol nice meltdown, do you really know exactly what they are doing? I mean yeah the game needs some love bus it's still better than it was 3 months ago

I mean going by your av you thought Bort was the answer at QB too, so, you just might have a track record of irrational and misplaced optimism.

The game's quality control is bad, much like the Jags offense. I want bugs fixed before new shiny distractions are added.

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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

pmchem posted:

I mean going by your av you thought Bort was the answer at QB too, so, you just might have a track record of irrational and misplaced optimism.

The game's quality control is bad, much like the Jags offense. I want bugs fixed before new shiny distractions are added.
Good thing for me I didn't buy this av then.

I'm glad to see that some still can't take jokes (FYI "nice meltdown" was sarcasm as it so often is these days). I actually agree with you about most of your points but sure be a prick about it.

binge crotching
Apr 2, 2010

The only massive bug these days is the abysmal speed compared to 2.1. Everything else is manageable, even the random sectors.

Zane
Nov 14, 2007
the ai is doing okay with glavius on the domestic front by now. but it simply doesn't gobble up enemies quickly enough to present me with a challenge by 2300-2400. if that situation could be measurably improved then i will be almost infinitely accepting of the unwieldy, buggy, ramshackle (and interesting!) complex of mechanics that stellaris has increasingly come to accumulate.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-141-exploring-the-future.1155962/

Dev diary is up. Lots of good stuff. The future is action on pop growth and sectors, and then probably diplomacy.

Aethernet fucked around with this message at 14:08 on Feb 28, 2019

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

Aethernet posted:

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-141-exploring-the-future.1155962/

Dev diary is up. Lots of good stuff. The future is action on pop growth and sectors, and then probably diplomacy.

* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet

:doom:

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Aethernet posted:

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-141-exploring-the-future.1155962/

Dev diary is up. Lots of good stuff. The future is action on pop growth and sectors, and then probably diplomacy.
Thank you for posting the link. I'm a little disappointed that they havent taken immediate action on Sectors and Pop Growth, but, as we all know, they had plenty of other bugs and whatnot to tackle so I guess they had to pick their battles and left those for later.

I really hope they fully split Civics and this new term "Backgrounds" so you pick a background for your empire, and two civics about how it is run. Right now the Backgrounds and Civics are pulled from one pool and you only get two.

prefect posted:

* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet

:doom:
Thank goodness.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
The bad:

quote:

Although we’re a lot happier with how the tweaks have worked out, we’re still not entirely happy with habitability and base pop growth being exponentially too powerful. We will be looking into what can be done here, without having to do too many sweeping changes.
Eh. Also:

* Espionage: Intel to determine how much you know about another empire, spy actions, cloaking, sabotage & general mischief.

Espionage yes, sabotage please no.
-------
The right into my loving veins:

* Backgrounds: Split up some civics into backgrounds, and add more backgrounds.
* Institutions: Define which institutions make up your empire’s internal departments (such as Diplomatic Corps, Xenology Bureau etc.), and their funding, size and power.
* Religion & Cults: Similar to factions, cults could appear in your empire during certain circumstances. Spiritualist empires would most likely have “imperial” cults. Worship of powerful entities etc.
* Archaeology: Explore the ruins of ancient civilizations

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!
One way to "fix" sectors in space could be for the player to have limited ability to adjust them - say, add an adjacent system to the sector for an influence cost. Maybe even extend the range to 4 jumps when adding to have some utility beyond making borders nice. Much easier than trying to fix all edge cases automatically.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

The patch/future stuff aside (that all seems good), I like how he described his vision of the game and how the team wants to proceed conceptually with development. Adding more pieces to the sandbox and thinking more about variable capabilities and less about numberwang is just what I want out of the game. With all it’s current weird faults I still find this a way more interesting game than in November and I hope they don’t lose that ambition for the title, just that they test it for longer.

Demiurge4
Aug 10, 2011

The 750 alloy cost for robot colony ships is oof, ow, my circuits. But it’s also gonna make every robot player militaristic as hell because you’re way better off killing a neighbor for planets and don’t get me started on pre-ftl civs. If the idea is to limit the growth of robots because they get too strong too fast I don’t think it’s gonna work.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

MrL_JaKiri posted:

One way to "fix" sectors in space could be for the player to have limited ability to adjust them - say, add an adjacent system to the sector for an influence cost. Maybe even extend the range to 4 jumps when adding to have some utility beyond making borders nice. Much easier than trying to fix all edge cases automatically.
I want sectors to evolve with time. Techs to increase their range, more developed sectors gaining more range, larger sectors slowly gobbling up smaller sectors (and ultimately getting too big for their britches and trying to split off into independence, while the tiny isolated sectors develop weird insular cults)

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Yeah, one of my big wants for this game, long term, are for sectors to be a big part of internal politics. Core sectors (sectors with well-developed, long-term worlds) should be politically powerful, and the governors of valuable sectors should be characters you want to keep an eye on. I don't want full on Crusader Kings In Space (at least I don't want Stellaris to be that game), but I do think there should be a lot more to internal politics than just the current relatively ignorable faction system.

Martout
Aug 8, 2007

None so deprived

Demiurge4 posted:

The 750 alloy cost for robot colony ships is oof, ow, my circuits. But it’s also gonna make every robot player militaristic as hell because you’re way better off killing a neighbor for planets and don’t get me started on pre-ftl civs. If the idea is to limit the growth of robots because they get too strong too fast I don’t think it’s gonna work.

yeah ME's took some hits that were well deserved even if I will miss my stupidly OP and wealthy robits

rogue servitors looking up tho actually, specialist output from biotrophies is very very nice!

Baronjutter
Dec 31, 2007

"Tiny Trains"

"Pop growth and sectors are two systems that we feel are not in a place where we would like them to be."
That's all I wanted to hear, just an admission these are currently not really ideal and they'll be giving them another look. The dev diary has re-filled my optimism.

QuarkJets
Sep 8, 2008

Mini-CK in space as part of an expansion could be sweet

Nuclearmonkee
Jun 10, 2009


Martout posted:

yeah ME's took some hits that were well deserved even if I will miss my stupidly OP and wealthy robits

rogue servitors looking up tho actually, specialist output from biotrophies is very very nice!

Nerfing my dystopian servitors that wallow in foodless misery while the robots recline in their paradises

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
LordMune, is it true? Are you abandoning us to work on not-Vicky-3?

HelloSailorSign
Jan 27, 2011

I don't see many precincts (and other upgraded versions) until I'm bombarding their planets, then the AI starts replacing buildings.

Otherwise mostly I just see lots of commercial centers.

The AI in my current game (no mods) seems to be able to handle themselves against the Khan, two empires (non-allied) got chewed up but then I'd see them make territory gains vs. the khan, then lose a little elsewhere and so forth. The Khan was on the other side of the galaxy, so I didn't particularly care and it made them pay attention to not me (fanatical purifier).

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

HelloSailorSign posted:

I don't see many precincts (and other upgraded versions) until I'm bombarding their planets, then the AI starts replacing buildings.

My recent game has kinda stalled because I'm stuck behind reasonably high power space beasties in on direction, a militarist FE in another and an AI that has built at least 3 precincts on every world in the other. It's dull both because it kills the AI's ability to do much, but also makes it infinitely more difficult to take them out.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

HelloSailorSign posted:

I don't see many precincts (and other upgraded versions) until I'm bombarding their planets, then the AI starts replacing buildings.
Huh, am I missing something obvious about how you can see that ahead of time? My enemies always seem to have all three built when I get there.

HelloSailorSign posted:

The AI in my current game (no mods) seems to be able to handle themselves against the Khan, two empires (non-allied) got chewed up but then I'd see them make territory gains vs. the khan, then lose a little elsewhere and so forth. The Khan was on the other side of the galaxy, so I didn't particularly care and it made them pay attention to not me (fanatical purifier).
What, no, the sky is falling! This is an emergency! DRAMATIC POSTING.

Sarcasm aside, that is good to hear - the Khan hasnt fired in any of my games recently and I've been curious how it would work out.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
The problem with pop growth is that almost everything is gated behind pops and jobs, and everything that limits pop growth and job creation are themselves only limited by pop and job output. There needs to be a way to have Too Many Pops before a planet is literally full. The obvious solution is Not Enough Jobs, because there's a whole bunch of neat mechanics already in the game that would kick in there, but currently jobs are only really gated behind pops and resources, and resources are limited mainly by jobs and pops.

Splicer fucked around with this message at 17:20 on Feb 28, 2019

hobbesmaster
Jan 28, 2008

Aethernet posted:

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-141-exploring-the-future.1155962/

Dev diary is up. Lots of good stuff. The future is action on pop growth and sectors, and then probably diplomacy.

quote:

* Winning an "impose ideology" war will no longer overwrite the defeated empires civics

...then what does it do?

Demiurge4
Aug 10, 2011

It just changes the ethics. Civics are stuff like mining guilds and aristocratic elite. The victim will still have their inwards perfection disabled if they get ethics changed but it won’t be overwritten to something else anymore.

hobbesmaster
Jan 28, 2008

Demiurge4 posted:

It just changes the ethics. Civics are stuff like mining guilds and aristocratic elite. The victim will still have their inwards perfection disabled if they get ethics changed but it won’t be overwritten to something else anymore.

Oh civics will still be disabled, ok that makes sense then.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

hobbesmaster posted:

...then what does it do?

It overwrites their ethics. Civics are the other thing.

EDIT: Garr, beaten

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
ME Colony ships are staying at 400 alloys, that 750 line was just an internal balance change I tried out and reverted. I have edited the DD too.

Seedge
Jun 15, 2009
Hey, buddy. :glomp:



Hey. I got the console version of this, which is apparently based on 1.7 of the PC version. Any tips of broken mechanics from that era to exploit or avoid? It's a very slow game but I'm enjoying my time with it.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Darkrenown posted:

ME Colony ships are staying at 400 alloys, that 750 line was just an internal balance change I tried out and reverted. I have edited the DD too.
Dropping the space bonus from 50% to 10 seems a bit of a drastic reduction. The +50% really made them feel a bit different to everything else, +10% doesn't have nearly the same oomph.

Shot in the dark suggestion: do a Mining Guilds and add +0.5 to all space resources. So that's still +50% on the size 1 rare space deposits and a still beefy +25% to the size 2 energy and mineral deposits, but only +17% on the +3's etc. It also means they'd have different priorities to everyone else when it comes to what counts as a good system, which would be cool and different.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Seedge posted:

Hey. I got the console version of this, which is apparently based on 1.7 of the PC version. Any tips of broken mechanics from that era to exploit or avoid? It's a very slow game but I'm enjoying my time with it.

It was somewhere around that time that the "one planet" strategy was ridiculously overpowered.

The goal was to stack influence gain as high as possible, then use a fleet of construction ships and science ships to claim a truly ridiculous amount of space with outposts. Every outpost claimed a large bubble of space.

Every chokepoint should be surveyed and Outposted ASAP, starting with those closest to you. You'll have 1-3 sets of construction/science ships working expansion, and eventually you'll need to start building more of those to survey/build in your claimed space. Your minerals/energy came from space mines, mostly. On your home planet you only build science and unity buildings unless you just couldn't get the space resources you needed.

The risk was you had basically zero fleet. If you had an aggressive neighbor, you would simply die if they declared on you. Playing the diplomacy game was the only way to survive that situation.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Splicer posted:

Shot in the dark suggestion: do a Mining Guilds and add +0.5 to all space resources. So that's still +50% on the size 1 rare space deposits and a still beefy +25% to the size 2 energy and mineral deposits, but only +17% on the +3's etc. It also means they'd have different priorities to everyone else when it comes to what counts as a good system, which would be cool and different.

Yeah this sounds like a good option.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Splicer posted:


* Espionage: Intel to determine how much you know about another empire, spy actions, cloaking, sabotage & general mischief.

Espionage yes, sabotage please no.

If the sabotage is in the vein of the stuff you can do in eu4 I'm pretty ok with it, while I rather dislike sabotage stuff that is just "destroy X building/district". Having various actions cause CB of "knock that the gently caress off" also balances things out pretty nicely.

Bar Ran Dun
Jan 22, 2006




I want to be able sour relationships between allies with spies.

Bryter
Nov 6, 2011

but since we are small we may-
uh, we may be the losers

ConfusedUs posted:

Every chokepoint should be surveyed and Outposted ASAP, starting with those closest to you.

Wasn't it 2.0 that introduced choke points with the FTL overhaul?

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Bryter posted:

Wasn't it 2.0 that introduced choke points with the FTL overhaul?

You could play with hyperlanes before 2.0, and even force everyone to use them. This strategy always worked best when they were on due to chokepoints. It wasn't bad without them, though. You just expanded in a circle instead of along the hyperlane network.

Hyperlanes are the only option in Console edition, though. So there you go.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

BrandorKP posted:

I want to be able sour relationships between allies with spies.
Yeah, stuff like this is good (assuming a more fleshed out political system in general), or sending support to factions to boost ethics you like. Or copying tech. Or gaining energy and minerals and tech credits without actually reducing your opponents' stockpiles.

Political shenanigans and a cloak-and-dagger themed income source good, blowing poo poo up and directly reducing resources bad.

Maybe a civic or ascension perk lets you actively sabotage your opponents, but that shouldn't be the default.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Splicer posted:

Yeah, stuff like this is good (assuming a more fleshed out political system in general), or sending support to factions to boost ethics you like. Or copying tech. Or gaining energy and minerals and tech credits without actually reducing your opponents' stockpiles.

Political shenanigans and a cloak-and-dagger themed income source good, blowing poo poo up and directly reducing resources bad.

Maybe a civic or ascension perk lets you actively sabotage your opponents, but that shouldn't be the default.

This exactly. An espionage focused polity making themselves stronger through espionage is cool and interesting. An espionage system where you actually decrease the strength of an opponent in absolute terms is bad.

HelloSailorSign
Jan 27, 2011

Or maybe leads to something like +100% bomber damage to Colossus.

Baronjutter
Dec 31, 2007

"Tiny Trains"

* Winning an "impose ideology" war will no longer overwrite the defeated empires civics

I hope they can put in an exception for Shared Burden because otherwise this will ruin my gameplay of liberating the universe from the threat of capitalism.

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

PittTheElder posted:

This exactly. An espionage focused polity making themselves stronger through espionage is cool and interesting. An espionage system where you actually decrease the strength of an opponent in absolute terms is bad.
That's some nice succinct phrasing.

Like an example of how it could work is essentially involuntary, one way, secret diplomacy pacts. You pick someone, select "Infiltrate Research", and if your infiltration is high enough then you start getting the same benefits as a research pact but they get nothing. Also if they catch you cool things happen.

HelloSailorSign posted:

Or maybe leads to something like +100% bomber damage to Colossus.
Also this yes.

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