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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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# ? Feb 28, 2019 03:33 |
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# ? Apr 23, 2024 22:33 |
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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. 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.
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# ? Feb 28, 2019 04:01 |
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The only massive bug these days is the abysmal speed compared to 2.1. Everything else is manageable, even the random sectors.
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# ? Feb 28, 2019 04:03 |
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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.
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# ? Feb 28, 2019 04:33 |
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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 |
# ? Feb 28, 2019 14:04 |
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Aethernet posted:https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-141-exploring-the-future.1155962/ * AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
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# ? Feb 28, 2019 14:13 |
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Aethernet posted:https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-141-exploring-the-future.1155962/ 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
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# ? Feb 28, 2019 14:15 |
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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. * 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
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# ? Feb 28, 2019 14:38 |
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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.
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# ? Feb 28, 2019 15:39 |
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.
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# ? Feb 28, 2019 16:06 |
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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.
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# ? Feb 28, 2019 16:08 |
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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.
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# ? Feb 28, 2019 16:25 |
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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.
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# ? Feb 28, 2019 16:40 |
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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!
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# ? Feb 28, 2019 16:43 |
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"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.
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# ? Feb 28, 2019 16:55 |
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Mini-CK in space as part of an expansion could be sweet
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# ? Feb 28, 2019 17:00 |
Martout posted:yeah ME's took some hits that were well deserved even if I will miss my stupidly OP and wealthy robits Nerfing my dystopian servitors that wallow in foodless misery while the robots recline in their paradises
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# ? Feb 28, 2019 17:01 |
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LordMune, is it true? Are you abandoning us to work on not-Vicky-3?
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# ? Feb 28, 2019 17:02 |
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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).
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# ? Feb 28, 2019 17:10 |
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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.
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# ? Feb 28, 2019 17:16 |
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HelloSailorSign posted:I don't see many precincts (and other upgraded versions) until I'm bombarding their planets, then the AI starts replacing buildings. 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). 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.
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# ? Feb 28, 2019 17:17 |
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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 |
# ? Feb 28, 2019 17:18 |
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Aethernet posted:https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-141-exploring-the-future.1155962/ quote:* Winning an "impose ideology" war will no longer overwrite the defeated empires civics ...then what does it do?
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# ? Feb 28, 2019 17:25 |
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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.
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# ? Feb 28, 2019 17:27 |
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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.
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# ? Feb 28, 2019 17:28 |
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hobbesmaster posted:...then what does it do? It overwrites their ethics. Civics are the other thing. EDIT: Garr, beaten
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# ? Feb 28, 2019 17:29 |
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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.
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# ? Feb 28, 2019 17:30 |
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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.
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# ? Feb 28, 2019 17:59 |
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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. 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.
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# ? Feb 28, 2019 18:02 |
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.
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# ? Feb 28, 2019 18:16 |
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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.
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# ? Feb 28, 2019 18:31 |
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Splicer posted:
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.
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# ? Feb 28, 2019 18:46 |
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I want to be able sour relationships between allies with spies.
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# ? Feb 28, 2019 19:05 |
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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?
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# ? Feb 28, 2019 19:15 |
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.
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# ? Feb 28, 2019 19:17 |
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BrandorKP posted:I want to be able sour relationships between allies with spies. 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.
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# ? Feb 28, 2019 19:25 |
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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. 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.
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# ? Feb 28, 2019 19:31 |
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Or maybe leads to something like +100% bomber damage to Colossus.
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# ? Feb 28, 2019 19:35 |
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* 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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# ? Feb 28, 2019 19:38 |
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# ? Apr 23, 2024 22:33 |
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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. 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.
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# ? Feb 28, 2019 19:44 |