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I’m not sure if +1 jobs is enough for hydroponics farms.
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# ? Nov 27, 2019 20:58 |
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# ? Apr 24, 2024 02:16 |
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TheDeadlyShoe posted:i mean alliances falling apart because members want different things is WAD The grumpy guy defecting to the other alliance and immediately declaring war on us, now that would be my jam
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# ? Nov 27, 2019 22:32 |
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hobbesmaster posted:I’m not sure if +1 jobs is enough for hydroponics farms. For real. Running an early game on three habitats seems... difficult.
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# ? Nov 28, 2019 01:02 |
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Aethernet posted:https://twitter.com/StellarisGame/status/1199697141691760648?s=19 I'm mad that gestalt races can't take this.
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# ? Nov 28, 2019 01:07 |
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Armadillo Tank posted:I'm mad that gestalt races can't take this. Can they not? I thought origins were going to be generally opened up to anyone https://twitter.com/StellarisGame/status/1199287977370931200?s=19 E oh yeah I see. Yeah that is a bit of a bummer Ruptured Yakety Sax fucked around with this message at 01:27 on Nov 28, 2019 |
# ? Nov 28, 2019 01:24 |
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Oh god I feel so lost already. WHERE ARE MY TILES?
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# ? Nov 28, 2019 01:27 |
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Dick Trauma posted:Oh god I feel so lost already. WHERE ARE MY TILES? They’re hanging out with good performance and competent AI
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# ? Nov 28, 2019 03:07 |
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pmchem posted:They’re hanging out with good performance and competent AI People new to stellaris might not get that it never had either of those.
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# ? Nov 28, 2019 04:14 |
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That whole "void dwellers" origin perfectly sums up Stellaris design philosophy. They're tacking on a feature that depends on an already broken feature that they probably won't bother to fix. Months from now people will be complaining about how void dweller empires end up habitat spamming the map and only colonizing a handful of them and Paradox will shrug and make some vague promises to look into the matter for the next big patch. The whole game is full of good ideas 75% implemented but made worthless for that remaining 25% of polish and balance work they skipped. But they keep moving on, keep tacking more barely finished features onto the game. Just finish implementing your existing ideas before tacking new poo poo on and you could have a really great game.
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# ? Nov 28, 2019 05:23 |
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I would love for one of those long-form breakdown youtube guys like hbomberguy to do a "what went wrong" on stellaris because it really is a game that has just gotten worse and worse the more they've tried to fix it
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# ? Nov 28, 2019 05:45 |
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Captain Invictus posted:I would love for one of those long-form breakdown youtube guys like hbomberguy to do a "what went wrong" on stellaris because it really is a game that has just gotten worse and worse the more they've tried to fix it Hey now, to give them credit they did actually improve the game, for a brief period! The mid-game and end-game was basically non-existent at release, so they at least fixed that...right before the rest of the post-release content (and issues) happened
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# ? Nov 28, 2019 05:50 |
Baronjutter posted:That whole "void dwellers" origin perfectly sums up Stellaris design philosophy. They're tacking on a feature that depends on an already broken feature that they probably won't bother to fix. Months from now people will be complaining about how void dweller empires end up habitat spamming the map and only colonizing a handful of them and Paradox will shrug and make some vague promises to look into the matter for the next big patch.
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# ? Nov 28, 2019 05:58 |
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Captain Invictus posted:I would love for one of those long-form breakdown youtube guys like hbomberguy to do a "what went wrong" on stellaris because it really is a game that has just gotten worse and worse the more they've tried to fix it You seem to be implying that they've actually tried to fix it, rather than totally ignoring all problems in favor of tacking on more DLC.
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# ? Nov 28, 2019 07:09 |
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pmchem posted:They’re hanging out with good performance and competent AI Eh the Stellaris AI is more competent now that it ever has been. Which is not saying a lot, but still there's no point being nostalgic for something that didn't exist. Captain Invictus posted:I would love for one of those long-form breakdown youtube guys like hbomberguy to do a "what went wrong" on stellaris because it really is a game that has just gotten worse and worse the more they've tried to fix it These are usually loving awful though. I mean hbomberguy is alright, but there are so many people doing this on youtube and holy poo poo are the opinions of a lot of them ever terrible. I watched a 'Rise and Fall of Age of Empires' series, and that dude somehow convinced himself that Age of Mythology was the best one. PittTheElder fucked around with this message at 07:13 on Nov 28, 2019 |
# ? Nov 28, 2019 07:11 |
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PittTheElder posted:I watched a 'Rise and Fall of Age of Empires' series, and that dude somehow convinced himself that Age of Mythology was the best one. Hey now, to be fair AoM was the birthplace of some of the features in AoE3 (like each age having a patron etc) and I think that, for the most part, AoM did it better. Plus it easily had the best/most interesting individual campaign. (As in, I'm not comparing AoM's campaign to all of AoE2's campaigns) That being said though, AoE2 is by far the best.
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# ? Nov 28, 2019 07:17 |
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Yeah Aoe2 is just overwhelming the best, AoM is trash in comparison (even if overall it's fine). I can't get over the fact that Aoe2 was originally released in 1999, and got a rerelease about a week ago, with the core gameplay exactly the same. Two decades later and it still holds up so god drat well.
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# ? Nov 28, 2019 09:06 |
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Shadowlyger posted:You seem to be implying that they've actually tried to fix it, rather than totally ignoring all problems in favor of tacking on more DLC. This is nonsensical. Even if you ignore everything else, condensing down to 1 FTL was to make war less stupid and removing tiles was to make planet development more interesting.
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# ? Nov 28, 2019 09:34 |
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Aren't habitats still kinda poo poo? Their housing limits are so painfully small that you end up running out of homes to fast it really isn't funny.
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# ? Nov 28, 2019 10:05 |
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Sometimes it feels like it took 3 years to realise that this is indeed a paradox game
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# ? Nov 28, 2019 10:18 |
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RagnarokZ posted:Aren't habitats still kinda poo poo? Their housing limits are so painfully small that you end up running out of homes to fast it really isn't funny. I am kind of at this conclusion. So far i came up with 2 uses: trade (with enough non-event bonuses you can cram full commercial zones + stock on it) and maybe livestock storage?
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# ? Nov 28, 2019 12:09 |
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Yami Fenrir posted:I am kind of at this conclusion. So far i came up with 2 uses: trade (with enough non-event bonuses you can cram full commercial zones + stock on it) and maybe livestock storage? I'm also using them as space reasearch centers and space furnaces to churn out alloys.
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# ? Nov 28, 2019 12:17 |
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hobbesmaster posted:I’m not sure if +1 jobs is enough for hydroponics farms.
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# ? Nov 28, 2019 12:42 |
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dev diary Okay, this is starting to look actually good now. Love the stances.
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# ? Nov 28, 2019 13:35 |
Aethernet posted:dev diary Did they change empire comparison too? It seems they replaced fleet cap (or fleet power?) with economy.
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# ? Nov 28, 2019 13:54 |
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I will never run a game with anything other than set. If there is any way I can be more of an rear end in a top hat (without being a genocidal empire) I'll take it. Black Pants fucked around with this message at 15:38 on Nov 28, 2019 |
# ? Nov 28, 2019 15:13 |
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Aethernet posted:dev diary Looks awesome.
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# ? Nov 28, 2019 16:14 |
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I'm a bit lost as to what to do with my planets. Before I would watch my tiles closely to go for the resources I prioritized, made sure they were getting upgraded, etc. Now I get one tile with an admin building on it and watch my planet struggle. I might have an option to clear a tile blocker. I understand that the tiles are for buildings, and buildings create jobs, etc. but I feel like there's little I can do to solve specific problems like not enough housing.
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# ? Nov 28, 2019 16:30 |
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Dick Trauma posted:I'm a bit lost as to what to do with my planets. Before I would watch my tiles closely to go for the resources I prioritized, made sure they were getting upgraded, etc. Now I get one tile with an admin building on it and watch my planet struggle. I might have an option to clear a tile blocker. I understand that the tiles are for buildings, and buildings create jobs, etc. but I feel like there's little I can do to solve specific problems like not enough housing.
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# ? Nov 28, 2019 16:34 |
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Aethernet posted:dev diary The idea that you can't declare a rival unless you already hate each other seems a bit extreme, and the idea that you could facilitate that by sending an envoy to troll them into hating you grates on me because it's so artificial and absurd. But otherwise I like what I see.
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# ? Nov 28, 2019 16:51 |
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I think it makes sense, since you get influence from rivalries, which generally represents support from factions within your empire. So you can't just declare the Blorg your enemies, you have to spend time laying the groundwork until your own people support your position, and they believe that there's a genuine enmity between your states.
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# ? Nov 28, 2019 17:04 |
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GunnerJ posted:The idea that you can't declare a rival unless you already hate each other seems a bit extreme, and the idea that you could facilitate that by sending an envoy to troll them into hating you grates on me because it's so artificial and absurd. But otherwise I like what I see. The envoy could be seen as being for internal propaganda as much as anything else. For example see everything the US does. Collective consciousness and maybe imperial/dictatorships should be able to turn on a dime though.
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# ? Nov 28, 2019 17:05 |
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Angry Salami posted:I think it makes sense, since you get influence from rivalries, which generally represents support from factions within your empire. So you can't just declare the Blorg your enemies, you have to spend time laying the groundwork until your own people support your position, and they believe that there's a genuine enmity between your states. I agree but needing the worst possible relations seems a bit much, especially when doing so also worsens relations.
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# ? Nov 28, 2019 17:11 |
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hobbesmaster posted:The envoy could be seen as being for internal propaganda as much as anything else. For example see everything the US does. But in that case the relations hit is a side effect of a main mission (which could be mucking with the target's factions somehow). I just think worsening relations as a diplomatic mission makes more sense if you're setting one nation against another (which would also make the other nation dislike you).
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# ? Nov 28, 2019 17:14 |
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Splicer posted:Build districts. See those coloured blobs on the left? You can turn them into mines and energy plants and farms, which also give some housing, and cities, which give dedicated housing. How did I get through the tutorial without learning that I can build districts? EDIT: Hahah that was so easy. Thank you! Dick Trauma fucked around with this message at 17:49 on Nov 28, 2019 |
# ? Nov 28, 2019 17:47 |
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Catching up after several hundred new posts. The new diplomatic systems look great, but have they said anything about espionage? I guess Paradox might be worried about the equivalent to Rome 2 agent spam?
Shumagorath fucked around with this message at 05:46 on Apr 26, 2021 |
# ? Nov 28, 2019 18:08 |
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quote:it's now much harder to fool colleagues into becoming your vassal in our internal multiplayer sessions. This is the funniest god damned thing to do.
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# ? Nov 28, 2019 18:22 |
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Dick Trauma posted:How did I get through the tutorial without learning that I can build districts? Quick tip: Just because you have an open building slot doesn't necessarily mean it's a good time to build. Districts usually give worker jobs while buildings usually give specialists, so overbuilding buildings can suddenly tank your basic resources economy as all your miners flee to higher paid jobs. Splicer fucked around with this message at 23:46 on Nov 28, 2019 |
# ? Nov 28, 2019 23:42 |
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TheDeadlyShoe posted:This is nonsensical. Even if you ignore everything else, condensing down to 1 FTL was to make war less stupid and removing tiles was to make planet development more interesting. Well they failed on both accounts.
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# ? Nov 29, 2019 00:08 |
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Making everything hyperlane only was a great choice, but they didn't finish the job by re-looking at combat and when combat is triggered and so on. Little things like investing in static defenses is still weird and doesn't scale well at all (very powerful in the early game, nearly useless late game). They also didn't properly teach the AI how to fight wars with hyperlane only, which should have been much much easier. Actually I seem to remember the war AI being way better when they first went hyperlane-only, it some how got worse over time. Getting rid of tiles was a great idea, tiles were poo poo and they made planets all the same and management a chore. The AI couldn't do it very well either. The stated goals of the redo were to improve performance, make a system more friendly to the AI, and to create a system that was more fun to interact with as a player and scale up better for managing larger empires. They some how made all three things much worse. Getting rid of tiles was one of the biggest system-gutting and rebuilding updates in the game, it was a chance for Wiz and the team to throw away the terrible tile system they inherited from the early prototype of the game before they were involved and create a ground-up system based on their years of experience. They hosed up, really really bad. I think 2.2 was the one chance for the game to have turned the corner, it was a huge opportunity and despite their good intentions and a lot of good ideas, they absolutely hosed up the execution. There hasn't been hope for the game since. I really hope Wiz has better luck on his secret project, because the bungled design of 2.2 killed all hope of salvaging Stellaris.
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# ? Nov 29, 2019 00:21 |
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# ? Apr 24, 2024 02:16 |
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I think planets are more interesting now and love what new avenues it's added for modding. I don't like so much the new colony growth penalty or the 'only one species can be growing at a time' thing though. I understand it from a design balance standpoint, but it's a shame that 'whatever is the dominant species' is the one that gets to grow. I dunno though, I don't really get the gloom and doom everyone else is seeing and the only thing stopping me from playing the game at the moment is the launcher. Black Pants fucked around with this message at 00:31 on Nov 29, 2019 |
# ? Nov 29, 2019 00:28 |