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One of the things I really liked about GalCiv was the Good/Evil decisions you could take, whereby you could either help the non-spacefaring natives of the planet you've colonised into your empire and allow space for them, or decide that they are delicious with a side of salad.
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# ¿ Sep 29, 2015 23:32 |
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# ¿ Apr 19, 2024 08:39 |
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Darkrenown posted:New Stellaris DD, on Galaxy Generation: Those graphics look like some of your fans will need to upgrade from Windows 95.
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# ¿ Oct 5, 2015 13:30 |
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Darkrenown posted:We've got a few job openings at the moment besides that one, including a QA slot: All of those jobs seems to require me to be in Stockholm and know about making computer games and don't seem to be about playing Stellaris and posting about it.
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# ¿ Oct 6, 2015 13:10 |
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quote:Keep in mind, though, that there is a clear difference between the empire you are playing and its founding race. Empires and individual population units ("Pops") have an Ethos, but a species as a whole does not. Instead, what defines a species is simply its initial name, home planet class, and portrait (and possibly certain backstory facts.) Each race also starts out with a number of genetic Traits. As with the empire Ethos, you get to spend points to invest in Traits when you create your founding species at the start of a new game Oh hell yes! A 4x that doesn't make species genetically good or evil!
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# ¿ Oct 19, 2015 18:29 |
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Farecoal posted:I've never heard of Rule the Waves before, is it any good? It seems like a cool concept It is a lot of fun, yes.
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# ¿ Oct 19, 2015 23:47 |
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Panzeh posted:They all struck me as dumb caricatures, honestly, but then i'm not as infatuated with the writing as other people. That is the whole point because ultimately for balance's sake they all have to be written as 'really good at this one thing they like but also really bad at this other thing they don't like'. That's part of what makes EU4 so good at helping people suspend disbelief to create their own narratives, all nations start out as 'average' with a bit of power diversity and then through ideas become really good at certain things they care about without magically getting worse at other things. They just remain average in comparison to other nations that specialised in those other things.
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# ¿ Oct 20, 2015 11:23 |
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vyelkin posted:You should convince Paradox to absorb the NWS guys and then get them to make a) a naval/aerial warfare game covering the entire 20th century, basically RTW but with planes and cruise missiles; and then b) a space RTW, only both games would have Modern Paradox-level QA, graphics, and development (and pricing). It's just one guy and he's a bit surprised people bought his game.
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# ¿ Oct 20, 2015 14:30 |
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Koesj posted:Page is down for me. The whole forums are down. Looks like Johan kicked the plug under his desk again.
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# ¿ Oct 23, 2015 12:44 |
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podcat posted:
You'd better let me in or, well, you'll have to let someone who posts on the paradox forums in instead. e: I believe as a general rule multipliers are additive. Except for when they are not. And the modifier it changes may well be multiplicative of something else. e2: if you let me beta test HOI4 I guarantee 90% of my feedback will consist of screenshots of various stat screens with the caption "Why am I supposed to care about this?" Alchenar fucked around with this message at 13:58 on Oct 23, 2015 |
# ¿ Oct 23, 2015 13:54 |
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Paradox Grand Strategy: It's modifiers all the way down!
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# ¿ Oct 23, 2015 16:59 |
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I know it isn't the focus of the game, but I'm reading a book on the 1870 war now and I think it's a shame that V2 never really graps that 'mobilisation wins wars' paradigm that gripped warfare from 1860 up to 1914. There's so much potential in fleshing that concept out and linking it to the Crisis system to bring so much more tension to the game.
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# ¿ Oct 27, 2015 12:22 |
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Darkrenown posted:We wanted to do more with it, but HoD did change it so you didn't mobilise all in one lump, instead troops mobile over time with the speed based on your rail infra levels. Yeah I totally understand there's no realistic way for it to have happened in V2's development. The more I turn it over in my head, the more I think it would also need a fundamental change in the way railways exist in the game - rather than being generic province improvements they would need to be actual directional lines linking one area to another. A big deal in the 1870 war was that the Prussian rail network had largely been developed under state guidance for the purpose of aiding mobilisation, whereas the French network was largely privately owned and commercial in focus - that feels like something which would have lots of potential in providing interesting player choices in terms of how they want their infrastructure spending to be focused.
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# ¿ Oct 27, 2015 14:30 |
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Today I sent Fredrik a nice email because he complained in his GiantBomb interview that he didn't get any these days. He sent back a reply. Today was a good day
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# ¿ Oct 27, 2015 16:35 |
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Countdown to buyable monacles for your CK2 character.
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# ¿ Oct 29, 2015 15:51 |
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Jobbo_Fett posted:Paradox needs to get a hold of Star Wars: Rebellion and remake it, but better. Hell, this isn't an impossible dream given that Disney are ramping up the merchandising on the Star Wars IP from all directions. Paradox Devs, if at any point in an internal meeting Fredrik utters the words "We're going to make an MMO" you have to tackle him to the ground. Not a little tackle either, a full blown diving-across-the-table tackle. Don't make an MMO. I know you've been all sensible lately but it seems like there's a point in every medium sized developer's life where the boss says "We should take a risk and try to get in on that sweet sweet MMO money" and that's a dream that ends 9 years later on a pile of shattered hopes and foreclosed mortgages with your work being sold for pennies to the dollar overseas to someone who's going to look at it, laugh at how terrible it is, then ditch the lot.
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# ¿ Oct 30, 2015 00:45 |
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Oh I'd forgotten that Yeah anything remotely RPG looking is going to Bioware, EA's strategy wing has basically fizzled and died with Generals 2 but I can't really see them being receptive to the hassle of sub-contracting the IP for a strategy game.
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# ¿ Oct 30, 2015 01:01 |
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Fintilgin posted:Looking at that I think a good DLC/big expansion for HOI4 would be one that takes the game into the mid/late 50s and assumes that the Cold War is going to go hot or at least allow you make it do so. Actually I think it's sufficient in and of itself. Paradox games don't have endings, they have 'the clock ran out, here is your arbitrary score', and this works for every game... except HOI. HOI has always felt like it needed a bit more of a 'this is what the post-war world looks like' moment in order to contextualise your victory (or loss) and how well you did objectively and comparatively with your co-belligerents.
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# ¿ Oct 30, 2015 16:34 |
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Koramei posted:I think adding the start of a Cold War to showcase how the world changes based on what happened in WW2 actually sounds like it would be really good. I'm guessing that if anything the most impact it will have is to provide a punctuation mark for the end of MP games.
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# ¿ Oct 30, 2015 16:41 |
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DStecks posted:I think some kind of epilogue slideshow would be ridiculously cool in theory, but probably insanely hard to make it work as anything more than a very shallow "Then there was a Cold War between WINNER FACTION 1 and WINNER FACTION 2". Yeah I don't mean in that sense, I mean in a 'this is literally what the borders look like now that the shooting has stopped' sense in a way that actually reacts to how the game played out and it's the result of a clunky events system firing and doing weird things.
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# ¿ Oct 30, 2015 17:31 |
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Slime Bro Helpdesk posted:To be fair, a lot of people also go to forums like this and ask "hey should I buy HoI3/Vicky2/etc" and get responses like "That game's not even playable without expansion X" CK2 and EU4 have been the first Paradox games where expansions aren't a necessity. Vicky2 isn't fun without Heart of Darkness, HOI3 isn't fun even with all the expansions but they make it marginally less painful to play.
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# ¿ Nov 2, 2015 16:36 |
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Kulkasha posted:You know what would be cool for future EUs? Implementation of a character system. Like, you start out as a Nobleman/King or as a Patrician, and over the course of the game, as you make different advances and take different ideas, you evolve to control an entire faction or even the country, autocrat-style. You would actually fear the Revolution! Also there should be a chance of an Aztec invasion powered by alien benefactor technology.
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# ¿ Nov 5, 2015 10:10 |
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Jokes about American states getting merged for gameplay reasons but I bet every fiord on the Swedish coast is lovingly represented.
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# ¿ Nov 7, 2015 22:28 |
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Darkrenown posted:HoI 4 supply DD: I like this a lot. It brings the supply system back into line with the player being involved in strategic/theatre level decisions and not having to fuss over which road my ammo trucks are rolling down. Obvious question: what's the Overlord tie-in? Do we get to build Mulberry harbours? Does the US get a nice 'just land it on the beaches' doctrine bonus to amphibious supply?
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# ¿ Nov 13, 2015 16:19 |
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I should have just made up a bunch of really obscure and inherently unlikely to be replicable bug reports for EU4 to show my dedication.
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# ¿ Nov 16, 2015 16:46 |
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Wiz posted:Have you guys considered that switching from 'this will be the best ever' to 'this will be the worst ever' because of one DD about tile grid planets is just a little bit on the histrionic side? Have you considered we're all grieving for the HOI4 beta?
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# ¿ Nov 17, 2015 10:39 |
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The problem with space 4x games is that they're a regular 4x game except you are kinda obliged to make most of the screen black and therefore difficult to make out detail, and you are similarly obliged to make unit movement awkward and often non-intuitive. Lots of the design choices that make Endless Legend a much better game than Endless Space were only possible because they went back to hexes and detailed terrain.
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# ¿ Nov 20, 2015 01:23 |
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One of the best things about GalCiv2 was the way you could build starbases and then customise them to provide you bonuses in a certain area so I'm liking the similar themes.
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# ¿ Nov 23, 2015 21:57 |
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Are there 28 days in space-February?
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# ¿ Nov 25, 2015 09:24 |
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Tuskin38 posted:They fixed that in HOI4 IIRC Actually a serious question. Maybe we mark years by reference to Earth because shut up that's the only frame of reference the customer has, but maybe space-months can all be the same length because it saves having to remember which arbitrary number of days there are in this month.
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# ¿ Nov 25, 2015 23:19 |
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Oberleutnant posted:Make both your hands into fists, put them together side by side so all your knuckles are in a row. Pinky knuckle left hand is january, indentation between it and left ring finger is february, ring finger is march, and so on. All knuckles are months with 31 days. Indentations are months with 30 or 28 for feb. I just use the nursery rhyme. Obviously as a functioning adult my life is not thrown into chaos every month by the Gregorian calendar, but it is an annoying anachronism that a Space Calendar doesn't need to have.
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# ¿ Nov 26, 2015 19:07 |
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Ofaloaf posted:Given that Stellaris is a space game, I think it's only logical that the game use a calendar based upon astronomy. Perhaps it could use some dating system based upon the movements of the moon, some sort of lunar calendar. Actually once you are in space you have a very good incentive not to have a calendar that relates to any specific object.
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# ¿ Nov 26, 2015 19:57 |
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Pharnakes posted:Ok, so nobody does it good then. Automated micromanagement is a funny one, HOI3 style literally just does what the player does but much worse is terrible, I think we can agree on that. But CK2 style feudalism (which is a form of automated micromanagement) works pretty well in my opinion. If paradox can take that experience and apply it in a plausible fashion to the space genre then we could finally have a 4x that represents the inevitable issues of a galaxy spanning empire in a fun and engaging fashion. The thing about automation of armies in HOI3 is that it's a balancing act between the fact that the AI doesn't really go any deeper than 'attack here if you can win' (but it still understands the odds better than the player because of the lack of info he gets), and that that's mitigated by the fact that it can issue new orders to a unit instantly when it runs out its order delay, whereas if the player wants to keep his armies rolling he literally needs to pause the game every hour and check every single division for ones that need new orders. Alchenar fucked around with this message at 14:11 on Nov 27, 2015 |
# ¿ Nov 27, 2015 14:07 |
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Darkrenown posted:Did you even watch Star wars? Nimble missiles > Death Star Well that is a thing. It would be nice if certain AI types had a preference for fleets composed of carriers and fighter/bombers, others for the One Big Battlestation, etc etc.
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# ¿ Nov 30, 2015 21:40 |
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Tomn posted:Historically Sealion was so ill-conceived that the Royal Navy could have sunk half the invasion force just by sending a single destroyer tearing through fast enough that the bow-wave would capsize the cockleshells the Nazis had planned to use for transports. It was pretty much never a realistic threat. Yeah Sealion in HOI2/3 relies on using paratroopers to sneakily seize a coastal province in Britain that the AI doesn't protect properly and then shuttling Divisions across the channel in hours because loading and unloading takes zero time. All without serious interference from the RN because your transports aren't ever really vulnerable for the aforementioned reason. The way supply works now implies that Naval invasions will make a lot more sense because you need a) investment in supply throughput and b) beachhead space in order to support enough divisions to actually fight your way in.
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# ¿ Dec 7, 2015 15:34 |
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Actually I guess the serious concern would be the release dates for Stellaris and HOI4 getting too close together. Relevant question being: which one would get pushed back for more polish?
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# ¿ Dec 15, 2015 20:26 |
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V2 was the whole 'well this looks good but after a week you realise there's not much game and the economy is utterly broken' release.
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# ¿ Dec 15, 2015 22:16 |
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Darkrenown posted:It's also because we put all rivers between provinces, so it'll always be clear when you gotta cross a river, which can make cites which straddle a river seem out of place. Still, maybe it could be tweaked. So without knowing more about how combat works this is guesswork but the whole thing about Leningrad being hard to take was that it it on the isthmus and with a river flowing through and beneath it, so the only way to take it once there were forces dug in around it was a frontal assault. From the screenshot it looks suspiciously like the Germans can pull off a multiple province envelopment and leverage the combat bonus you get in all HOI games from attacking from multiple directions to take the city much easier. That's the eyebrow raiser.
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# ¿ Dec 18, 2015 00:08 |
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Clicked link, discovered that Paradox finally let you link Steam accounts (also that the forums look a lot nicer now). Forgot to actually read dev diary.
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# ¿ Dec 18, 2015 21:39 |
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Johan confirms Stellaris contains epic loot drops: https://twitter.com/producerjohan/status/678165201280221185
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# ¿ Dec 19, 2015 17:41 |
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# ¿ Apr 19, 2024 08:39 |
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Manket posted:No joke. This more than almost any other face of the game is what I'm excited about. Opens up so much more replay value. I just hope that when a legendary tech project drops, it scales to your culture's level and doesn't end up taking 4,213 months to complete. Pseudo-random tech trees was universally considered to be one of the best things about Sword of the Stars and was really good at keeping the game fresh. Good to see it make a comeback.
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# ¿ Dec 20, 2015 00:40 |