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Xae posted:Stellaris: To Serve Man This is relevant and funny.
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# ? Jan 20, 2017 20:03 |
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# ? May 13, 2024 07:42 |
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Xae posted:Stellaris: To Serve Man This is good.
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# ? Jan 20, 2017 20:46 |
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Xae posted:Stellaris: To Serve Man Mods?
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# ? Jan 20, 2017 20:48 |
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PittTheElder posted:Stellaris: The substructure of the thread regresses infinitely towards smaller and smaller arguments. Behind genocide we find political ideology, and behind ideology, thread titles. Each layer unraveled reveals new secrets, but also new mysteries
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# ? Jan 20, 2017 20:50 |
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Cyrano4747 posted:So what's 1.5 bringing? Objectively correct ideology labels.
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# ? Jan 20, 2017 21:09 |
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1.5 will include a splash screen on game start that is just "MAKE SPACE GREAT AGAIN" is bold letters in a garish font.
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# ? Jan 20, 2017 21:25 |
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This is not my thread title!
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# ? Jan 20, 2017 21:30 |
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Kitchner posted:
We will get orbital habitats in 1.5, that makes the game so awesome it immediately rises on your arbitrary scale of measurement. So I had to fix it, sorry!
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# ? Jan 20, 2017 21:32 |
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Tuxedo Catfish posted:I have objectively incorrect opinions about this cool and good game I fixed it for you
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# ? Jan 20, 2017 21:38 |
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quote:We will get orbital habitats in 1.5, that makes the game so awesome it immediately rises on your arbitrary scale of measurement. So I had to fix it, sorry! That means nothing till we know what that means. For all we know they'll just be a modifier to Spaceports, which are already these vast construtions that can take giant farms, specialised shipyards, mind-control lasers, massive defensive batteries, and so on(Yet still get popped instantly vs mid-late game stuff). Don't get over-hyped. Bloodly fucked around with this message at 21:41 on Jan 20, 2017 |
# ? Jan 20, 2017 21:38 |
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Bloodly posted:That means nothing till we know what that means. For all we know they'll just be a modifier to Spaceports, which are already these vast construtions that can take giant farms, specialised shipyards, mind-control lasers, massive defensive batteries, and so on(Yet still get popped instantly vs mid-late game stuff). Don't get over-hyped.
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# ? Jan 20, 2017 21:42 |
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I wonder how orbital habitats will work with the combat AI? Right now it shoots at anything belonging to a hostile empire, which is slightly annoying when you plan on capturing a system whose mining stations (if they are still intact) would flip to your empire after you conquer the planet. I'm hoping we will have the ability to blockade planets without blowing up the habitats containing millions of people first.
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# ? Jan 20, 2017 21:47 |
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Bloodly posted:That means nothing till we know what that means. For all we know they'll just be a modifier to Spaceports, which are already these vast construtions that can take giant farms, specialised shipyards, mind-control lasers, massive defensive batteries, and so on(Yet still get popped instantly vs mid-late game stuff). Don't get over-hyped. I suspect it will be more than that if there's an entire dev diary about it, i mean you just explained it in like two sentences.
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# ? Jan 20, 2017 22:08 |
Nevets posted:I wonder how orbital habitats will work with the combat AI? Right now it shoots at anything belonging to a hostile empire, which is slightly annoying when you plan on capturing a system whose mining stations (if they are still intact) would flip to your empire after you conquer the planet. I'm hoping we will have the ability to blockade planets without blowing up the habitats containing millions of people first. Though that's currently not a terribly satisfying kind of situation. There aren't really enough international consequences for being an rear end in a top hat. The game really needs some sort of passive generic trade benefit to having neighbors that like you, so there are immediate consequences to being an rear end in a top hat. Something like that could be used to balance play styles- either you keep your pops happy with slavery while your neighbors sanction you, or you're a nice country that trades with its neighbors to compensate for the expense of running utopian species policies for everyone.
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# ? Jan 20, 2017 22:25 |
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It has always been a bit of a curiosity for me that there doesn't really seem to be any consequences for ravaging your way across the galaxy since there aren't really any major economic effects or even significant diplomatic effects (outside of fallen empires early to mid game) that would discourage you. Other empires don't really give a fig what you tend to do with the conquered remnants of another empire aside from, "be unhappy" or "maybe send insults" even if they were former allies of said empire. It tends to garner a map painting simulator sort of feel in a vanilla EU IV kind of way. Really looking forward to Banks, but also suffering from the not wanting to play until the patch comes out syndrome. As an aside, I used several of the trading mods off of the workshop from time to time and the extra civilian traffic definitely brings the galaxy to life, especially the silly billboards.
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# ? Jan 20, 2017 22:40 |
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I'm really really curious how they'd do orbitals. I'd love to see them as full fledged upgradable colonies that can grow out of mining stations. So you start with a mining/science station, upgrade it to the point that it can fit a single pop who then works the resource at a bonus but now requires food and the stuff that goes along with being a pop. Global food would obviously help this. Just like upgrading starbases you could upgrade orbital habs as you upgrade them with slots. This would keep space resources competitive in the long term, and be rad as hell because planets are loving lame space should be 100% orbitals. Really I'd love for planet and orbital management just to be merged into system management. Planets and orbitals just add up together for the system's pop cap.
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# ? Jan 20, 2017 23:02 |
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I wonder how combat would be if fleets had morale. Researching auxiliary items and whatnot to boost it and special weapons to deal extra morale damage. Fleets that lose morale would retreat, also lower chance for lost ships and increased for damage when fleeing. Maybe severely hurt ships would attempt to disengage from combat and so on so everyone isn't a fanatical lunatic willing to fight to the last corvette. Battles would be a lot less decisive but there'd less need to rebuild everything if you lose. Obviously I don't know if it would actually be a good idea but currently it's like playing EU4 with everyone sitting on one province islands except you can't hide your fleet in port.
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# ? Jan 20, 2017 23:04 |
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one of the drawbacks of sentient battle computers is that the ship itself has morale
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# ? Jan 20, 2017 23:06 |
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As long as you can drop Jigoku San fucked around with this message at 23:12 on Jan 20, 2017 |
# ? Jan 20, 2017 23:10 |
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Bloodly posted:That means nothing till we know what that means. For all we know they'll just be a modifier to Spaceports, which are already these vast construtions that can take giant farms, specialised shipyards, mind-control lasers, massive defensive batteries, and so on(Yet still get popped instantly vs mid-late game stuff). Don't get over-hyped. Considering the patch name, I for one will be deeply disappointed if they're not massive planet replacements run by vastly intelligent godlike AIs that keep the inhabitants as pets out of gratitude for building them.
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# ? Jan 20, 2017 23:20 |
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Well, sapient ship AI is already a thing, so people with that tech being able to apply it to orbital habitats as well (maybe with another tech) wouldn't be a stretch and would indeed be very neat.
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# ? Jan 20, 2017 23:24 |
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Coolguye posted:one of the drawbacks of sentient battle computers is that the ship itself has morale
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# ? Jan 20, 2017 23:31 |
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https://en.wikipedia.org/wiki/GCU_Grey_Area
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# ? Jan 20, 2017 23:39 |
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Heartcatch posted:It has always been a bit of a curiosity for me that there doesn't really seem to be any consequences for ravaging your way across the galaxy Fanatic Purifier AIs should really have something like the crisis mechanics in place (other than for Fallen Empires, probably) giving permanent hostility etc. etc.
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# ? Jan 20, 2017 23:45 |
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Poil posted:Neat, I didn't know that. I've usually gone for hooking up the ship to the crew's brains telepathically. That way they can't attempt to unplug sorry, i should have been more clear. that was a joke. the only actual problem with sentient combat computers is that you need to research the techs that enable the rogue AI crisis to get there - which, even if the crisis never happens, will piss off a materialist FE.
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# ? Jan 20, 2017 23:45 |
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That's Meatfucker to you.
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# ? Jan 20, 2017 23:45 |
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Good OP but why did you use this thread title, you monsterKitchner posted:What is the state of the game? Add to OP please Baronjutter posted:I'd just be happy with a title that doesn't make the paradox staff cringe and shed a single tear of regret every time they read it. Thread title took away my ability to feel human, &c
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# ? Jan 20, 2017 23:48 |
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The thread title must be good because haha it's triggering the hell out of people.
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# ? Jan 21, 2017 00:12 |
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Gobblecoque posted:The thread title must be good because haha it's triggering the hell out of people.
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# ? Jan 21, 2017 00:15 |
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ulmont posted:Fanatic Purifier AIs should really have something like the crisis mechanics in place (other than for Fallen Empires, probably) giving permanent hostility etc. etc. Yeah, I think extreme dispositions should definitely merit lots of opposition as opposed to Pacifistic forms of government. The diplomacy in Stellaris as it currently is is a tad too simplistic to really do power dynamics like CK2, but perhaps that isn't part of the game design. I can live with it, because space battles are cool and superweapons soon.. one day..
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# ? Jan 21, 2017 00:16 |
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Gobblecoque posted:The thread title must be good because haha it's triggering the hell out of people. Games > Stellaris - This Alien Is So Undercooked It's Writing a Diary
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# ? Jan 21, 2017 00:18 |
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Coolguye posted:sorry, i should have been more clear. that was a joke. Also I'll piss in an alley near your house for tricking me.
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# ? Jan 21, 2017 00:24 |
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Gobblecoque posted:The thread title must be good because haha it's triggering the hell out of people. That's not what the word triggered means.
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# ? Jan 21, 2017 00:32 |
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Gobblecoque posted:The thread title must be good because haha it's triggering the hell out of people. The problem is we already did this joke, I demand original content
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# ? Jan 21, 2017 00:32 |
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Gobblecoque posted:The thread title must be good because haha it's triggering the hell out of people. . I despise the dude and voted against him, but if a simple "Make [X] Great Again" joke title causes you to meltdown please seek help.
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# ? Jan 21, 2017 00:33 |
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BadOptics posted:. I despise the dude and voted against him, but if a simple "Make [X] Great Again" joke title causes you to meltdown please seek help. The problem here is that the joke has been done, and it's frankly not funny in light of current events, to the point where even the gamdevs don't like it. So: RabidWeasel posted:The problem is we already did this joke, I demand original content
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# ? Jan 21, 2017 00:35 |
I don't think it's the case of anyone melting down. Wiz's "It's not funny anymore" was the perfect end to that joke. It's done now. If you find that someone's bothered by a thing that you don't care about... that's fine, isn't it? Unless your goal is specifically to be an rear end in a top hat, like Chomp, I don't see why going, "huh, I guess that's not appreciated," isn't the default response to this kind of backlash.
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# ? Jan 21, 2017 00:38 |
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Think of all the suffering there will be if we aren't all totally stonefaced about about america's embarrassing new president
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# ? Jan 21, 2017 00:41 |
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I think there should be a space cuisine expansion.
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# ? Jan 21, 2017 00:42 |
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# ? May 13, 2024 07:42 |
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Gobblecoque posted:The thread title must be good because haha it's triggering the hell out of people.
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# ? Jan 21, 2017 01:07 |