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Hot take: the pop/tile system is bad and should probably go away sooner than later
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# ? Aug 4, 2017 00:37 |
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# ? May 27, 2024 03:08 |
Reveilled posted:Having played for a similarly significant amount of time I've decided that what I want is CK2 in space, basically. Sectors are intended to remove micromanagement, but since there's not a huge overwhelming amount of things to do in this game, I find the micromanagement entirely bearable, especially when the behaviours of sectors is suboptimal and I can't rely on them to run the way I want. But I wouldn't mind all that if sectors had interesting gameplay (and in a game like this a "story" is part of the gameplay) which came out of it. I don't mind the demesne limit in CK2 because it generates interesting outcomes. and then convert pops to vicky pops not being ironic here at all
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# ? Aug 4, 2017 00:42 |
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Confession: I use sticky notes to help me keep track of how many ships of each type I need per fleet kill me
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# ? Aug 4, 2017 00:50 |
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Population being represented by some numbers and percentages is pretty horrible and uninteresting.
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# ? Aug 4, 2017 00:51 |
Bholder posted:Population being represented by some numbers and percentages is pretty horrible and uninteresting. correct it's a good thing that's not all the vicky pop system is
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# ? Aug 4, 2017 00:54 |
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Vicky pops is what I was hoping for from the start. It'd be real cool if they picked up a hint from Stars in Shadow and used the same system to make pops prefer various biomes so you can fit a wide variety of species onto temperate worlds.
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# ? Aug 4, 2017 01:10 |
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Reveilled posted:My general strategy is to just build worlds with single focuses, production, energy, whatever. When I colonise a planet I give it a name in the format "[N] {name}" with the N here marking the planet as new, drop the growing pop on an blank tile, that way the unemployment warning will notify me when the pop has grown. When the notification appears, clicking it takes me straight to the planet, and I can drop my new pop on a different tile and build a relevant building, placing the new, growing pop on the blank tile to set it up again. When the pops are all grown and there's a building on every world, I rename it from "[N] {name}" to "[U] {name}". That way I can glance over at the outliner, and any planet marked with the U which doesn't have the bar for surface construction needs more upgrades building. Fully upgraded planets then get the U removed so I know I can now ignore them. 3 DONG HORSE posted:This is the kinda poo poo I do at work, for a job that I get paid for Yo we found you a career, Reveilled. EDIT: While I don't have any major issues with the tile system as is since the clicking doesn't bother me quite as much as it seems to bother others in here, I'm also not gonna defend it over much myself. Going straight over to a SotS-style "numbers on a window and that's it" is a terrible idea though, because Stellaris doesn't have SotS combat depth and it's diplomacy game isn't quite up to the task of making the game more than cookie clicker either. Something similar to Stars in Shadow would be a good start, but you still want some depth otherwise the game continues to be boring, but now it's because you actually have nothing to do versus having too much management. So the only reason I don't complain about the tile system with everyone else is because I can't think of a good replacement and think it's at least better than the alternatives given what kind of game Stellaris is, basically. Psycho Landlord fucked around with this message at 01:31 on Aug 4, 2017 |
# ? Aug 4, 2017 01:24 |
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Ham Sandwiches posted:I don't want to stop what I'm doing to check on a planet to see if the pop is done growing and if the building is done building so that I can now put the right pop on the right building, oh wait this pop joined a faction and the output is lovely which means there's more shuffling to do, and in the end, I get to go back to whatever I was doing originally Good news, hiveminds/rogue AIs can't have factions!
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# ? Aug 4, 2017 02:01 |
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The entirety of this game's early game hangs on clicking poo poo on planets and systems. Removing pop micro would pretty much remove the early game, and later on when poo poo becomes too much, you can just sector everything, except a few built up planets for easy spaceport access. Hell, I'd sector *everything*, if there was still an easy way to access many spaceports while them being in sectors. I honestly don't see the problem. Then again, my outliner in my current game looks like https://udba.org/stellaris/2017_08_04_1.png maybe I'm the problem.
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# ? Aug 4, 2017 02:20 |
Sectors are an interesting area that I'd like to see them do more with. I do want this game to be CK2 in space. Plus my core worlds should be able to be a sector, so I can all it the Core Worlds or Throne Worlds or Own Zone or something.
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# ? Aug 4, 2017 04:03 |
Ya please make the auto-build checkbox just deduct the resources when it's time to build a pop and not take hundreds/thousands of resources in order to reduce the micro. Earlier you are heavily constrained by resources and also doing a lot of colonization so this will suck rear end for robot civs.
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# ? Aug 4, 2017 04:05 |
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Nuclearmonkee posted:Ya please make the auto-build checkbox just deduct the resources when it's time to build a pop and not take hundreds/thousands of resources in order to reduce the micro. Earlier you are heavily constrained by resources and also doing a lot of colonization so this will suck rear end for robot civs. Pretend I empty quoted this forever. This is how build queues should have worked from the start anyhow.
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# ? Aug 4, 2017 06:57 |
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Truga posted:The entirety of this game's early game hangs on clicking poo poo on planets and systems. Removing pop micro would pretty much remove the early game, and later on when poo poo becomes too much, you can just sector everything, except a few built up planets for easy spaceport access. Hell, I'd sector *everything*, if there was still an easy way to access many spaceports while them being in sectors. I think the problem with the early game is that it's boring and add busywork doesn't change that. Basic start should be 3-4 core worlds plus a sector. Another bold step towards being less like the thousands of lovely space 4x games and more like an awesome Paradox grand strategy. Bug Squash fucked around with this message at 09:18 on Aug 4, 2017 |
# ? Aug 4, 2017 08:21 |
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Nuclearmonkee posted:Ya please make the auto-build checkbox just deduct the resources when it's time to build a pop and not take hundreds/thousands of resources in order to reduce the micro. Earlier you are heavily constrained by resources and also doing a lot of colonization so this will suck rear end for robot civs.
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# ? Aug 4, 2017 08:21 |
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Bug Squash posted:Hot take - scrap the early game, it's boring. Basic start should be 3-4 core worlds plus a sector. Another bold step towards being less like the thousands of lovely space 4x games and more like an awesome Paradox grand strategy. Hot take - I'm super uninterested in a paradox grand strategy game, which is why I bought a lovely space 4x game.
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# ? Aug 4, 2017 08:25 |
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Truga posted:The entirety of this game's early game hangs on clicking poo poo on planets and systems. Removing pop micro would pretty much remove the early game, and later on when poo poo becomes too much, you can just sector everything, except a few built up planets for easy spaceport access. Hell, I'd sector *everything*, if there was still an easy way to access many spaceports while them being in sectors.
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# ? Aug 4, 2017 08:27 |
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I don't want to say that the game should always have been modeled after Emperor of the Fading Suns, but.
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# ? Aug 4, 2017 08:34 |
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Bug Squash posted:Hot take - scrap the early game, it's boring. Basic start should be 3-4 core worlds plus a sector. Another bold step towards being less like the thousands of lovely space 4x games and more like an awesome Paradox grand strategy. Cold take - no.
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# ? Aug 4, 2017 08:56 |
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Wiz posted:Cold take - no. Hot take - keep doing what you're doing
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# ? Aug 4, 2017 09:00 |
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Korgan posted:Hot take - keep doing what you're doing
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# ? Aug 4, 2017 09:04 |
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Korgan posted:Hot take - keep doing what you're doing
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# ? Aug 4, 2017 09:05 |
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hot cold take. please make ground combat better.
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# ? Aug 4, 2017 09:07 |
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Korgan posted:Hot take - keep doing what you're doing But also include the Roblorg as an inbuilt race in Synthetic Dawn?
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# ? Aug 4, 2017 09:22 |
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Ok, me being an rear end in a top hat aside, I do think the early game is a little lacking especially for veterans and it's not something I see an easy fix for in engine. Storywise - the robots are looking very entertaining.
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# ? Aug 4, 2017 09:38 |
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Tbh the early game mineral crunch is where most of your hardest choices lie. I'd much rather the rest of the game had a similar feel of running against a punishing resource curve.
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# ? Aug 4, 2017 09:43 |
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Aethernet posted:Tbh the early game mineral crunch is where most of your hardest choices lie. I'd much rather the rest of the game had a similar feel of running against a punishing resource curve.
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# ? Aug 4, 2017 09:58 |
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So how will ascension paths work with the new robot starts? The synth path wouldn't doesn't do much for them since they're all already robots, and they're also incompatible with the psionic and biological paths. Will they get a new one or do they just not need one?
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# ? Aug 4, 2017 10:04 |
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Libluini posted:I'm still playing V and I love the way I can design everything. I especially love how I can design my own space shipyards. Or even mobile shipyards. Which then can build more shipyards in hard-to-reach places like in the middle of an asteroid field at the edge of a system. SEV also wins for the incredible customization you can do with races. I have spend countless hours coming up with new species, their histories and their biology. (Or "biology" for the crystalline and mechanoid folks I made up) This is pretty much how I play SE IV, research ship hulls big enough to carry construction yards, then send them out to build construction yard stations near key locations, which can then build all the defenses and other stuff there. It's good. Quantum Milkman posted:I didn't play much of V, but for sure the ship designer in Space Empires IV was amazing. Every game that has a ship designer should be that good. The Space Empires IV designer is really good. I rather liked the Inner Hull, Outer Hull and Armor layers in the Space Empires III designer, but IV is better for pretty much anything else. Also, the supply mechanic makes for some interesting limitations early/mid game, while making diplomacy for the purpose of refueling somewhat useful.
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# ? Aug 4, 2017 10:59 |
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Automated Posting posted:So how will ascension paths work with the new robot starts? The synth path wouldn't doesn't do much for them since they're all already robots, and they're also incompatible with the psionic and biological paths. Will they get a new one or do they just not need one? Psionic robots ?
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# ? Aug 4, 2017 12:06 |
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Azuth0667 posted:Psionic robots ? Edit: also spiritualist robots in Reason. Actually I'm excited now for a psychic robot pope. Bug Squash fucked around with this message at 12:20 on Aug 4, 2017 |
# ? Aug 4, 2017 12:15 |
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Splicer posted:The issue with this is if you've queued up a bunch of things on a bunch of planets and demand outstrips your supply, your stockpiled resources will continually fluctuate between 0 and "cheapest thing that's top of a planet's queue". If you decide you want to build a space station you'll have to wait for everything else to finish building or turn off all your queues. Having separate queue vs manual silos like Fintilgin said would be one way to solve that though, and could be set up as a kind of pseudo sector in the sectors screen using the existing 75%/50%/25% buttons. The core system limit already caps the number of different queues you can have running at once - and if a player can't figure out that "I tell things to build things, so I won't accumulate minerals" he's got bigger problems. Never cripple a UI because some people might be too dumb to use it.
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# ? Aug 4, 2017 12:48 |
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New lebensraum policy tweet: https://twitter.com/Martin_Anward/status/893432724446482432 This is sensible, as many of the changes in the patch are about moving a primary species to a slave planet for optimisation purposes. However, it does mean - for robots - you're going to need to manually build pops on your core planets throughout the game. Just give us growing robots already.
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# ? Aug 4, 2017 13:02 |
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Truga posted:
If you swap the number of planets with the number of habitats, you pretty much get how my outliner looks like (except I put fleets at the top), so it seems normal.
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# ? Aug 4, 2017 13:22 |
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Azuth0667 posted:Psionic robots ? Good old Giskard
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# ? Aug 4, 2017 13:32 |
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Wiz posted:Cold take - no. Hot take - Give us the release date Wiz. The public deserves to know!
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# ? Aug 4, 2017 13:38 |
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Aethernet posted:New lebensraum policy tweet:
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# ? Aug 4, 2017 14:07 |
Splicer posted:The issue with this is if you've queued up a bunch of things on a bunch of planets and demand outstrips your supply, your stockpiled resources will continually fluctuate between 0 and "cheapest thing that's top of a planet's queue". If you decide you want to build a space station you'll have to wait for everything else to finish building or turn off all your queues. Having separate queue vs manual silos like Fintilgin said would be one way to solve that though, and could be set up as a kind of pseudo sector in the sectors screen using the existing 75%/50%/25% buttons. It would probably be better if the robot pops grew and slowly ate minerals/energy every month that there is surplus available similar to how regular pops grow. Then you wouldn't get the effect where money is vanishing whenever it goes over 50, confusing the now angry idiot who queued a thousand robot pops while also not forcing you to throw resources at the micro problem stupidly. It shouldn't be hard to simply break the cost up over the number of turns it takes a robot to grow.
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# ? Aug 4, 2017 17:17 |
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Having to pay all the costs up front is one of the worst mistakes strategy games can ever make. You really mean that a society with FTL travel can't even start laying the foundation for that new energy plant until everything including the couch for the break room is piled up next to the site? Streaming economies/taking a tiny bit of resources every day and filling up a progress bar would both make so much more sense and be so much easier on players. Might be way harder to calculate and gently caress performance, though, I Am Not A Game Dev.
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# ? Aug 4, 2017 17:22 |
Do refugees actually exist? Like when I convert a conquered species into nuggs are any ever actually getting away? I never saw refugees while playing as a good guy.
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# ? Aug 4, 2017 17:23 |
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# ? May 27, 2024 03:08 |
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Nuclearmonkee posted:Do refugees actually exist? Like when I convert a conquered species into nuggs are any ever actually getting away? I never saw refugees while playing as a good guy. They're pretty rare in 1.6/1.7, also have some bugs that make them rarer. Being a Xenophile refugee haven is a much stronger strategy in 1.8.
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# ? Aug 4, 2017 17:26 |