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Psycho Landlord posted:The music is tied with the loading screen art for best part of the game. This is true. It's full-on 80s space opera, and it's gorgeous. Whoever at Paradox is painting these things should be pushing for commission.
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# ? Aug 18, 2017 10:56 |
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# ? May 14, 2024 23:38 |
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it really is a shame the actual gameplay fails to live up to the standards set by the music and art.
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# ? Aug 19, 2017 00:43 |
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I've been modding my game further into the opposite direction of what aesthetic the devs are going for. It's fun to approach the game as "Victoria, but in space". Helps me really get into the spirit of sneering imperialism.
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# ? Aug 19, 2017 03:39 |
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Thefluffy posted:it really is a shame the actual gameplay fails to live up to the standards set by the music and art. Counterpoint: It totally does
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# ? Aug 19, 2017 04:29 |
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NoNotTheMindProbe posted:New space music on the latest DD This is extremely my poo poo right here gat dang
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# ? Aug 19, 2017 04:40 |
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http://store.steampowered.com/app/642750/Stellaris_Synthetic_Dawn/
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# ? Aug 19, 2017 06:11 |
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Thefluffy posted:it really is a shame the actual gameplay fails to live up to the standards set by the music and art. Psycho Landlord posted:Counterpoint: It totally does Both are true.. The feeling lasts and lasts. But familiarity makes you wish for more. I can wish for more even as I play and play. But I also managed to log almost 600 hours, so they clearly did something right, even if I've never seen a crisis or managed to build a Megastructure. It's odd. I know the autosaves are there, but I've never used one. Even though I keep doing the same or similar things. Over and over. Mods don't help with this, of course. Anyway, music and art are real important to how a game makes you feel. Even if you know what you're doing and the mystery isn't quite there anymore, it helps keep you believing. It's used to be bleeps and bloops, then a proper sound card changed things, then CD audio, now orchestras for video games....we've come a long way. Consoles also were coming up in quality. We've come a long way. I used to be so happy with my mere Atari ST. ...Look at me rambling on. Sorry.
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# ? Aug 19, 2017 08:06 |
I don't think Stellaris could be changed like this but I wonder if for Stellaris 2 it could be possible to assign fleets to fronts, like with armies in HOI4? Federation X has 3 fronts and 2 menaces within its borders. When you assign a fleet to a front (or to contain a menace), you get a rough estimate of its strength versus the opposing fleet on that front. Maybe you also get a bonus from having a stronger fleet to incentivize arms races. So you would always know, say, you'd wipe the floor with the peaceful Zargon republic with only three rusty old gunships, but you need to keep throwing more and more resources at your fleet to keep parity with the Blorg-Murderbot Axis. A radical version would be to have no fleets that are just chilling in space: you would have only ships deployed to fronts, and reserves (and maybe some assigned to commerce protection). Battles could be handled like ship battles in HOI4 (which I have come to really enjoy now I understand them better) but with more graphical flair / impact of individual weapons etc. So each tick, there is a chance that the fleets meet in battle and that individual ships get there in time to have an effect. Win enough battles and you can do things like bombard or invade planets. In the early game you could assign a group of stars as a front. Maybe you could also abstract away babysitting individual exploration ships and have events just crop up periodically as that front is explored.
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# ? Aug 19, 2017 16:26 |
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That's a pretty major overhaul that might be outside the scope of updates to Stellaris 1, agreed, but it's a really good idea. I'm just kinda burnt out on having to micro fleets around in my sci-fi games, moving to a system more like how HoI4 does it with just setting missions on huge swathes of ocean and letting the ships do their thing would be a refreshing change.
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# ? Aug 19, 2017 16:41 |
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That sounds like a great idea for this sort of game. I guess previous ones have tried to approximate it with starlanes, but the concept doesn't work so well with the alternative warp methods.
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# ? Aug 19, 2017 18:22 |
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Summary of this thread's improvements for Stellaris. - Combat like in HoI, but in space and possibly include tentacles - - Internal political management and leaders handled like in CK2, but in space and possibly include tentacles
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# ? Aug 19, 2017 20:58 |
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Sounds pretty much like my awsome INVADE button in diplomacy screen. Cant come soon enough
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# ? Aug 19, 2017 21:01 |
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Weavered posted:Summary of this thread's improvements for Stellaris. Only from people who haven't seen Wiz post here like 3/4 times that they won't be copying mechanics from others games because that's boring, lazy, and means they don't quite fit. The only thing I'd "take" from HoI 4 which isn't really unique to HoI 4 in any way is change how territory in war works. Right now it works in a CKII/EUIV type way that you declare war and occupy things (in this case planets) but until the peace treaty is signed it's still the enemy's and you get no economic benefit from it. In Civ and other 4 X games when you take a thing (city/planet/whatever) it's yours and part of your empire immediately, the peace treaty simply ends the state of war. I'd much prefer to see a system where you take a planet and that planet is occupied, and the territory becomes disputed (visually it would look and act like when you have two planets from two different empires in the same system). You can then develop this further by having an occupation policy (+/- happiness of occupied pops in exchange for -/+ resources), bonuses to occupying, and it means that you can do some stuff to simulate the fact the planet will likely want to fight for it's freedom with revolt. I think this would help with the fact wars are so long too, if you get to like 40% warscore and the war grinds to a halt for whatever reason, you can just sit back and enjoy the fact you have more planets and a better economy than if you didn't start the war at all. It also means whoever is winning can rebuild their fleets faster, so a smaller empire can take some early wins and maybe leverage those into a favourable peace deal. Things like "just port EU IV diplomacy" are fairly bad suggestions imo. Paradox has full creative licence to do whatever it wants with Stellaris, they don't feel constrained by any of the historical limitations of the other games, why just use the same game mechanics instead of developing interesting things beyond "Hey look, i can click royal marriage because I';m a monarchy, awesome a +25 boost to opinion and I can inherit their space empire"
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# ? Aug 19, 2017 21:07 |
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If I create two empires, then give them species with the exact same name, appearance, and traits, will the game treat them as the same species if both empires appear in the same game?
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# ? Aug 19, 2017 23:16 |
Weavered posted:Summary of this thread's improvements for Stellaris. My only wish is for pops and the economy to have some more Or actually, forget Stellaris, my only wish is for Victoria 3. On an unrelated subject: Ofaloaf posted:I've been modding my game further into the opposite direction of what aesthetic the devs are going for.
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# ? Aug 19, 2017 23:28 |
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Mister Bates posted:If I create two empires, then give them species with the exact same name, appearance, and traits, will the game treat them as the same species if both empires appear in the same game? Yes, as far as I know. You can play as one human faction and run into the other human faction and you are still the same species for xenophobe/phile purposes. I think it actually works off appearance and name, not traits.
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# ? Aug 20, 2017 00:10 |
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OwlFancier posted:Yes, as far as I know. You can play as one human faction and run into the other human faction and you are still the same species for xenophobe/phile purposes. It's a bit up in the air, sometimes it requires traits. Like if humans emigrate to you and you change what traits they have they're not the same species as when new humans turn up in your empire later on. The new changes will codify it properly though. Also, I demand a button to mark a system as "NEVER GO HERE JESUS CHRIST" to stop my ships pathing through the Ether Drake or whatever. I know you can put them on Evasive but then they avoid enemy systems when it's a war and you're trying to rally. It's an arse.
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# ? Aug 20, 2017 11:56 |
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So I'm a little past 100 years in my Stellaris game with a federation that comprises 6 out of 9 starting empires and that has won three separate wars against the remaining empires, whittling away at their power base every time. There's no real threat that can be posed to the federation anymore - impossible that anyone can match us militarily, next to impossible that we'll break apart. The problem is, though, that my navy is the most powerful in the galaxy by a significant margin, and it's only at 26K or so. Accordingly, the next decades are going to be spent orchestrating a massive military buildup in order to prepare for the endgame crisis, and that just feels so weird to do in a galaxy that's otherwise mostly united in the spirit of democracy and equality
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# ? Aug 20, 2017 15:58 |
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Jenny Angel posted:So I'm a little past 100 years in my Stellaris game with a federation that comprises 6 out of 9 starting empires and that has won three separate wars against the remaining empires, whittling away at their power base every time. There's no real threat that can be posed to the federation anymore - impossible that anyone can match us militarily, next to impossible that we'll break apart. The problem is, though, that my navy is the most powerful in the galaxy by a significant margin, and it's only at 26K or so. Accordingly, the next decades are going to be spent orchestrating a massive military buildup in order to prepare for the endgame crisis, and that just feels so weird to do in a galaxy that's otherwise mostly united in the spirit of democracy and equality Why don't you just "peacefully" expand your economy by colonizing what is left to colonize, developing colonies, building habitats, shipyards and stations? This way, when the endgame crisis "surprises" you, can build up a fleet in almost zero time, and perfectly geared to counter whatever showed up!
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# ? Aug 20, 2017 16:41 |
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Jenny Angel posted:So I'm a little past 100 years in my Stellaris game with a federation that comprises 6 out of 9 starting empires and that has won three separate wars against the remaining empires, whittling away at their power base every time. There's no real threat that can be posed to the federation anymore - impossible that anyone can match us militarily, next to impossible that we'll break apart. The problem is, though, that my navy is the most powerful in the galaxy by a significant margin, and it's only at 26K or so. Accordingly, the next decades are going to be spent orchestrating a massive military buildup in order to prepare for the endgame crisis, and that just feels so weird to do in a galaxy that's otherwise mostly united in the spirit of democracy and equality Another thought is to RP that a shadow council has taken over reigns in your empire behind the scenes and is preparing to assert your dominance over the entire galaxy. Start sabotaging the relationships between the different races in your federation (oh we cannot do that, just ignore this point) and build up the fleet for the inevitable confrontation that is sure to come at some point down the line when the federation splinters and everyone is fighting everyone (or more likely, due to point 1, just you against everyone else).
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# ? Aug 21, 2017 07:08 |
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I am looking forward to this update and will spend money on it. I am tentatively excited about drillbots
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# ? Aug 21, 2017 13:32 |
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Splicer posted:I am looking forward to this update and will spend money on it. I am tentatively excited about drillbots Of course you are.
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# ? Aug 21, 2017 13:48 |
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I'm about pages 100 behind on this thread, we did we ever get that fleet planer?
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# ? Aug 21, 2017 17:12 |
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Back Hack posted:I'm about pages 100 behind on this thread, we did we ever get that fleet planer? Nope! I don't think any significant military changes have been released or even announced yet, aside from some weapon stat rebalancing, improvements to the way missiles work, and removing weapons from civilian stations.
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# ? Aug 21, 2017 17:23 |
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Fleet designer is somewhere on the "one of the first things we want to do next" table if I remember correctly.
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# ? Aug 21, 2017 18:50 |
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Main Paineframe posted:Nope! I don't think any significant military changes have been released or even announced yet, aside from some weapon stat rebalancing, improvements to the way missiles work, and removing weapons from civilian stations. don't forget reworking higher tier tech weapon costs so that upgrades and not building fleets of empty corvettes actually make good sense
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# ? Aug 21, 2017 19:03 |
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I have a Gaia world that had pre-sentients on it I uplifted. They've got the Gaian world preference, which means they can't go anywhere else?
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# ? Aug 21, 2017 19:25 |
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Relevant Tangent posted:I have a Gaia world that had pre-sentients on it I uplifted. They've got the Gaian world preference, which means they can't go anywhere else?
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# ? Aug 21, 2017 20:01 |
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Purge them.
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# ? Aug 21, 2017 20:20 |
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Nickiepoo posted:Purge them. eat them
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# ? Aug 21, 2017 20:42 |
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Gaian natives have to taste delicious.
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# ? Aug 21, 2017 20:46 |
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Still not really sure what a Gaia world is supposed to be. It's as livable to races of arctic dwelling dog people, sea dwelling shrimp people, and desert dwelling scorpion people as anybody else, so there either have to be alot of different biomes with lots more space than a typical planet... ...or the planet reconfigures itself tile by tile based on who's living there
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# ? Aug 21, 2017 21:12 |
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Since Stellaris is set in a strange galaxy where most of the planets are one biome(and mostly the same gravity?), maybe terraformed that way by the precursors. So Gaia worlds would be real, virgin earth-like planets.
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# ? Aug 21, 2017 21:21 |
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My assumption has been that they have a perfectly balanced distribution of many micro biomes, so there's enough space of any particular biome type for everyone. In that case, though, you'd think Gaia-habitat preference would make a species that can live anywhere.
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# ? Aug 21, 2017 21:21 |
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Well if your race evolved in biomes that were literally perfect for them, they'd likely have less adaptability to imperfect or harsh conditions.
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# ? Aug 21, 2017 21:31 |
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Jigoku San posted:Since Stellaris is set in a strange galaxy where most of the planets are one biome(and mostly the same gravity?), maybe terraformed that way by the precursors. So Gaia worlds would be real, virgin earth-like planets. I know reading descriptions is boring, but how can someone Take clearly communicated information and end up interpreting it 100% wrong like this?
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# ? Aug 21, 2017 21:59 |
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Jigoku San posted:Well if your race evolved in biomes that were literally perfect for them, they'd likely have less adaptability to imperfect or harsh conditions. All species evolve for biomes that are perfect for them, that's what evolution does.
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# ? Aug 21, 2017 22:01 |
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wiegieman posted:All species evolve for biomes that are perfect for them, that's what evolution does.
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# ? Aug 21, 2017 22:10 |
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Jigoku San posted:Since Stellaris is set in a strange galaxy where most of the planets are one biome(and mostly the same gravity?), maybe terraformed that way by the precursors. So Gaia worlds would be real, virgin earth-like planets. Bizzarely in the flavour text for planets, they explicitly aren't single biome, it says they have varying biomes based on equatorial distance and hydration. It's just that the game doesn't model it. I suppose with the changes to habitability it will make more sense perhaps. Really speaking for it to make the most sense planets would have to have biomes of varying types and differently acclimated species would live on different parts of it, so habitability would represent how many tiles the planet has available to your species. But that'd probably be really fiddly to work with so it probably shouldn't work like that. OwlFancier fucked around with this message at 22:18 on Aug 21, 2017 |
# ? Aug 21, 2017 22:16 |
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# ? May 14, 2024 23:38 |
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wiegieman posted:All species evolve for biomes that are perfect for them, that's what evolution does. Splicer posted:This is very not true.
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# ? Aug 21, 2017 23:26 |