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MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Thyrork posted:

Building multiple robots is nice. Is there such a thing (mod or planned) for buildings? Sure would cut down on the busywork of slamming down multiple mines/power plants! :haw:

One of the Ascension mods has a thing that lets you build the FE power plants/mines just straight up (rather than an upgrade) and now I always take it just as a QoL thing

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LordMune
Nov 21, 2006

Helim needed to be invisible.
Stealing Wiz's thunder: Dev Diary #91: Starbases

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
It seems like now I can't expand as easily.
Like if I find a great primitive civilization, I can't just take them over.

Would I need to build an outpost in order to be able to colonize a planet in that system with the new mechanic? Also, will the colony cost additional Influence on top of the cost to build the outpost if this is the case?

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

This is a brilliant change - it'll add a whole new strategic layer to the game. Not clear about the weapons modules though - if you can build additional defence platforms they're unlikely to have utility past the early game, unless they provide some kind of buff.

Really want to know how FTL mechanics are being changed now. Curse you, linear time!

Wiz
May 16, 2004

Nap Ghost

IAmTheRad posted:

It seems like now I can't expand as easily.
Like if I find a great primitive civilization, I can't just take them over.

Would I need to build an outpost in order to be able to colonize a planet in that system with the new mechanic? Also, will the colony cost additional Influence on top of the cost to build the outpost if this is the case?

Yeah, can't invade primitives outside your borders. No influence cost for colonizing or invading primitives though.

Wiz
May 16, 2004

Nap Ghost

Aethernet posted:

This is a brilliant change - it'll add a whole new strategic layer to the game. Not clear about the weapons modules though - if you can build additional defence platforms they're unlikely to have utility past the early game, unless they provide some kind of buff.

Really want to know how FTL mechanics are being changed now. Curse you, linear time!

The weapon modules also give a general buff to the Starbase, and the number of defense platforms is limited, so if you want the best possible defenses you definitely want to use the turret/hangar modules.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'
Loving the looks of these changes, Wiz.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Wiz posted:

The weapon modules also give a general buff to the Starbase, and the number of defense platforms is limited, so if you want the best possible defenses you definitely want to use the turret/hangar modules.

Interesting. To what extent will the platforms move? Will you be able to take them on piecemeal using exclusively long range weapons?

Truga
May 4, 2014
Lipstick Apathy
It'll probably be like enigmatic fortress where you just get blapped if you get too close with a too small fleet.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
Do we still design defense platforms?

canepazzo
May 29, 2006



How do starbases cap and systems cap interact? Are we going back to colonies cap?

toasterwarrior
Nov 11, 2011

Splicer posted:

So if titles are getting limited in size, what's stopping people from having all titles auto-follow the main thread?

This is going to get drowned out thanks to the new dev diary, but I will single it out to show my appreciation.

toasterwarrior fucked around with this message at 13:26 on Oct 26, 2017

Main Paineframe
Oct 27, 2010

Looks like a real positive move, and it's encouraging how much is being replaced by the new system. It solves the problem of habitat-heavy empires being short on spaceports, too.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Wiz posted:

The weapon modules also give a general buff to the Starbase, and the number of defense platforms is limited, so if you want the best possible defenses you definitely want to use the turret/hangar modules.

Do the defense stations you build around these new stations work like the the defense platforms around the enigmatic fortress? Targetable by a fleet attacking it, and chipping away at its power and having to be rebuilt later? Or do they stay fully online until the starbase is knocked offline and can onlined again like the starbase itself without rebuilding?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Those are indeed some fundamental changes, sounds like it will be a whole new game by the time they're done.

Sounds like it will take a lot longer to fill out the galaxy as well. Though I will miss being able to grab several systems at a time with a single well placed outpost/colony.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Psychotic Weasel posted:

Those are indeed some fundamental changes, sounds like it will be a whole new game by the time they're done.

Sounds like it will take a lot longer to fill out the galaxy as well. Though I will miss being able to grab several systems at a time with a single well placed outpost/colony.

I appreciate not having to guess how far my borders will spread when i place an outpost or colony. Knowing exactly how much territory I will claim is far more preferable.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Wiz posted:

Yeah, can't invade primitives outside your borders. No influence cost for colonizing or invading primitives though.
Can you go into you why ye decided to disallow claiming by colonizing? The diary says it's moddable, I'm curious why you landed on not as core. And I mean "I'm curious" literally, it's not code for "I am incandescent with rage".

What happens/is it possible for a starbase and a planet to end up with different owners, like what happens now when you own a planet in a system when a primitive develops ftl?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Main Paineframe posted:

Looks like a real positive move, and it's encouraging how much is being replaced by the new system. It solves the problem of habitat-heavy empires being short on spaceports, too.
That was one of my first thoughts too. All in all it looks super good. I'm wondering if there's any provision for the current problem of allies sniping systems that are blatantly in my territory I just hadn't gotten around to building a station there you stupid furry assholes

e: it'd be interesting if influence cost scaled with neighbour proximity as well as your empire proximity. Dumping a station somewhere surrounded by other people's stations costing more than one equally far away but nowhere near any competitors.

Splicer fucked around with this message at 14:14 on Oct 26, 2017

LordMune
Nov 21, 2006

Helim needed to be invisible.
Starbase ownership trumps colonies when it comes to determining the system owner. Primitives developing FTL will be handled!

GunnerJ
Aug 1, 2005

Do you think this is funny?

Aethernet posted:

Curse you, linear time!

Wiz, you know what to do.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

LordMune posted:

Starbase ownership trumps colonies when it comes to determining the system owner. Primitives developing FTL will be handled!
https://m.youtube.com/watch?v=UTduy7Qkvk8

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Splicer posted:

That was one of my first thoughts too. All in all it looks super good. I'm wondering if there's any provision for the current problem of allies sniping systems that are blatantly in my territory I just hadn't gotten around to building a station there you stupid furry assholes

e: it'd be interesting if influence cost scaled with neighbour proximity as well as your empire proximity. Dumping a station somewhere surrounded by other people's stations costing more than one equally far away but nowhere near any competitors.

I imagine it's based on the number of jumps to the capital, which would work well with a shift to all hyperlanes.

gowb
Apr 14, 2005

Where are you guys getting that FTL is going to be all hyperlanes? I'm not a big fan of that sort of change, I dislike how hyperlane empires tend to spread so haphazardly and much prefer the freedom of warp. All of my games are warp only!

Also do starbases HAVE to be build on a star? Seems less practical than putting them in orbit around a planet

gowb fucked around with this message at 14:32 on Oct 26, 2017

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Very mild contingency spoiler: In the middle of the galaxy reeling from the arrival of omnicidal maniacs, an episode of Dr Who happens.

Wiz
May 16, 2004

Nap Ghost

Splicer posted:

Can you go into you why ye decided to disallow claiming by colonizing? The diary says it's moddable, I'm curious why you landed on not as core. And I mean "I'm curious" literally, it's not code for "I am incandescent with rage".

What happens/is it possible for a starbase and a planet to end up with different owners, like what happens now when you own a planet in a system when a primitive develops ftl?

Each system pretty much needs a Starbase due to some other changes that we'll be talking about in the future.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Agreed about ? hyperlanes, this change doesn't seem to indicate we're getting hyperlanes only. In fact it supports all types of FTL even more since there could be related modules that influence how they work. Also the fort style mechanics seem to indicate you don't need to force hyperlanes to limit travel.

VVV I was thinking/hoping the same

Mazz fucked around with this message at 14:41 on Oct 26, 2017

GunnerJ
Aug 1, 2005

Do you think this is funny?
I'm guessing that if wormhole FTL remains in the game in any form, then the generators will be in starports in some way.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Nitrousoxide posted:

I imagine it's based on the number of jumps to the capital, which would work well with a shift to all hyperlanes.
I'm talking about how in the current setup if you have a few unclaimed systems surrounded by your territory in a donut shape (for the most extreme example), sometimes AI with open borders will zoop into the middle and claim it, despite it being blatantly yours. I was wondering if there'd be new countermeasures, like proximity to territory claimed by an opponent increasing the cost.

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan

gowb posted:

Where are you guys getting that FTL is going to be all hyperlanes?

loooots of people like master of orion, it's basically projection at this point


we have the restriction as mapmode, it doesn't brick cheevos, it wont change

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!

GunnerJ posted:

Wiz, you know what to do.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
The speculation probably comes from Wiz mentioning in the past that if he had to do it over again he'd stick with one FTL type and it would likely be hyperlanes. He's also said he didn't want to make retroactive changes like that though, but that doesn't preclude him from changing other things. Everyone may start with hyperdrive now and have to research the others. In the screen shots it does look like the borders are following specific lanes between stars but that could just be coincidence.

Given the scope of the other changes that we know of, and what is to come, I wouldn't be surprised of the other methods got the axe. I am more of a fan of the freedom Warp drive gives though.

turn off the TV
Aug 4, 2010

moderately annoying

Is anything going to prevent me from just cruising around hostile space during a war and killing every weak Starport I find to implode their income?

Wiz
May 16, 2004

Nap Ghost

turn off the TV posted:

Is anything going to prevent me from just cruising around hostile space during a war and killing every weak Starport I find to implode their income?

Yes.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I hope pulsars and black holes get unique buildings/modules.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



I wonder if being adjacent to your existing territory makes it cheaper to build a new outpost or if it's just as expensive to build one one jump away and then later back fill it.

I hope the former.

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!

Psychotic Weasel posted:

The speculation probably comes from Wiz mentioning in the past that if he had to do it over again he'd stick with one FTL type and it would likely be hyperlanes. He's also said he didn't want to make retroactive changes like that though, but that doesn't preclude him from changing other things. Everyone may start with hyperdrive now and have to research the others. In the screen shots it does look like the borders are following specific lanes between stars but that could just be coincidence.

Given the scope of the other changes that we know of, and what is to come, I wouldn't be surprised of the other methods got the axe. I am more of a fan of the freedom Warp drive gives though.

I like wormholes, because I have a whole setup where all the custom races from a sci fi universe I created are in Stellaris, and in that setting everyone uses wormholes to travel around the galaxy. So I get the warm and fuzzies from being able to play my setting.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Wiz posted:

Each system pretty much needs a Starbase due to some other changes that we'll be talking about in the future.
I was hoping for some behind the scenes-ey insight into creative process, but I appreciate it'd probably require talking about stuff not ready for release, or just take attention and time you can't spare right now.

Nitrousoxide posted:

I wonder if being adjacent to your existing territory makes it cheaper to build a new outpost or if it's just as expensive to build one one jump away and then later back fill it.

I hope the former.
The diary says that blobbing out in a circle costs less than going in a long line, so I'm guessing the former. Though maybe the second one would be super cheap due to being surrounded by the others?

GunnerJ
Aug 1, 2005

Do you think this is funny?

...is this a Posadist mod for Hearts of Iron, holy poo poo.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Splicer posted:

I was hoping for some behind the scenes-ey insight into creative process, but I appreciate it'd probably require talking about stuff not ready for release, or just take attention and time you can't spare right now.
The diary says that blobbing out in a circle costs less than going in a long line, so I'm guessing the former.

That could just describe that the distance from your capital determining how expensive it is though, so you could have back-filling cost the same.

I assume they'll work on balancing costs as they approach completion though.

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Magil Zeal
Nov 24, 2008

I like the idea of modules granting economic benefits for starports--you probably only need a certain number of shipyards at any stage of the game, so the rest can go into increasing naval capacity and otherwise boosting your income. It'll add another dimension to the managing resources game, which is my favorite part of the game. Looking forward to it.

Also, yes, the dev diary confirms they're built on stars.

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