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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! 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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# ? Oct 26, 2017 11:58 |
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# ? May 14, 2024 23:26 |
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Stealing Wiz's thunder: Dev Diary #91: Starbases
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# ? Oct 26, 2017 12:49 |
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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?
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# ? Oct 26, 2017 12:56 |
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LordMune posted:Stealing Wiz's thunder: Dev Diary #91: Starbases 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!
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# ? Oct 26, 2017 13:02 |
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IAmTheRad posted:It seems like now I can't expand as easily. Yeah, can't invade primitives outside your borders. No influence cost for colonizing or invading primitives though.
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# ? Oct 26, 2017 13:02 |
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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. 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.
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# ? Oct 26, 2017 13:04 |
Loving the looks of these changes, Wiz.
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# ? Oct 26, 2017 13:10 |
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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?
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# ? Oct 26, 2017 13:10 |
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It'll probably be like enigmatic fortress where you just get blapped if you get too close with a too small fleet.
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# ? Oct 26, 2017 13:20 |
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Do we still design defense platforms?
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# ? Oct 26, 2017 13:21 |
How do starbases cap and systems cap interact? Are we going back to colonies cap?
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# ? Oct 26, 2017 13:22 |
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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 |
# ? Oct 26, 2017 13:23 |
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LordMune posted:Stealing Wiz's thunder: Dev Diary #91: Starbases 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.
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# ? Oct 26, 2017 13:25 |
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?
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# ? Oct 26, 2017 13:41 |
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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.
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# ? Oct 26, 2017 13:44 |
Psychotic Weasel posted:Those are indeed some fundamental changes, sounds like it will be a whole new game by the time they're done. 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.
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# ? Oct 26, 2017 13:45 |
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Wiz posted:Yeah, can't invade primitives outside your borders. No influence cost for colonizing or invading primitives though. 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?
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# ? Oct 26, 2017 14:08 |
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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. 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 |
# ? Oct 26, 2017 14:12 |
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Starbase ownership trumps colonies when it comes to determining the system owner. Primitives developing FTL will be handled!
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# ? Oct 26, 2017 14:13 |
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Aethernet posted:Curse you, linear time! Wiz, you know what to do.
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# ? Oct 26, 2017 14:13 |
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LordMune posted:Starbase ownership trumps colonies when it comes to determining the system owner. Primitives developing FTL will be handled!
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# ? Oct 26, 2017 14:16 |
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 I imagine it's based on the number of jumps to the capital, which would work well with a shift to all hyperlanes.
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# ? Oct 26, 2017 14:22 |
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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 |
# ? Oct 26, 2017 14:28 |
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Very mild contingency spoiler: In the middle of the galaxy reeling from the arrival of omnicidal maniacs, an episode of Dr Who happens.
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# ? Oct 26, 2017 14:34 |
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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". Each system pretty much needs a Starbase due to some other changes that we'll be talking about in the future.
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# ? Oct 26, 2017 14:39 |
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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 |
# ? Oct 26, 2017 14:39 |
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I'm guessing that if wormhole FTL remains in the game in any form, then the generators will be in starports in some way.
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# ? Oct 26, 2017 14:40 |
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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.
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# ? Oct 26, 2017 14:45 |
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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
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# ? Oct 26, 2017 14:46 |
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GunnerJ posted:Wiz, you know what to do.
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# ? Oct 26, 2017 14:47 |
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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.
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# ? Oct 26, 2017 14:50 |
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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?
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# ? Oct 26, 2017 14:50 |
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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.
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# ? Oct 26, 2017 14:51 |
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I hope pulsars and black holes get unique buildings/modules.
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# ? Oct 26, 2017 14:52 |
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.
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# ? Oct 26, 2017 14:54 |
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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. 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.
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# ? Oct 26, 2017 14:57 |
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Wiz posted:Each system pretty much needs a Starbase due to some other changes that we'll be talking about in the future. 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.
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# ? Oct 26, 2017 14:58 |
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...is this a Posadist mod for Hearts of Iron, holy poo poo.
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# ? Oct 26, 2017 15:00 |
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. 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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# ? Oct 26, 2017 15:01 |
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# ? May 14, 2024 23:26 |
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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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# ? Oct 26, 2017 15:26 |