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I hope expansion still halves that cost. Caching.
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# ? Oct 26, 2017 15:30 |
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# ? May 14, 2024 21:59 |
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Magil Zeal posted:Also, yes, the dev diary confirms they're built on stars. Starports! Of course!! Genius!
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# ? Oct 26, 2017 15:31 |
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"Modules will also change the graphical appearance of the Starbase, so a dedicated Shipyard will look different from a massive defensive-oriented fortress brimming with dozens of gun turrets." Why do you do this to your artists?
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# ? Oct 26, 2017 15:31 |
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Since Wiz & company seem to be knee-deep in gameplay changes already, how about another addition to the pile: Problem 1: From the midgame on, players usually seem to have at least one of their resources at or near capacity (thus wasting production) during peacetime. Problem 2: Planetary tile resources are often either inefficiently distributed (so that there is no good place for the capital building to go), or simply few in number. My solution to this would be to allow redevelopment of tiles at a large cost of stored resources. A midgame technology first allows building food/mineral/energy tiles that add +1, then a later technology expands this to a maximum of +2 (vast and immense deposits should always remain special and unreplicatable), and finally a late-game technology opens up tiles for physics/society/engineering development to +1. Each tile redevelopment would delete all previously existing resources of any other type after the process is completed and instead add one of the desired type. Only one tile per planet can be worked on like this at a time, and the process takes 10 years (less with the Mastery of Nature perk). Any comments welcome.
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# ? Oct 26, 2017 15:37 |
Sovereignity should be like old Eve Online sov rules. Fueling, contesting tower count, reinforcement, random timers. Hire me Paradox.
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# ? Oct 26, 2017 15:50 |
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Why isn't the last level called starcitadel? Also what about starkeep, starfort, starcastle, starborg and so on?
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# ? Oct 26, 2017 15:54 |
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This is a good endgame crisis, but I've not seen the redone scourge/unbidden yet so I've only got the old, disappointing ones to go by.
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# ? Oct 26, 2017 15:55 |
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Poil posted:Why isn't the last level called starcitadel? Also what about starkeep, starfort, starcastle, starborg and so on? Gotta leave room for modders to come up with a bunch of expanded starport level names.
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# ? Oct 26, 2017 15:55 |
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GunnerJ posted:...is this a Posadist mod for Hearts of Iron, holy poo poo. it is and it is AWESOME and goon-made. http://steamcommunity.com/sharedfiles/filedetails/?id=1156789523 download it and you too can abolish time with your army of cyborg trotsky commando clones
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# ? Oct 26, 2017 15:55 |
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This update is what I've been dreaming of. Wiz confirmed in a tweek this is coming out next week right? Baronjutter fucked around with this message at 16:16 on Oct 26, 2017 |
# ? Oct 26, 2017 16:14 |
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Baronjutter posted:This update is what I've been dreaming of. Actually it is already out, but you're in the wrong timeline
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# ? Oct 26, 2017 16:18 |
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Baronjutter posted:This update is what I've been dreaming of. It's already out, you must not be on the Good List
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# ? Oct 26, 2017 16:19 |
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Reading through the Paradox forum thread, it seems you can't invade any planets in system until taking control of the starbase. Makes sense, in as much as this is all about moving something from the planet to the star. Has some implications for the ground combat system which I hope is getting some attention in this update. Also wonder if you can use a starport you take control of for the duration of the war even if you don't take permanent possession of it.
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# ? Oct 26, 2017 16:24 |
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Oh, Wiz, it's like some wonderful dream! Hoping that the warscore screen looks like EU4/Sector Management where you just pick the systems you want on the galactic map. Also skimming the Paradox thread the number of people who actually like how borders works currently is completely baffling.
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# ? Oct 26, 2017 16:29 |
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Wiz on the official forums said about primitives posted:This is something we're currently sorting out, I'm currently leaning towards giving the empire who owns the system of the spacefaring primitives the choice between making them a protectorate and ceding the starbase or stopping them from becoming spacefaring altogether.
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# ? Oct 26, 2017 16:33 |
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Aethernet posted:Wiz, you're missing the opportunity to require primitives to convert all their pops into colony ships and then be expelled from your territory, guarded by a single rusty cruiser. I think this would be equivalent to invading and then purging with displacement.
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# ? Oct 26, 2017 16:36 |
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GunnerJ posted:I think this would be equivalent to invading and then purging with displacement. But then my robot overlords wouldn't be able to pursue them as they fled. What's the point of displacement if I can't start a quasi-spiritual hunt through the stars?
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# ? Oct 26, 2017 16:38 |
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I prefer the method where they're dropped on a lovely planet and enforcing no-FTL on their ignorant descendants or else they get bombarded from orbit.
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# ? Oct 26, 2017 16:45 |
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Gonna shed a tear for stacking +border %, but yeah, this looks good.
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# ? Oct 26, 2017 16:46 |
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I guess this is the military expansion since we're getting like half the stuff Wiz has speculated about wanting to do eventually in the past. Fleet overhaul, border overhaul, station overhaul, FTL overhaul (based on the whole second expansion diary being about FTL), and hopefully invasion/army overhaul.
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# ? Oct 26, 2017 17:02 |
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When's manpower/sailors coming?
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# ? Oct 26, 2017 17:16 |
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Gimmick Account posted:Problem 1: From the midgame on, players usually seem to have at least one of their resources at or near capacity (thus wasting production) during peacetime. Wait what? Unless didn't buy Leviathans for some reason, or you're playing a Purifier type (who can't access Enclave services), there is absolutely no reason to be capped on any resource. If you are routinely sitting at that ceiling, you are doing something wrong. Midnightghoul posted:When's manpower/sailors coming? New feature: Fallen Empires now tributary all empires even remotely close to them, preventing the player from attacking them.
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# ? Oct 26, 2017 17:18 |
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For wishlisting, here's how I would change FTL drives in stellaris. 1. All ships have Warp by default. It is slow, an unreliable with a chance that some ships come out of FTL damaged, or go missing. Tie that into random events so that you could have one of your own future ships drop out of warp, giving you some neat narrative and science opportunities. 2. Research can improve your Warp drives. Both speed and reliability. At higher levels of research it branches so you have to choose between improving either speed or reliability further, which cuts off your ability to improve the aspect you didn't pick. 3. You can research hyperlanes. You still use normal warp engines to access them. Using a hyperlane vastly improves travel speed and greatly reduce the risk of mishaps, in exchange for being limited to set predefined lanes. 4. You can also research wormholes. Instead of being their own free FTL system, wormholes are now strictly point to point, requiring a wormhole station at either end. The upside is that you can go from one station, or gate if you will, directly to any other in your system. Wormhole networks are in this way utilised as a logistical system, build one gate at your shipyard system and another at your heavily fortified fortress system. Wormhole stations are still as vulnerable as they currently are, so an enemy can destroy your stations to hinder you. They are also far more expensive than they currently are, and cost upkeep. Building an empire wide gate network that allows transit to and from every settled system is possible but expensive. 5. Warp drives are heavy, costly, and power hungry components. Allow you to build ships without a warp drive. These sublight ships can only move from system to system via wormholes, but in exchange, not having to have an expensive, bulky, and power hungry warp drive allows these ships to be more heavily armed and armoured than your warp ships. 6. (Optional) Add a hull section to the largest ship class that forgoes any normal slots and instead mounts a mobile wormhole station. Cost and/or upkeep of this module would be even higher than conventional stationary wormhole station in exchange for letting you use your defensive sublight ships offensively.
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# ? Oct 26, 2017 17:19 |
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Groetgaffel posted:unreliable with a chance that some ships come out of FTL damaged, or go missing. Oh hell no. This is the kind of thing that infuriates a player. Losing ships when you hit the emergency warp button is one thing, because it's a conscious act on the player's part that has a chance to cause a small negative effect. Being completely beholden to the RNG gods at the start of the game is just frustrating and annoying. Every time you move a science ship you would need to remove the scientist from leading it, because if it vanishes you don't want to be out another 50 influence for a new one. Massive amounts of micromanagement just to lessen the punishment for exploring.
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# ? Oct 26, 2017 17:32 |
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I think I said this before, but I think I'd like that you can start with hyperlanes or warp, but they don't improve much beyond how they start out and the first big leap is when you first research the one you didn't start with, dump both on your ships, and can then use whichever is more advantageous in each situation.
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# ? Oct 26, 2017 17:34 |
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I hate trying to play while being bombarded with how awesome things are going to be in the next big dlc patch, again. Aethernet posted:But then my robot overlords wouldn't be able to pursue them as they fled. What's the point of displacement if I can't start a quasi-spiritual hunt through the stars?
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# ? Oct 26, 2017 17:48 |
These changes all sound extremely good. Honestly didn't expect this kind of total overhaul (maybe in Stellaris 2) but I'm not complaining.canepazzo posted:Sovereignity should be like old Eve Online sov rules. Fueling, contesting tower count, reinforcement, random timers.
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# ? Oct 26, 2017 17:51 |
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binge crotching posted:Oh hell no. This is the kind of thing that infuriates a player. Losing ships when you hit the emergency warp button is one thing, because it's a conscious act on the player's part that has a chance to cause a small negative effect. Being completely beholden to the RNG gods at the start of the game is just frustrating and annoying. Every time you move a science ship you would need to remove the scientist from leading it, because if it vanishes you don't want to be out another 50 influence for a new one. Massive amounts of micromanagement just to lessen the punishment for exploring. My thought is that it should be a hazard along the lines of the various hostile critters already floating around in space. Dangerous early game, but avoidable, and with tech you can mitigate the danger. You could for example have unstable regions visible on the map, warping through one of those is where mishaps can happen, making it a player choice to get from A to B quicker at the cost of some ships being thrown off course/emerging damaged/go missing, rather than it being straight up RNG bullshit. A science ship on auto explore would if possible path around such dangers, and prioritise hyperlanes once discovered.
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# ? Oct 26, 2017 17:52 |
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Wiz posted:Yeah, can't invade primitives outside your borders. No influence cost for colonizing or invading primitives though. Do you need extra influence to colonize a planet that is inside your borders with the changes?
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# ? Oct 26, 2017 17:56 |
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Is all this content gonna be in a free update?? That's nuts
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# ? Oct 26, 2017 17:57 |
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IAmTheRad posted:Do you need extra influence to colonize a planet that is inside your borders with the changes? No
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# ? Oct 26, 2017 17:58 |
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Since I'm the kind of player who does things in big clumps then gets distracted microing a war, I have to ask if there will at least be something like the sector assigning interface for building outposts or if I'll have to go and build each one individually while keeping them spread out across my construction ships. As it stands, we're going to be building a lot of outposts. That or I'll wait for my Holy Lord and Savior the Autobuild Mod to rescue me. Seriously, hire that guy. wiegieman fucked around with this message at 18:09 on Oct 26, 2017 |
# ? Oct 26, 2017 18:03 |
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IAmTheRad posted:Do you need extra influence to colonize a planet that is inside your borders with the changes? Quoth the dev diary: quote:As Starbases now determine system ownership, it will no longer be possible to colonize or invade primitives outside your borders in the Cherryh update...[and] since Starbases now cost influence to construct (see below), we have removed the influence cost for colonizing and attacking primitives.
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# ? Oct 26, 2017 18:15 |
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LordMune posted:Stealing Wiz's thunder: Dev Diary #91: Starbases This update already sounds god-tier and it’s in the beginning phases. I’m really excited for the future of this game.
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# ? Oct 26, 2017 18:21 |
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gowb posted:Is all this content gonna be in a free update?? That's nuts I highly doubt it but you never know.
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# ? Oct 26, 2017 18:27 |
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Danann posted:I prefer the method where they're dropped on a lovely planet and enforcing no-FTL on their ignorant descendants or else they get bombarded from orbit. Hell no, that event chain just eventually leads to a massive doomstack carving a warpath straight to the capitol at the heart of your empire, CK2 decadence invasion style. Purge with fire!
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# ? Oct 26, 2017 18:37 |
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gowb posted:Is all this content gonna be in a free update?? That's nuts My money is on 'yes', because it would probably be too much work to create this whole new system of system ownership/stellar spaceports, and then also maintain the old method of border extrusion and planetary spaceports. Disclaimer: I do not work for Paradox.
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# ? Oct 26, 2017 18:41 |
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Anything that's a paid feature will be explicitly marked as such. So far, everything is free, and there hasn't even been a paid expansion so much as hinted at. And yeah, just practically, this is such a huge overhaul to the very core of the game that trying to charge money for it would get basically the entire fanbase up in arms, not to mention the developer hell of trying to make a game with two radically different territory and war systems for portions of your players.
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# ? Oct 26, 2017 18:46 |
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I like that this appears to completely decouple territory and colonization. Because your ability to hold territory is entirely dictated by who owns the system outpost and how well they can back that claim up with guns. So you can call dibs on space without any planets in it, just by plopping down posts and building a fleet base somewhere nearby. Presumably at this point, planets are just like really good resource nodes.
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# ? Oct 26, 2017 18:47 |
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# ? May 14, 2024 21:59 |
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Well, Cherryh is going to be a big one
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# ? Oct 26, 2017 19:08 |