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Shadowlyger posted:And the point I'm making is that this is stupid. There shouldn't be choke points in loving space. gowb posted:His argument is a bit haphazard but I don't think he's saying it's not realistic, it's more like it doesn't fulfill the fantasy and freedom of a space game if your movement is constricted so much, which I can understand. Splicer fucked around with this message at 09:46 on Nov 3, 2017 |
# ? Nov 3, 2017 09:39 |
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# ? May 14, 2024 07:41 |
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For FFA games, I liked warp best because it's the zero bullshit go anywhere option, hyperlanes can sometimes be restrictive, wormholes require babbying all those stations. Since we're getting eve-o/freelancer style travel now though, it's gonna be better so Nevets posted:Stellaris - Wiz stuck his Hyperlane down my Wormhole and now it's Warped mods, please
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# ? Nov 3, 2017 09:44 |
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IAmTheRad posted:There's one thing that has been bothering me.
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# ? Nov 3, 2017 10:11 |
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Baronjutter posted:"I do not accept this game design change! I do not accept this game design change!" I shout as I slowly mod myself into a corn cob. Baronjutter posted:I actually kinda hate feeling forced to explore the entire drat galaxy with my 3 starting ships. I'll usually have the entire galaxy mapped by the time I've got my first colony. I'd much rather slowly explore with science ships. Based on some of the changes I could see colonisation becoming a researchable again. I think (?) that since pooled food came in two planets no longer means double pop growth, and you don't need planets for fleet cap any more, so it's not quite such a gimme first research. I'd like to see bubble cities as a thing. Raise the habitability requirements again but you can colonize by building pricey tiles with a capped habitability boost. If the planet'a base habitability is too low new pops will only grow on empty pre-built tiles. A lot of this is probably from playing ascendancy again.
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# ? Nov 3, 2017 10:54 |
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It is a little strange that there's no planet size increasing techs. Those are kind of a staple of 4x games. But hey, when the big pop/tiles overhaul comes with Stellaris 2.5 we might get some of those.
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# ? Nov 3, 2017 12:15 |
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Playing first game ever, first colony ship almost made me go space electric money bankrupt when the "pay x till colony goes live" costs kicked in lol. Also my 1 neighbor I met is super capitalist cocksucker who immediately declared me his rival like a week after I guaranteed his sovereignty. gently caress you space Trump lizards, time to build more of my patented "Snapping Turtle" class corvettes.
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# ? Nov 3, 2017 15:00 |
Im excited for the possibilities for additional megastructures. A mega-fortress of our own. A wormhole engine, super-stealth generator (anywhere is your space is nebula'd, mutually exclusive with the sensor relay), a whole bunch of options to add. (I really love mega-engineering a concept
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# ? Nov 3, 2017 15:03 |
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DatonKallandor posted:It is a little strange that there's no planet size increasing techs. Those are kind of a staple of 4x games. I would say that tile blocker removal fills that niche.
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# ? Nov 3, 2017 15:06 |
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Wiz, please help! Literally punishment detail lol.
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# ? Nov 3, 2017 15:07 |
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McGiggins posted:Wiz, please help! Send shadowlygr there. Then shoot him through the wormholes he loves so much.
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# ? Nov 3, 2017 15:34 |
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StealthArcher posted:Send shadowlygr there. Then shoot him through the wormholes he loves so much. Why don't we shoot you through a wormhole into the Shroud
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# ? Nov 3, 2017 15:41 |
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Shadowlyger posted:Why don't we shoot you through a wormhole Find me a post of me complaining like you about it being added and I will build the ship for you.
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# ? Nov 3, 2017 15:46 |
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The closer this games gets to an actual RTS, the better it gets. These changes own. All hail space geography! All hail "micro" (lmao you loving scrub, yes you)
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# ? Nov 3, 2017 15:54 |
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I think that we can all agree that EUV and CK2 were both extremely micro intensive games and that Stellaris moving further down that road is going to turn off the majority of its current fans. Only Star Craft 2 players like these changes.
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# ? Nov 3, 2017 16:00 |
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The level of micro required for combat in this game is still lower than the first 2 minutes of Starcraft, but yeah sure guy e: i think I've been wooshed 3 DONG HORSE fucked around with this message at 16:35 on Nov 3, 2017 |
# ? Nov 3, 2017 16:28 |
turn off the TV posted:I think that we can all agree that EUV and CK2 were both extremely micro intensive games and that Stellaris moving further down that road is going to turn off the majority of its current fans. Only Star Craft 2 players like these changes. Huh?
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# ? Nov 3, 2017 16:32 |
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These unsourced copy pastas just own.
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# ? Nov 3, 2017 16:36 |
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Truga posted:These unsourced copy pastas just own. It's an original creation but I think the fact that this thread has reached the point where it's taking a post comparing CK2 to Star Craft at face value is cool.
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# ? Nov 3, 2017 16:38 |
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Mad props to you then. And yeah, I love stellaris because combat tactics basically don't exist, there's just the strategic level, rather than poo poo like star craft or moving 10 billion unit stacks one unit at a time in civilization games. Move fleet to enemy, overwhelm them by superior mineral expenditure. Going for any sort of micro skill gameplay would be stupid anyway, since you'd just have to pause a lot instead.
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# ? Nov 3, 2017 16:47 |
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turn off the TV posted:For the sake of realism I've modded Stellaris to remove FTL travel options from the game. This doesn't have to be a joke. http://steamcommunity.com/sharedfiles/filedetails/?id=838444260 Based on an earlier mod called "Einstein was Right".
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# ? Nov 3, 2017 16:47 |
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Truga posted:Mad props to you then. That's the whole point. There is no micro in Stellaris. Clicking a few times is not micro! The updated combat system adds a few extra clicks for a massive improvement in gameplay. That's an extremely fair trade off. e: I'm dumb, we're actually agreeing turn off the TV posted:It's an original creation but I think the fact that this thread has reached the point where it's taking a post comparing CK2 to Star Craft at face value is cool. Lol, good poo poo
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# ? Nov 3, 2017 17:29 |
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So I’m watching the design corner video, and I haven’t finished it and maybe I missed it in the thread, but uh there’s a 3/10 underneath the fleet name where it used to just be a 3.
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# ? Nov 3, 2017 17:39 |
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Another thing I hope we get with the update: I would really like to be able to shift-click to queue up 5 ships building at once.
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# ? Nov 3, 2017 17:51 |
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really queer Christmas posted:So I’m watching the design corner video, and I haven’t finished it and maybe I missed it in the thread, but uh there’s a 3/10 underneath the fleet name where it used to just be a 3. Yeah, this was trailed earlier. Really looking forward to finding out how individual fleet caps will work.
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# ? Nov 3, 2017 17:52 |
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really queer Christmas posted:So I’m watching the design corner video, and I haven’t finished it and maybe I missed it in the thread, but uh there’s a 3/10 underneath the fleet name where it used to just be a 3. Yeah, fleet size limits are a new thing, I wonder if we might get some sort of fleet supply mechanic too to prevent you from just stacking all your fleets in the same spot. These changes along with galactic geography seem like they'll work well to put an end to doom stacks.
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# ? Nov 3, 2017 17:57 |
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Chalks posted:Yeah, fleet size limits are a new thing, I wonder if we might get some sort of fleet supply mechanic too to prevent you from just stacking all your fleets in the same spot.
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# ? Nov 3, 2017 17:59 |
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Chalks posted:Yeah, fleet size limits are a new thing, I wonder if we might get some sort of fleet supply mechanic too to prevent you from just stacking all your fleets in the same spot. It'd be neat if it has to do with the rank of the admiral you assign to the fleet.
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# ? Nov 3, 2017 18:06 |
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Splicer posted:Thread Wisdom is that it's going to be a soft rather than a hard limit (like your ship and planet caps), and that dumping multiple fleets into one fight will act pretty much the same as dumping all the ships into one fleet. So like Hoi’s system of dumping too many divisions in a fight gives a penalty to all divisions? That could work though it would definitely give the advantage to the person with more tech every time since they can have better equipment per ship and higher fleet capacity.
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# ? Nov 3, 2017 18:09 |
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Splicer posted:Thread Wisdom is that it's going to be a soft rather than a hard limit (like your ship and planet caps), and that dumping multiple fleets into one fight will act pretty much the same as dumping all the ships into one fleet. Some kind of stacking penalty seems likely, but wait and see I guess. Enforcing much smaller per fleet caps, even if they area soft cap, at the very least seems to be a good first step.
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# ? Nov 3, 2017 18:15 |
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IMO tech should not increase single fleet size limits, but war tech being a semi-decent advantage should totally be a thing, seeing how salvaging battle wrecks with science ships is a big thing for warlikes. i.e. You can risk war with that high tech empire and hope for a standstill, but then you have better gear than many of your other neighbours.
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# ? Nov 3, 2017 18:17 |
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I still worry that starbases have set limits to platforms/upgrades meaning they're very much capped, meaning fleets will be able to grow well beyond and make the defenses useless. It's the same problem we have now where at one point in the game a 10k fortress is tough, but later it might as well be a mining station. But, fleets are getting caps as well, so we'll see how it all plays out.
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# ? Nov 3, 2017 18:19 |
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really queer Christmas posted:So like Hoi’s system of dumping too many divisions in a fight gives a penalty to all divisions? That could work though it would definitely give the advantage to the person with more tech every time since they can have better equipment per ship and higher fleet capacity.
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# ? Nov 3, 2017 18:20 |
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really queer Christmas posted:So like Hoi’s system of dumping too many divisions in a fight gives a penalty to all divisions? That could work though it would definitely give the advantage to the person with more tech every time since they can have better equipment per ship and higher fleet capacity. I like this system because it would 100% be an issue in a giant fleet battle, like a way to simulate your commanders loving up occasionally. It would definitely make fleets factor better into roleplaying. I make my fleets based on my empire fluff i.e. Terrans love lots of little fleets and missiles and strikecraft but the religious best friends forever spiders love 1 massive fleet with energy, etc. 3 DONG HORSE fucked around with this message at 18:29 on Nov 3, 2017 |
# ? Nov 3, 2017 18:26 |
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Baronjutter posted:I still worry that starbases have set limits to platforms/upgrades meaning they're very much capped, meaning fleets will be able to grow well beyond and make the defenses useless. It's the same problem we have now where at one point in the game a 10k fortress is tough, but later it might as well be a mining station. But, fleets are getting caps as well, so we'll see how it all plays out. I imagine that you would need to station fleets with your static defenses to keep them viable, much like actually manning a fort. I don't remember ever seeing any sci fi space battles between a fleet and only static defenses.
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# ? Nov 3, 2017 18:27 |
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I bought this game on sale back in June and only got around to installing it last night. I played a shitload of CKII so I thought that would prepare me, but holy poo poo that tutorial had me lost almost immediately. Build a building? OK! Put a pop in it. How? No idea. Send your science ship to another system. OK! It got attacked as soon as it arrived. What now? No idea. Is there a genuine tutorial somewhere? The game looks really cool but unlike CKII I feel like I can't even just jump in and flail around because I understand literally none of the basics.
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# ? Nov 3, 2017 18:27 |
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It'd be neat if there was a command structure where the highest level admiral in a system determined how many separate fleets could operate in it before the penalties kick in.3 DONG HORSE posted:That's the whole point. There is no micro in Stellaris. Clicking a few times is not micro! I mean, if anything it'll be less intensive for the player because the AI will have to actually move its ships through systems, making the whack a mole fleet chasing gameplay we have now more bearable.
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# ? Nov 3, 2017 18:30 |
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Dick Trauma posted:Build a building? OK! Put a pop in it. How? No idea. Click and drag an existing pop. Or wait for a new one to grow. Or build one if you're robots, but then you wouldn't have a tutorial at all, I guess.
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# ? Nov 3, 2017 18:31 |
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Dick Trauma posted:I bought this game on sale back in June and only got around to installing it last night. I played a shitload of CKII so I thought that would prepare me, but holy poo poo that tutorial had me lost almost immediately. Build a building? OK! Put a pop in it. How? No idea. Send your science ship to another system. OK! It got attacked as soon as it arrived. What now? No idea. Nah just roll with it.
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# ? Nov 3, 2017 18:32 |
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Splicer posted:SotS's method worked well, in that even if your opponent had a higher fleet cap you could still wear them down with pure numbers, it just took a LOT of numbers (and you could do things like target the command ship in combat). The SotS stuff obviously doesn't translate directly, but it shows it's doable. That said, I'm hoping there's a few routes to higher fleet cap. Tech & unity, admiral level/traits, adding 1% of your total ship cap etc. 3 DONG HORSE posted:I like this system because it would 100% be an issue in a giant fleet battle, like a way to simulate your commanders loving up occasionally. It would definitely make fleets factor better into roleplaying. I make my fleets based on my empire fluff i.e. Terrans love lots of little fleets and missiles and strikecraft but the religious best friends forever spiders love 1 massive fleet with energy, etc. I also like the change, I just hope it’s not too reliant on tech. Having a war civ be able to overcome a smaller tech focused civ should he possible, just not guaranteed. Also thinking about it, it seems to give another point in the defenders favor, since they could have a fleet next to a star base and make it hard to crack with numbers since you would get the penalty. Unless you could have a fleet attack a star base and another fleet engage with the enemy fleet. That would be really cool.
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# ? Nov 3, 2017 18:40 |
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# ? May 14, 2024 07:41 |
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turn off the TV posted:It'd be neat if there was a command structure where the highest level admiral in a system determined how many separate fleets could operate in it before the penalties kick in. I'll be very surprised if that's not a how things will work on a high level, how it's actually going to be implemented though I'm very excited to hear about.
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# ? Nov 3, 2017 18:43 |