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DatonKallandor posted:The fact that everyone, including pacifists are going to get hit by space pirates and nomadic mercenaries means even pacifists will get to use the cool new war and combat mechanics. "Us? Fight? Oh, no, never, we're committed pacifists! Why, we even gave developmental aid to those poor, neglected space nomads? Oh? You say they're ripping a hole through your empire now? My goodness, I wonder why they would ever have decided to do that?"
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# ? Jan 22, 2018 04:47 |
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# ? May 29, 2024 22:11 |
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The only way to ensure peace in the galaxy is to shield every single inhabited planet.
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# ? Jan 22, 2018 05:26 |
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Artist's rendition of the Prethoryn Swarm on encountering a shielded planet:
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# ? Jan 22, 2018 05:32 |
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Is there a way to shield your own capital? Sometimes the only way to win is not to play at all.
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# ? Jan 22, 2018 06:01 |
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cant genocide me if I shield all my worlds. Check-mate purifiers
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# ? Jan 22, 2018 06:14 |
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Agean90 posted:cant genocide me if I shield all my worlds. Check-mate purifiers Hello there Spathi. I'm surprised to see you communicating with, well, anyone.
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# ? Jan 22, 2018 06:20 |
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Martout posted:An argument could be made that with a larger but still trustworthy beta testing crew you'd be able to nail down features and squash bugs better... I'll sign an NDA to help test please :3
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# ? Jan 22, 2018 07:46 |
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Guilliman posted:I'll sign an NDA to help test please :3 not an empty quote
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# ? Jan 22, 2018 07:54 |
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I, too, would like to jump on board the public begging for the private beta test. My credentials are: - Have played far too much Stellaris - Can write bug reports using human words - Will make references to really old 4X games when providing feedback on features
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# ? Jan 22, 2018 08:54 |
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I do QA for real life things so I think I'd make a good beta tester too. I am really good at reporting errors in descriptive and useful ways!!! I also suck a mean dick and flick a decent bean
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# ? Jan 22, 2018 08:55 |
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Because I've been told the person reading the suggestion forums is away and no one reads it currently; Wiz, Can the new war/claim/border system have a planet specific "weight/threat" factor that tells the AI how much it wants a planet. Preferably manipulatable using scripting. Since we're redoing the border system and war right now I feel this is an applicable suggestion. That way an event could make a planet really desirable for AI empires. If the weight/threat is high enough it could be a reason for war or expansion. This would also allow your story and event writers to make creative and fun events around that in the future. Alternatively, perhaps it could work on a system level so when the AI sees an abandoned mega structure or a special world they will expand towards that system. I'm sure this is already somewhat possible but I'd love it if this was possible to be script accessible. I hope this idea is somewhat alright. I think it could open up the possibility for a lot more dynamic war causes and directions. Cheers! Guilliman fucked around with this message at 09:19 on Jan 22, 2018 |
# ? Jan 22, 2018 09:15 |
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Seriously just hire Guilliman already
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# ? Jan 22, 2018 09:28 |
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also +1 for public beta, i'm a software engineer so ~~~
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# ? Jan 22, 2018 15:07 |
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Aethernet posted:I, too, would like to jump on board the public begging for the private beta test. My credentials are: I will also use QA specific buzzwords with nearly 50% accuracy, and send at least some of my feedback from a real computer. I mean, it's not going to happen but I can pretend. Splicer fucked around with this message at 15:42 on Jan 22, 2018 |
# ? Jan 22, 2018 15:38 |
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Guilliman posted:Because I've been told the person reading the suggestion forums is away and no one reads it currently; I'm really hoping that they're retooling war ai alongside the wargoals and stuff. It'd be nice if the AI knew the difference between an offensive war and a defensive war. Right now even if an AI empire vastly overpowers you and declares war on you they will prioritize defending their own planets even if they're being attacked by a single corvette. This makes it really easy to drag out an otherwise unwinnable war without any real.cost to the player
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# ? Jan 22, 2018 16:32 |
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I'd love to see negotiable Neutral Zones.
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# ? Jan 22, 2018 17:26 |
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Galaga Galaxian posted:I'd love to see negotiable Neutral Zones. If I remember correctly on stream they mentioned they thought about it but lack of time is why it's not in the current update. I'm hoping we see such a thing in the diplomacy future update
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# ? Jan 22, 2018 17:34 |
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Galaga Galaxian posted:I'd love to see negotiable Neutral Zones.
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# ? Jan 22, 2018 17:43 |
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Does having a non-aggression pact with a neighbor block you from claiming their systems? That'd have a similar effect as a neutral zone, but it's admittedly a lot less cool. There's no real incentive to leave empty space between empires in game, it's just resources that neither of you are taking advantage of.
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# ? Jan 22, 2018 17:47 |
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These systems were super lovely. No colonisable planets, one or two minerals per system. Literally not worth the influence. Just this kiloparsec long, two or three system wide wall of apathy and familiarity masquerading as friendship.
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# ? Jan 22, 2018 17:52 |
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Guilliman posted:If I remember correctly on stream they mentioned they thought about it but lack of time is why it's not in the current update. Yea, given everything on the stream in regards to such questions points to them having to make a toss between war/ship mechanics on one hand OR diplomacy on the other and them choosing the former, I wouldn't be surprised if we see this eventually. It wouldn't make sense at all with the systems atm, but with something like a similarly big diplomacy/espionage patch that allows all kinds of messing about to happen in these neutral zones, I could dig it. Also looking forward to the eventual civilian shipping lanes between planets eventually being a thing, now that everyone's unified on Hyperspace travel as the most basic type from the start and that it won't eat up as many resources for the computer. And poo poo...just about everything from here on in. 2.0 Legit has me excited for the game as a whole, something which was only touched upon by Utopia previously, so thanks for biting on the bullet at last Wiz - either way and grumbles aside, I think it is going to be worth it.
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# ? Jan 22, 2018 17:54 |
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There's a mod where you can grant planets independence, which I liked because I could set up little buffer states between me and other empires.
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# ? Jan 22, 2018 17:55 |
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Galaga Galaxian posted:I'd love to see negotiable Neutral Zones. This would be great, but Claims looks like a step in the right direction. I spent most of this last game waiting for the big authoritarian empire to my north who spent like 100 years hugging the border of the local xenophobe FE to push a little to hard and get the piss taken out of them, but it just never happened. I managed to survive and maintain independence until now partly by setting up a bunch of distant vassals in the mostly unsettled southwest (playing feudal), but now the first contingency planet spawned in one of my nearby vassals and I think the jig is up. Now that I think about it, I think this is the first time I've played a game where no Fallen Empires awakened at all since that feature was added.
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# ? Jan 22, 2018 17:59 |
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To this day I've still never played a game with the Prethoryn Swarm showing up. OTOH I've played tons of Unbidden games and only one Contingency, that quickly curbstomped me since I was so smart in deciding to start a game with increased endgame crisis difficulty.
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# ? Jan 22, 2018 18:04 |
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CrazyLoon posted:To this day I've still never played a game with the Prethoryn Swarm showing up. OTOH I've played tons of Unbidden games and only one Contingency, that quickly curbstomped me since I was so smart in deciding to start a game with increased endgame crisis difficulty. Preythorins are almost all I ever get. I've only gotten Unbidden once in like 360 logged hours, contingency twice (this is the second), and I never got a pre-contingency AI uprising at all.
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# ? Jan 22, 2018 18:09 |
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I love playing as machine intelligences, which means I have a HUGELY inflated chance of seeing the Contingency. I should probably mod the game to remove the boosted Contingency chance from having a large machine empire, just to get some variety.
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# ? Jan 22, 2018 18:10 |
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I'm tempted to just start another game, but I'm worried Apocalypse is gonna drop like the day after I start it or something
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# ? Jan 22, 2018 18:13 |
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https://twitter.com/Martin_Anward/status/955487969124732928 Wonder what this means for the edicts that just cost 1 influence/month for as long as they're active.
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# ? Jan 22, 2018 18:14 |
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GunnerJ posted:https://twitter.com/Martin_Anward/status/955487969124732928
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# ? Jan 22, 2018 18:19 |
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GunnerJ posted:https://twitter.com/Martin_Anward/status/955487969124732928 Map The Stars is one of those, and it has a price tag in line with all the others in that screenshot.
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# ? Jan 22, 2018 18:22 |
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GunnerJ posted:https://twitter.com/Martin_Anward/status/955487969124732928 gently caress yes. The creation of the core sector meaning you only needed to manage one leader rather than constantly checking your planets if someone died and doing math to figure out which leader should go to which planet, was such a good move. Doing the same with most planetary edicts is also good. Obviously stuff like land of opportunity will stay planet-specific though. Interesting though is the healthcare campaign that costs energy, that's a totally new mechanic.
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# ? Jan 22, 2018 18:23 |
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vvvThey showed off in the stream that a lot of edicts/policies cost energy now. And so does hiring leaders. It's to remove some of the influence sinks from the game because expanding costs influence for each system and they didn't massively increase the income.Guilliman posted:If I remember correctly on stream they mentioned they thought about it but lack of time is why it's not in the current update. They could use the claim system for it: Let people claim neutral space, and if multiple people claim the same piece they first have to spend claims removing someone elses claim. If you wanted a barrier to someone, you'd just claim the neutral space outside your borders, forcing your opponent to spend way more influence to go in that direction. Cheaper expansion would obviously be preferred, so they'd naturally expand away from your claimed space. Or the sector system, they would work too.
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# ? Jan 22, 2018 18:27 |
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If edict costs don't scale that'll be a pretty big buff to large empires. If they scale with planets then lol small planets. If they scale with pops though...
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# ? Jan 22, 2018 18:27 |
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I wish all edicts were a per month cost thing instead of having to click every month. I hope there's an option to auto-renew them/get a notification like with trade deals.
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# ? Jan 22, 2018 18:27 |
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Truga posted:I wish all edicts were a per month cost thing instead of having to click every month. I hope there's an option to auto-renew them/get a notification like with trade deals. Nobody beats the Wiz
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# ? Jan 22, 2018 18:39 |
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DatonKallandor posted:The fact that everyone, including pacifists are going to get hit by space pirates and nomadic mercenaries means even pacifists will get to use the cool new war and combat mechanics. I hope the new pirate mechanics mean that the scripted event where pirates spawn the moment you build a resource station outside your home system is removed.
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# ? Jan 22, 2018 19:18 |
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Fintilgin posted:I hope the new pirate mechanics mean that the scripted event where pirates spawn the moment you build a resource station outside your home system is removed. If I recall correctly that is what triggers pirates to start growing now. It's no longer an event where you pop one station and are done though. You just need to push them back until there is nowhere left to go.
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# ? Jan 22, 2018 19:22 |
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dominator posted:Nobody beats the Wiz owns
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# ? Jan 22, 2018 19:25 |
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Splicer posted:If edict costs don't scale that'll be a pretty big buff to large empires. If they scale with planets then lol small planets. If they scale with pops though... Could be - depends if large empires have a lot to spend influence on. Simply getting large will cost a lot of influence regardless. What I really like about this change - and greater use of energy - is that it increases the fungibility of resources. Influence tends to be the first resource I get bored of clicking on planets to dump, and having an easier way of spending it to generate other resources will help make influence builds much more interesting.
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# ? Jan 22, 2018 19:30 |
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# ? May 29, 2024 22:11 |
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turn off the TV posted:There's a mod where you can grant planets independence, which I liked because I could set up little buffer states between me and other empires. Isn't there an option to do that right now without a mod, or did I imagine that?
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# ? Jan 22, 2018 20:46 |