|
Samopsa posted:You can get them digitally high-res here: Cheers. The 'It Could Happen Here' one is a propaganda masterpiece.
|
# ? Feb 21, 2018 13:40 |
|
|
# ? May 26, 2024 18:00 |
|
LordMune posted:To pick up from some posts ago, a new thread is probably due. Stellaris - Consumer Electronics
|
# ? Feb 21, 2018 14:10 |
|
Jazerus posted:besides, the star trek mod is going to still want to use warp. i wouldn't be surprised if there's a defines setting that at least re-enables warp, wormhole might be more permanently dead though you could probably hack something kind of similar together from modding the gate system From messing around with the backend of the game for modding, the FTL property of a drive is just a line saying "ftl = <whatever>". So unless Paradox deletes all the code for how warp drive works, it seems likely you can mod in drives that have "ftl = warp" attached. Wormhole was always a lot weirder than the other two in practice, though, because its whole system is tied to the stations, not the ships.
|
# ? Feb 21, 2018 14:21 |
|
GunnerJ posted:From messing around with the backend of the game for modding, the FTL property of a drive is just a line saying "ftl = <whatever>". So unless Paradox deletes all the code for how warp drive works, it seems likely you can mod in drives that have "ftl = warp" attached. Depends. I think they turned the warp drive into the late game 'jump drive'. It's not an instant teleport and you have a debuff when you land. They also made ships have to traverse a system to a specific jump point to make it through. Which could either be an old dev cycle mechanic that was never used (we've always had the arrows in system) or it could be a new thing that'll mess with warp drives if they're modder back in.
|
# ? Feb 21, 2018 14:33 |
|
LordMune posted:To pick up from some posts ago, a new thread is probably due. Stellaris - Die. Die. Die. Die. Die. Die. Die. D...
|
# ? Feb 21, 2018 14:35 |
|
Demiurge4 posted:Depends. I think they turned the warp drive into the late game 'jump drive'. It's not an instant teleport and you have a debuff when you land. The new jump drive looks like a completely new ability not really seen before in the game tbh because you have to select it and target it from a special fleet button. Seems to me that it's compared to warp just because the effect is similar (radial range limited direct travel to a system). For the necessity of having to travel to the specific system exit, my guess is that just modding warp back in would be pretty broken because if the code for warp is still accessible, it might not have been updated with that limitation.
|
# ? Feb 21, 2018 14:38 |
|
GunnerJ posted:So unless Paradox deletes all the code for how warp drive works we might have :\
|
# ? Feb 21, 2018 14:49 |
|
Ceasing support not enough for you, eh?
|
# ? Feb 21, 2018 14:56 |
|
LordMune posted:we might have :\ I mean, I won't miss it but RIP New Horizons.
|
# ? Feb 21, 2018 14:57 |
|
Yeah, killing New Horizons is a bit of a sin.
|
# ? Feb 21, 2018 15:01 |
|
Set hyperlanes to 100% and hide them. Its a janky solution but it'll work.
|
# ? Feb 21, 2018 15:03 |
|
Stellaris - 2.0 Endless Spice
|
# ? Feb 21, 2018 15:04 |
|
Apocalypse trailer but instead of earth it's new horizons.gif
|
# ? Feb 21, 2018 15:04 |
|
LordMune posted:we might have :\ The Alphamod guy will be so angry.
|
# ? Feb 21, 2018 15:05 |
|
Stellaris 2.0 - How many clicks does it take to get to the center of a Yondari Pop?
|
# ? Feb 21, 2018 15:09 |
|
Demiurge4 posted:The Alphamod guy will be so angry. That dude's meltdowns are so that might make removing warp code worth it.
|
# ? Feb 21, 2018 15:10 |
|
LordMune posted:we might have :\ Curious - can you share the reason for removing it?
|
# ? Feb 21, 2018 15:23 |
|
Wiz said in one of the streams that there is an option to remove visible hyperlanes and just set the density to max. You'll still only be able to jump to bordering systems but it's close enough. I presume they have come to a solution since they have been talking with the New Horizon team and all. Gyrotica posted:Curious - can you share the reason for removing it? Part of the optimization? All distance from now on is measured by number of jumps rather than euclidean distance so that would make warp hard to work (although jump drives still use euclidean distance from what I've seen)
|
# ? Feb 21, 2018 15:34 |
|
If there's one thing I don't like about hyperlanes, it's that you can see the whole galaxy-wide network of them right from the start. I get that this makes sense from a gameplay standpoint but personally I'd like it if you have to at least travel to a system before discovering where its hyperlanes lead to. But I get that this is probably better for a mod than core game design.
|
# ? Feb 21, 2018 15:44 |
|
Frankly New Horizons is going to be fine. Guess what they had on Star Trek - chokepoints. Defensive installations that couldn't be circumvented. Neutral Zones. All of which work in 2.0 and don't work in fuckin warp.
|
# ? Feb 21, 2018 15:48 |
|
Given all the changes, I sure hope you guys worked on the enemy fleet AI Wiz, or this will become even MORE effective now with hyperlanes enforced lmao: https://www.youtube.com/watch?v=t7fOXqQBWSU But if you did, I will miss this dearly. CrazyLoon fucked around with this message at 15:57 on Feb 21, 2018 |
# ? Feb 21, 2018 15:50 |
|
It'd be neat if they had to be mapped and activated with a science ship. You'd still be able to use ones in an enemy system because thet were activated, but I really like the idea of an evolving galaxy that has parts cut off until you research tech to unlock those lanes. Same idea with a quadrant of rich and massively dangerous systems connected to old derelict jump gates that you cant access until you rebuild one.
|
# ? Feb 21, 2018 15:51 |
|
DatonKallandor posted:Frankly New Horizons is going to be fine. Guess what they had on Star Trek - chokepoints. Defensive installations that couldn't be circumvented. Neutral Zones. All of which work in 2.0 and don't work in fuckin warp. Yeah, almost none of the "space geography" from the show makes sense with warp drive even if you keep the galaxy "flat" like Stellaris. Going hyperlane for gameplay's sake in Stellaris could make a lot of the space geography from the series actually work. Then if you look at how three dimensional our galaxy really is it makes even less sense.
|
# ? Feb 21, 2018 16:01 |
|
Demiurge4 posted:It'd be neat if they had to be mapped and activated with a science ship. You'd still be able to use ones in an enemy system because thet were activated, but I really like the idea of an evolving galaxy that has parts cut off until you research tech to unlock those lanes. that sounds incredibly cool and maybe it'll get modded in, i would add the poo poo out of that in an instant
|
# ? Feb 21, 2018 16:01 |
|
Gyrotica posted:Curious - can you share the reason for removing it? Maintaining multiple implementations of the same feature in the codebase is not a good idea. Plus, axing the other types allowed us to consolidate pathfinding/sensor code and improve performance via caching.
|
# ? Feb 21, 2018 16:22 |
|
GunnerJ posted:If there's one thing I don't like about hyperlanes, it's that you can see the whole galaxy-wide network of them right from the start. I get that this makes sense from a gameplay standpoint but personally I'd like it if you have to at least travel to a system before discovering where its hyperlanes lead to. But I get that this is probably better for a mod than core game design. Make it a slider!
|
# ? Feb 21, 2018 16:27 |
|
Wiz posted:Maintaining multiple implementations of the same feature in the codebase is not a good idea. Plus, axing the other types allowed us to consolidate pathfinding/sensor code and improve performance via caching. You sure it isn’t because the alphamod guy’s meltdowns sustain you?
|
# ? Feb 21, 2018 16:30 |
hobbesmaster posted:You sure it isn’t because the alphamod guy’s meltdowns sustain you? They certainly sustain me!
|
|
# ? Feb 21, 2018 16:35 |
|
Splicer posted:Would work well with the new sensors. Jump somewhere with basic sensors -> see all hyperlanes leading from that system. Jump with +1 sensors -> see each adjacent system and also all the hyperlanes leading off them. The Something Awful Forums > Discussion > Games > Stellaris - Make it a slider, No. 1
|
# ? Feb 21, 2018 16:47 |
|
GunnerJ posted:If there's one thing I don't like about hyperlanes, it's that you can see the whole galaxy-wide network of them right from the start. I get that this makes sense from a gameplay standpoint but personally I'd like it if you have to at least travel to a system before discovering where its hyperlanes lead to. But I get that this is probably better for a mod than core game design. Ascendancy had a hyperlanes-only FTL system in the 90s, and in that game, you only discovered new hyperlanes when you entered a system (unless you were the Oculons who could see all hyperlanes as their racial trait). Make it the same for Stellaris, with the difference that when better scanners enable you to look at systems further from your ships, they also reveal the hyperlanes.
|
# ? Feb 21, 2018 16:52 |
|
I'm going to go against the grain a bit and say that I think with 2.0 the game setup is starting to have too many sliders.
|
# ? Feb 21, 2018 16:53 |
Why don't you slider on out of here
|
|
# ? Feb 21, 2018 16:54 |
|
Torrannor posted:Ascendancy had a hyperlanes-only FTL system in the 90s, and in that game, you only discovered new hyperlanes when you entered a system (unless you were the Oculons who could see all hyperlanes as their racial trait). Make it the same for Stellaris, with the difference that when better scanners enable you to look at systems further from your ships, they also reveal the hyperlanes. Wiz said in one of the streams that they'd thought about it, but it would require some ground-up rewrites they didn't have time for in 2.0.
|
# ? Feb 21, 2018 16:55 |
|
Space Skeleton posted:I'm going to go against the grain a bit and say that I think with 2.0 the game setup is starting to have too many sliders. Perhaps they should add a slider to control how many sliders appear.
|
# ? Feb 21, 2018 16:56 |
|
Wiz posted:Maintaining multiple implementations of the same feature in the codebase is not a good idea. Plus, axing the other types allowed us to consolidate pathfinding/sensor code and improve performance via caching. Awesome. Thanks for the insight!
|
# ? Feb 21, 2018 16:57 |
|
Squiggle posted:Why don't you slider on out of here Hey I don't feel strongly enough about it to cancel my preorder for Stellaris 2.0, just seems like a lot of complexity to throw at a player before they even get started.
|
# ? Feb 21, 2018 16:58 |
|
I may have said this before, but it is worth repeating that it is awesome being able to talk with the developers of Stellaris directly in this threat.
|
# ? Feb 21, 2018 16:58 |
|
Space Skeleton posted:I'm going to go against the grain a bit and say that I think with 2.0 the game setup is starting to have too many sliders. You just failed the Rhys-Davies test.
|
# ? Feb 21, 2018 17:01 |
|
Hunt11 posted:I may have said this before, but it is worth repeating that it is awesome being able to talk with the developers of Stellaris directly in this threat. Freudian slip, Wiz add more sliders or... things will happen
|
# ? Feb 21, 2018 17:06 |
|
|
# ? May 26, 2024 18:00 |
|
Space Skeleton posted:I'm going to go against the grain a bit and say that I think with 2.0 the game setup is starting to have too many sliders. Wiz, please add a sliders slider so we can adjust the slider experience to our liking.
|
# ? Feb 21, 2018 17:12 |