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Restrained Crown Posse posted:Fit. Steam doesn't let you preorder DLC. I think it's because of the way Steam handles DLC unlocking. If you preorder it on the Paradox site or elsewhere, though, you'll get an activation code on release date.
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# ? May 19, 2018 14:54 |
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# ? May 23, 2024 11:23 |
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Splicer posted:On reflection your thing makes more sense because overpopulation could be represented by it gaining toxic world biomeness at the cost of arid world biomeness and bombarding as gaining tombworld biomeness. If I was going to offer any argument against overpopulation being a thing it's that I think it would be pretty annoying to manage and I'm not sure why they would add it. SOTS obviously has the zuul using it as a core mechanic but for a build-your-own-species game like stellaris I think it'd be a slightly odd addition because I don't imagine many people would pick it and other traits don't require it like the fixed races of SOTS do. Whereas biome percentages would I think be a better way to do habitability, a planet might be only slightly habitable to your species but it only affects your maximum population, not your absolute happiness. It also helps with mixed species worlds (everyone can live where they are comfortable) and robots being able to work outside your core species' area of comfort, and it makes terraforming less of an all/nothing state. I think it'd be a really good thing to have in the game. I also like the idea thinking of Alphamod's extreme colonization where you could slowly convert a planet to ideal habitability by building domes all over it rather than terraforming it conventionally. The idea that you can unlock more space on a world by slowly converting it to suit your species is just cool and good for backfill development as a mechanic. It also, presumably, would be really easy to do without tiles because you don't have to represent it in any way or actually worry about where each pop is living. OwlFancier fucked around with this message at 15:05 on May 19, 2018 |
# ? May 19, 2018 14:56 |
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Guilliman posted:
Hey my dude, Thanks for the mods. They are amazing, My gently caress boi bud an I have been having a good rear end time with the precursor bonus'
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# ? May 19, 2018 15:23 |
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I'm about to do a Fanatical Purifier (Militarist) run, as I've realized that I have the most fun with total war empires because I hate the claim system sometimes. How much of a pain in the rear end is it to get the Synthetic ascension if I don't have any degree of materialist? I see that if I take The Flesh is Weak I get a 4x modifier to get it, but I don't know what that means in terms of practical gameplay odds. My plan is to do a full synthetic ascension because I haven't done that yet.
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# ? May 19, 2018 15:25 |
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Vasudus posted:I'm about to do a Fanatical Purifier (Militarist) run, as I've realized that I have the most fun with total war empires because I hate the claim system sometimes. How much of a pain in the rear end is it to get the Synthetic ascension if I don't have any degree of materialist? I see that if I take The Flesh is Weak I get a 4x modifier to get it, but I don't know what that means in terms of practical gameplay odds. My plan is to do a full synthetic ascension because I haven't done that yet.
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# ? May 19, 2018 15:41 |
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OwlFancier posted:Looking at that bit on the right it looks like planets still have something like tiles, or at least they have exploitable resources which can be blocked, which determine how much you can put into your various kinds of planetary development, so it should be very possible to make planets either really cool or really crap based on how many and which resource "tiles" they roll. But it doesn't need to fit on a grid, so presumably you could make planets much bigger too if you wanted to. Might be interesting for ringworlds. Which does make sense - given that nearly all adjacency bonuses have been removed from the tile minigame anyway. It does reduce the sense that a planet is a planet rather than a number of slots you're dropping people into, though. MUH IMMERSION and all that. Assume 100% is planetary damage.
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# ? May 19, 2018 15:45 |
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Planetary damage normally goes on the army screen though, not population. It feels a lot like the original Star Ruler to me, planets are mostly balls of pop capacity and you build a bunch of stuff on them to make them produce things. Of course Star Ruler also lets you strap thrusters onto your planet and fly it over to the enemy system and blast the poo poo out of them with planetary cannons, so whether planets feel like planets with that system is probably quite YMMV. Personally though I was always very hype for a big planet in that game. OwlFancier fucked around with this message at 15:48 on May 19, 2018 |
# ? May 19, 2018 15:46 |
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Well I sure as hell wasn't expecting Distant Stars so soon e; Also Demiurge4 is gonna be happy as gently caress about this direction because it's basically a direct lift of what they suggested to do instead of tiles
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# ? May 19, 2018 15:46 |
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OwlFancier posted:Planetary damage normally goes on the army screen though, not population. Given that damage now affects tiles, we can assume that damage would need to change too. You might want to see how close you are to losing a slot on that screen too.
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# ? May 19, 2018 15:48 |
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https://twitter.com/Martin_Anward/status/997848824721928193?s=19
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# ? May 19, 2018 16:06 |
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OwlFancier posted:Also it's weird how much of this game is now the spaceship of theseus in terms of stuff that's been torn out and replaced. The long term goal is to turn Stellaris into a Korean War flight simulator, so gradually and so slowly that nobody notices.
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# ? May 19, 2018 16:12 |
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LET ME DESIGN MY OWN MISSILES
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# ? May 19, 2018 16:24 |
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Fintilgin posted:The long term goal is to turn Stellaris into a Korean War flight simulator, so gradually and so slowly that nobody notices. At long last, strike craft were useful!
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# ? May 19, 2018 16:24 |
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I was just about to start playing this again but now I have to wait for the new DLC.
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# ? May 19, 2018 17:36 |
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OwlFancier posted:I'm also wondering if "arid world 100%" means planets can have multiple biomes, because there's two species shown there so it'd be a bit odd if 100% was the habitability rating. The 100% looks entirely consistent with habitability as it exists now. That's probably a fresh randomly generated home world, as you'd get at game start. Hence the modifier (presumably empire capital), the districts blocked by things with the existing homeworld tile blocker icons, and the undeveloped city graphic. The lack of science districts is very , but that could just be it's WIP nature.
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# ? May 19, 2018 18:29 |
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If a half decent diplomacy system, trade system along with end game fleet diversity (organic ships/crysalline ships/mind vessels) happens I'm just going to use stellaris like I currently use motherless.com. Exploring Xanth themes an rp to full elation/release.
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# ? May 19, 2018 18:40 |
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PittTheElder posted:The 100% looks entirely consistent with habitability as it exists now. That's probably a fresh randomly generated home world, as you'd get at game start. Hence the modifier (presumably empire capital), the districts blocked by things with the existing homeworld tile blocker icons, and the undeveloped city graphic. It could be certainly, it'd just be a weird thing to display on a planet with multiple species, because "one species on the planet/in this empire could inhabit this planet at 100% habitability" is not really a super helpful thing to have on the population screen, because that's not going to necessarily have any relation to the planet or its population.
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# ? May 19, 2018 18:55 |
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Any step towards the MoO3 planet system or a derivative of it is a good one. Meaningful choices, unique planets, easy to automate or semi-automate.
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# ? May 19, 2018 19:04 |
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Lolling at every poster that said tiles were fine Glad they're gone, Wiz has done wonderful things with Stellaris since release.
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# ? May 19, 2018 19:06 |
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Ham Sandwiches posted:Lolling at every poster that said tiles were fine I like tiles, and you will have to wait months for them to be gone anyway.
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# ? May 19, 2018 19:15 |
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Torrannor posted:I like tiles, and you will have to wait months for them to be gone anyway. Sorry about the impending loss, I guess you can revert to the patches with tiles and enjoy them to your heart's content.
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# ? May 19, 2018 19:16 |
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I'm guessing the absence of science is because that list will have lots of categories and be scrollable.
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# ? May 19, 2018 19:21 |
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What an odd thing to get smug about.
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# ? May 19, 2018 19:21 |
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Death to tiles.
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# ? May 19, 2018 19:27 |
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I like tiles. If previous work is any indication I will like the replacement as much or better. vv
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# ? May 19, 2018 19:30 |
i like tiles and anticipate liking this system, too paradox can design things well, who knew
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# ? May 19, 2018 19:31 |
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If this makes planet management less headache inducing as the game progresses, this is a very welcome change.
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# ? May 19, 2018 19:33 |
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I'm glad tiles are being taken out since they are micro intensive while presenting virtually no decisions to make and the AI sucks poo poo at using them, looking forward to the replacement and the AI being able to work the system properly
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# ? May 19, 2018 19:33 |
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That looks neat. Since it seems like the concept of individual pop happiness isn't on that interface, and assuming that's not just because of it's WIP nature, I wonder how rebellions and unrest are going to work now?
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# ? May 19, 2018 19:35 |
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In wiz we trust. Although I do like the game within a game aspect tiles provide. Would like to see the mechanic remain on some level (or at least be implemented better/differently).
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# ? May 19, 2018 19:57 |
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I also like tiles but I'm sure the new system will be interesting too.
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# ? May 19, 2018 20:06 |
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I'm continually impressed at Paradox's willingness to just gut major game systems they don't think are working out. That takes cast iron ovaries does that.
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# ? May 19, 2018 20:11 |
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tooterfish posted:I'm continually impressed at Paradox's willingness to just gut major game systems they don't think are working out. That takes cast iron ovaries does that. I agree, and I'm intrigued by Wiz's claim that this will be more Vicky 3 than MOO2. I'll look forward to this Developer Corner doodah.
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# ? May 19, 2018 20:22 |
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If it works a little like MOO (although Wiz seems to suggest not), it might be neat to have some sort of XP bar for each production type, a bit like the gearing bonus in HOI4. So the longer a pop works minerals/energy/food or whatever the better they get at it (up to a certain point), and moving them resets that. Just to minimize excessive micro of shuffling your farmers in and out of the nuclear power plants and then back to the fields a couple months later. EDIT: Did wiz's future of stellaris show not get streamed? I don't see it on the paradox twitch. Fintilgin fucked around with this message at 20:26 on May 19, 2018 |
# ? May 19, 2018 20:23 |
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I used to like the tile system until I stopped to think about what actually happens with my planets once I have more than a few of them. If this new system simplifies things without abstracting planet management away altogether I think it'll be a real success.
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# ? May 19, 2018 20:29 |
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Conskill posted:I like tiles. If previous work is any indication I will like the replacement as much or better. vv Thinking tile micromanagement without hotkeys or 'build all' features is good gameplay is identical to thinking eating rear end is a good sex act. What I'm trying to say is both are enjoyed by degenerates. If the new system conserves computational resources so it can go else-where, lets me prioritize resource management an has a productivity metric to reflect what the world is like/unique modifiers/this planet is a war torn space syria, hell loving yes. Grammar-Bolshevik fucked around with this message at 20:46 on May 19, 2018 |
# ? May 19, 2018 20:35 |
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The tile-system was fine, but the new system looks like an improvement, so I think it's fine, too. At least this time we get a new system in exchange for the old one, instead of the new system being 1/3rd of the old one. (Guess what I'm talking about. )
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# ? May 19, 2018 20:38 |
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That's not fair, rear end eaters make other people quite happy, whereas tile likers really only hurt ourselves.
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# ? May 19, 2018 20:40 |
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I hated tiles so of course I'm in favor of it. Hopefully, the new system will make it easier on the AI to play intelligently and reduce player micromanagement.Fintilgin posted:The long term goal is to turn Stellaris into a Korean War flight simulator, so gradually and so slowly that nobody notices. In the 1950's North Koreans were more collectivists than authoritarians
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# ? May 19, 2018 20:52 |
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# ? May 23, 2024 11:23 |
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One of the good side effects of a region or district based system is that it makes a lot more narrative sense too. A single military fortress isn't going to contribute meaningful amounts of power to a planet. An entire military discrict however, that sounds much better. You build a mine? How does that matter. You invested to create a mining district or region? Yeah I can see that giving you enough materials to make an impact on a planetary scale.
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# ? May 19, 2018 20:53 |