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Epicurius
Apr 10, 2010
College Slice

Restrained Crown Posse posted:

Fit.

That's also reflected on the Steam store page. No preorder options though.

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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OwlFancier
Aug 22, 2013

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

Grammar-Bolshevik
Oct 12, 2017

Guilliman posted:



Nearly had a heart attack, then noticed planet modifier system is still there :3
(pls dont delete wiz <3)

Excited to see what they can do. While I do like tiles they quickly become a tedious system after the first few planets. I fear without them there might just be too much 'inbetween" time while playing though. Mid-game already suffers a lot with waiting months for stuff watching the timer instead of actively playing.

But I'm confident they'll come up with something.


Also, 22nd for the DLC, crap! Too soon, too soooon :( my overwatch lootbox money. I'm definitally getting the DLC. And lootboxes.. Guess I'll be eating sandwiches for a while haha.. ha.

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'

Vasudus
May 30, 2003
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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

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.
The prereqs for the final synthetic ascension perk are the flesh is weak and the synthetic personality matrices tech. SPM is of the same tier and has a higher drop rate than the Synthetics tech (which is its prerequisite), so just make sure to keep a high level industry specialist in the engineering tree and it'll show up reasonably soon after Synthetics.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

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.

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.

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.

OwlFancier
Aug 22, 2013

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

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Well I sure as hell wasn't expecting Distant Stars so soon :staredog:

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 :v:

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

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.

LordMune
Nov 21, 2006

Helim needed to be invisible.
https://twitter.com/Martin_Anward/status/997848824721928193?s=19

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

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.

shas
Jul 27, 2011

LET ME DESIGN MY OWN MISSILES

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


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!

the panacea
May 10, 2008

:10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux::10bux:
I was just about to start playing this again but now I have to wait for the new DLC. :argh:

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

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 :eyepop:, but that could just be it's WIP nature.

Grammar-Bolshevik
Oct 12, 2017
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.

OwlFancier
Aug 22, 2013

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.

The lack of science districts is very :eyepop:, but that could just be it's WIP nature.

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.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
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.

Ham Sandwiches
Jul 7, 2000

Lolling at every poster that said tiles were fine :laugh:

Glad they're gone, Wiz has done wonderful things with Stellaris since release.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Ham Sandwiches posted:

Lolling at every poster that said tiles were fine :laugh:

Glad they're gone, Wiz has done wonderful things with Stellaris since release.

I like tiles, and you will have to wait months for them to be gone anyway.

Ham Sandwiches
Jul 7, 2000

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.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
I'm guessing the absence of science is because that list will have lots of categories and be scrollable.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
What an odd thing to get smug about.

Corbeau
Sep 13, 2010

Jack of All Trades
Death to tiles.

Conskill
May 7, 2007

I got an 'F' in Geometry.
I like tiles. If previous work is any indication I will like the replacement as much or better. v:shobon:v

President Ark
May 16, 2010

:iiam:
i like tiles and anticipate liking this system, too

paradox can design things well, who knew

Grinning Goblin
Oct 11, 2004

If this makes planet management less headache inducing as the game progresses, this is a very welcome change.

Ham Sandwiches
Jul 7, 2000

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

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

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?

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
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).

OwlFancier
Aug 22, 2013

I also like tiles but I'm sure the new system will be interesting too.

tooterfish
Jul 13, 2013

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.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

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.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
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

Jabarto
Apr 7, 2007

I could do with your...assistance.
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.

Grammar-Bolshevik
Oct 12, 2017

Conskill posted:

I like tiles. If previous work is any indication I will like the replacement as much or better. v:shobon:v

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

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
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. :v: )

OwlFancier
Aug 22, 2013

That's not fair, rear end eaters make other people quite happy, whereas tile likers really only hurt ourselves.

GamingHyena
Jul 25, 2003

Devil's Advocate
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 :colbert:

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
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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