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oh, a new page...Guilliman posted:I think wiz said a big change like the tile system would be after both the diplomacy update and trade update. So thats two big updates away, likely a year + Yeah, I can't find any official word any more while searching through the details available to see what was actually said but it sounds like any changes that are being discussed are a long way off and still very much under consideration. The segment where this is all talked about seems to have been removed so I can't see what was covered during the presentation but Wiz has mentioned he'll be going over it again in the future after the latest expansion comes out. Apparently the early concept screen is deceptively simple and that the changes talked about would allow for a greater variety in planets and uses for POPs. If that's the case I'll be happy because really that is what I want at the end of the day; more to do and more customization to change things the way I want them. But what I also want is more visual feedback, not just more charts and tables. The ability to sit back and look at what I've built and just watch it run for a bit - let me look down from my ivory tower and see what the ants scurrying around below are doing. In lieu of any actual details I'll just have to wait and see what comes along. At least Distant Stars is coming much sooner than expected, I just happen to be off the rest of the week and can dive into that.
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# ? May 21, 2018 14:13 |
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# ? May 25, 2024 01:40 |
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Honestly kinda wish the new planet system were coming out before the other stuff.
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# ? May 21, 2018 14:18 |
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Is there any list of what systems they are planning to overhaul/replace?
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# ? May 21, 2018 14:23 |
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If people are raging over fixing the tile system imagine how much they'll rage at whatever Wiz does to fix the army system.
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# ? May 21, 2018 14:29 |
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The army system in Stellaris is, hands-down, its worst aspect, and even then it's a guarantee that someone will loving stan for it.
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# ? May 21, 2018 14:41 |
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I get not liking planet tiles. I don't get the mocking of those who do.
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# ? May 21, 2018 15:18 |
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I don't get why my goddamn precursor system has to pop in someone else's borders.
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# ? May 21, 2018 15:25 |
The army system sucks but it also feels like the system that you could do last. After all, you'd probably want to nail down how planets are going to work and then figure out how to make ground combat work with that in an interesting manner.
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# ? May 21, 2018 15:27 |
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The only problem is that everyone's solution for the army system is to remove it
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# ? May 21, 2018 15:38 |
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GunnerJ posted:Honestly kinda wish the new planet system were coming out before the other stuff. There's probably not very many game systems as difficult and labour intensive to overhaul as tiles. I guess this takes time anyway, so that even if you put every Stellaris dev on overhauling tiles, it wouldn't be much faster than churning out different stuff in the meantime.
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# ? May 21, 2018 15:38 |
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Bholder posted:The only problem is that everyone's solution for the army system is to remove it If we had an army manager screen like the fleet manager, that would fix pretty much all my issues with it. Make a spaceport module that allows for army recruitment (like the +energy module, it has to be built in a populated system), move the planet-side buildings over to the spaceport, and done. The army designer screen would be like the ship design screen, where you get different army types based upon what tech you have, and then you can slot in the various pop types and army attachments to your army template. You'd start with basic defense/assault armies, and then unlock droids, xenos, whatever.
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# ? May 21, 2018 15:47 |
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Elias_Maluco posted:I wont, I didint had enough time to really like it, and now that I know its going away I wont get attached to it. It has pretty much constantly been on the verge of radical changes. Wiz's idea of how the game should play seems to be different enough from the CK2 guy that one system or another is always being overhauled.
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# ? May 21, 2018 16:08 |
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To appease the warp-lovers, and yet maintain some of the strategic depth - could they implement warp drive like how the jump drive mechanic works now - except with a higher arrival malus to ship combat, as well as taking longer to arrive at one's destination? Hyperlane-only civs would be able to quickly dispatch a fleet in time, so using it to bypass a stronhold would not be adviseable...
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# ? May 21, 2018 16:27 |
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The other reason multiple drive types work in SotS is they have more variables to play with. Node travel is more restrictive, but has reduced fuel costs compared to warp. So there's places you can't get to easily with node travel that are easy to get to with warp, and places you can easily get to with node travel that would be too far to get to with warp. They're both geographically restricted in different ways. The only existing limitation in Stellaris is time, and "slow as poo poo" is not a fun penalty. Warp having a fuel cost that can only be refueled at a friendly planet or starbase or in certain star types or nebulae or something something would give warp a limitation that's on par with hyperlanes as well as having a geography. But I'm not sure fuel tracking is something Stellaris folk are interested in. Splicer fucked around with this message at 16:50 on May 21, 2018 |
# ? May 21, 2018 16:46 |
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Why track fuel? MOO 1-2 used a 'you can travel this far from your planets' range mechanic for warp, which worked perfectly fine.
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# ? May 21, 2018 16:52 |
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Torrannor posted:There's probably not very many game systems as difficult and labour intensive to overhaul as tiles. I guess this takes time anyway, so that even if you put every Stellaris dev on overhauling tiles, it wouldn't be much faster than churning out different stuff in the meantime. It does seem like the sooner you do something that huge the better. I mean I assume diplomacy and especially trade will have heavy impacts on planet surfaces with new buildings and such, and chunks of that will have to be torn out and redone too I mean, I'm sure they've thought of this, it just surprises me a little.
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# ? May 21, 2018 16:52 |
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Bryter posted:It has pretty much constantly been on the verge of radical changes. Wiz's idea of how the game should play seems to be different enough from the CK2 guy that one system or another is always being overhauled. I mean, Stellaris is more so than most of the Paradox lineup, but Paradox games have always had an issue with constantly going "Oh man, I almost don't want to play the current version any more because the upcoming changes look sooooo good and I don't want to waste time with this older shittier version."
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# ? May 21, 2018 16:53 |
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The one issue with tying piracy to happiness is that it means if your happiness ever goes low then it'd going to make your empire explode into pirates, it's a compounding problem.
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# ? May 21, 2018 17:03 |
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Bholder posted:The only problem is that everyone's solution for the army system is to remove it Nah I think pretty much everyone would agree that just integrating it into the fleet manager so you can quickly refill your army template would solve most of the problems in the short term.
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# ? May 21, 2018 17:13 |
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Alright I'm officially baffled by this name list I've been making. I've made a couple before and I can't see the difference in syntax and all between them and this. I've compared it to the stock namelists and some other mod ones and I can't see where I'm going wrong. But for some reason far beyond me, whilst the game is detecting the ship names and fleet names just fine, it doesn't detect anything at all for character names or planet/colony names. I've checked and triple-checked the syntax and the brackets and spacing and all that. Does anyone have any clue what I've done wrong? I'd ask if there's a length limit on name blocks or something but my ships section is far bigger than colony names and that's working fine so
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# ? May 21, 2018 17:20 |
Guilliman posted:speaking of: the idea for piracy that's been stuck in my head for months: This is a cool idea; you should go post it on Reddit so Paradox will see it.
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# ? May 21, 2018 17:27 |
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VikingofRock posted:This is a cool idea; you should go post it on Reddit so Paradox will see it. I posted it everywhere except reddit, that way they can add it and pretend they came up with it all by themselves :>
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# ? May 21, 2018 17:55 |
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Guilliman posted:The extra mineral cost for utopian abundance this early game is 4 minerals. 4. Also, I have not met any other empires and I expect in my perfect utopian society there are no poor. this system clearly needs to be worked out more. I dunno. I think pirates should still hit hive minds, but only if they have a non-hivemind neighbor. Basically you have no piracy risk until you meat the non hivers., but only if you are one or two systems away proximity wise
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# ? May 21, 2018 17:56 |
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Sloober posted:I dunno. I think pirates should still hit hive minds, but only if they have a non-hivemind neighbor. Basically you have no piracy risk until you meat the non hivers., but only if you are one or two systems away proximity wise
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# ? May 21, 2018 18:36 |
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DatonKallandor posted:Nah I think pretty much everyone would agree that just integrating it into the fleet manager so you can quickly refill your army template would solve most of the problems in the short term. illectro posted:I think there could be potential upsides to pirates, chance to recruit admirals from their fleets, or encouraging them to raid your neighbours. Play as a pacifist empire that secretly funds a pirate splinter group to keep pressure on neighbours. Splicer fucked around with this message at 18:43 on May 21, 2018 |
# ? May 21, 2018 18:41 |
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Pirates as just a part of society for some government types would be neat but I dunno if that's quite fitting with the design paradox tends to take, it'd probably have to be one of those non removable civics you pick.
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# ? May 21, 2018 19:06 |
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DatonKallandor posted:Nah I think pretty much everyone would agree that just integrating it into the fleet manager so you can quickly refill your army template would solve most of the problems in the short term. This, and instead of having armies represented as separate units they simply attach to fleets or planets, magically teleporting to them after a few months. To prevent abuse just block moving armies around like that in systems with hostile starbases.
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# ? May 21, 2018 19:07 |
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Well paradox games are always sorta under construction, but this feels like they are almost remaking the game in the next patches. So I guess Ill drop it by now and wait to play this new improved Stellaris instead
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# ? May 21, 2018 20:37 |
I just want to be able to build worlds into enormous overpopulated megacities which are fed and supported by my other systems. If I'm allowed to do that then I'll be happy. When you have an entire planet to work with and future technology the population limit should be astronomical. Limiting the number of mines and farms is fine but it has always felt wrong to have the nexus of your empire pretty much stop developing once you fill the tiles aside from the occasional upgrade. Megacities are a pretty standard trope. Oh and the micro. I run multiple mods to automate upgrading and improve sector AI but the planet micro still gets pretty bad as the game progresses. Nuclearmonkee fucked around with this message at 20:48 on May 21, 2018 |
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# ? May 21, 2018 20:41 |
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Elias_Maluco posted:Well paradox games are always sorta under construction, but this feels like they are almost remaking the game in the next patches. You should play a game because it’s fun not because it meets some definition of “finished”. It’s really not complicated.
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# ? May 21, 2018 20:59 |
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Senor Dog posted:You should play a game because it’s fun not because it meets some definition of “finished”. It’s really not complicated. Is not that. I was just starting to learn the game for the first time, I was just getting used to it. But if its going to be a completely different game in a few months, than I rather wait and play and learn this new game it is going to be, rather than keep playing the one I know its dead.
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# ? May 21, 2018 21:08 |
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Elias_Maluco posted:Is not that. I was just starting to learn the game for the first time, I was just getting used to it. But if its going to be a completely different game in a few months, than I rather wait and play and learn this new game it is going to be Except they're overhauling major systems every few months anyway, and if you want to wait until the game doesn't stop being radically different every 4-6 months you probably are going to have to wait until they move onto Stellaris 2: Blorg Harder
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# ? May 21, 2018 21:10 |
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Ms Adequate posted:Alright I'm officially baffled by this name list I've been making. I've made a couple before and I can't see the difference in syntax and all between them and this. I've compared it to the stock namelists and some other mod ones and I can't see where I'm going wrong. But for some reason far beyond me, whilst the game is detecting the ship names and fleet names just fine, it doesn't detect anything at all for character names or planet/colony names. I've checked and triple-checked the syntax and the brackets and spacing and all that. Does anyone have any clue what I've done wrong? I'd ask if there's a length limit on name blocks or something but my ships section is far bigger than colony names and that's working fine so Have you tried scrubbing non-alpha characters from the list? You may have one or two unusual names in those two lists that are causing a problem due to a | or ` or ^ or something.
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# ? May 21, 2018 21:17 |
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Elias_Maluco posted:Is not that. I was just starting to learn the game for the first time, I was just getting used to it. But if its going to be a completely different game in a few months, than I rather wait and play and learn this new game it is going to be, rather than keep playing the one I know its dead. Don't worry, planet tiles are not really a major system. They're also not hard to learn, you match what a building makes with what a tile has. Then sometimes you want to focus a planet on research or mining or whatever and you do that. Focusing planets and such will probably hold over to the new system too, so you don't need to worry about wasting time there.
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# ? May 21, 2018 21:20 |
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Elias_Maluco posted:Is not that. I was just starting to learn the game for the first time, I was just getting used to it. But if its going to be a completely different game in a few months, than I rather wait and play and learn this new game it is going to be, rather than keep playing the one I know its dead. They are not changing things so much that Literally Everything You Know is worthless. If anything, learning the game now will make it easier to grasp the significance of later additions. The planetary tile system being gutted is big but not THAT big.
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# ? May 21, 2018 21:24 |
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How the bel do I stand a chance against the contingency as a robot hive mind? And the war in heaven hasn’t even ended despite these new robofleets overpowering everyone else
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# ? May 21, 2018 21:25 |
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Picking this game back up again, did they ever actually fix the whole "range bonus modifiers don't work, at all" problem that's existed forever?
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# ? May 21, 2018 21:40 |
thesurlyspringKAA posted:How the bel do I stand a chance against the contingency as a robot hive mind? And the war in heaven hasn’t even ended despite these new robofleets overpowering everyone else Did you do the signal special project? You are pretty hosed if you don't. If you did then it should be fine. They seem to die easiest to direct hull damage weapons. Take the perk for bonuses vs crises if you need it and try to kill the hub(s) near you.
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# ? May 21, 2018 21:43 |
OtherworldlyInvader posted:Picking this game back up again, did they ever actually fix the whole "range bonus modifiers don't work, at all" problem that's existed forever? a couple months ago yeah
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# ? May 21, 2018 21:44 |
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# ? May 25, 2024 01:40 |
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Yo my dudes, What are some good mods you recommend?
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# ? May 21, 2018 21:53 |