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As I was putting together SMACX factions in Stellaris, it struck me how they just weren't nearly as fleshed out as the SMAC factions. Trying to pick out civics and ethics is weirder, since there really aren't any as many nuances to the characterization. Like sure you can say that Free Drones are Free Havens with Mining Guilds, and relatively Egalitarian, but the rest? Are they a Democracy? An Oligarchy? Besides being workers, they're kind of a one note band. Same with the Data Angels - they're idealist Egalitarians and Materialists, but to what degree? What are their drawbacks? And the Progenitors are so faceless, I ended up picking their civics pretty arbitrarily.
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# ? Jul 25, 2018 21:15 |
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# ? May 24, 2024 23:53 |
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Nosfereefer posted:The Drones from AC are the only moral faction. They're very cool and good but the anti-environmentalism is bad in any universe but ESPECIALLY when it turns out that the planet is actually a massive sapient being in its own right
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# ? Jul 25, 2018 21:19 |
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Crazycryodude posted:They're very cool and good but the anti-environmentalism is bad in any universe but ESPECIALLY when it turns out that the planet is actually a massive sapient being in its own right Just another Tyrant to rise against, I say!
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# ? Jul 25, 2018 21:20 |
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Nosfereefer posted:Just another Tyrant to rise against, I say! Hoarding all the mineral wealth for themselves, the worst kind.
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# ? Jul 25, 2018 21:32 |
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Quick question, can you combine multiple species/empire mods from the workshop or do they overwrite each other?
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# ? Jul 25, 2018 22:09 |
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Xenaero posted:Quick question, can you combine multiple species/empire mods from the workshop or do they overwrite each other? I can't check right now but I think they should all be compatible.
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# ? Jul 25, 2018 22:16 |
Xenaero posted:Quick question, can you combine multiple species/empire mods from the workshop or do they overwrite each other? Generally they're compatible, although there might be conflicts if you try to install five mods for a race that share a key differentiator like having the same name. But barring (what should be) obvious conflicts like that, they work.
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# ? Jul 25, 2018 22:28 |
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metasynthetic posted:BE's halfassedness singlehandedly (well, 5 contributed I guess) weaned me off the Civ series. I might buy 6 at the end of it's life in a gold bundle with all DLC included for 30$ or something. From a page or two back, but this is exactly what happened to me, too. Civ4 was a great game, then the multitude of issues that came from the switch to 1UPT ruined Civ5 for me, CivBE was a half-assed wreck, and when I checked in on the Civ6 thread it seemed like some or all of the issues that killed Civ5 for me (the most annoying AI-player interactions of any game I've ever played, unit logjams, bad AI, half-assed feature bloat, etc) were all still in full effect. Thankfully this thread was here for me to read up a little bit on Stellaris before picking it up.
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# ? Jul 25, 2018 22:55 |
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imho change the way that stars are named so that unsurveyed systems are given universal, generic names like LV-428 and once surveyed by an empire they're given a name based on the surveying empire's chosen namelist. Have the names of systems change according to the owner, so conquering a bunch of fungoid stars with names like Ssqijsadlf'mvxrk as avians will change the star names to things like Mega Space Roost. I guess xenophiles wouldn't do that. Anyways, that would be cool thanks.
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# ? Jul 25, 2018 23:05 |
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Aethernet posted:
turn off the TV posted:imho change the way that stars are named so that unsurveyed systems are given universal, generic names like LV-428 and once surveyed by an empire they're given a name based on the surveying empire's chosen namelist. Have the names of systems change according to the owner, so conquering a bunch of fungoid stars with names like Ssqijsadlf'mvxrk as avians will change the star names to things like Mega Space Roost. I guess xenophiles wouldn't do that. PittTheElder fucked around with this message at 23:24 on Jul 25, 2018 |
# ? Jul 25, 2018 23:20 |
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PittTheElder posted:This was never ultra clear in the lore. Deirdre does mention that the fungus' final growth stage has historically killed off most of the other life on Planet, disrupting it's own ecology and leading to the cycle of die back and regrowth. Zak also mentions native plants (and their talent for nitrogen fixation), so clearly flora exists. SMACX also had Sealurks, Spore Crawlers and Fungal Towers, but as for the relation between these and the various worm vectors, or the existence of any other fauna, There's mention of a creature called a "razorbeak" in one of Deirdre's quotes, which I always interpreted as some sort of bird creature.
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# ? Jul 25, 2018 23:25 |
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PittTheElder posted:This was never ultra clear in the lore. Deirdre does mention that the fungus' final growth stage has historically killed off most of the other life on Planet, disrupting it's own ecology and leading to the cycle of die back and regrowth. Zak also mentions native plants (and their talent for nitrogen fixation), so clearly flora exists. SMACX also had Sealurks, Spore Crawlers and Fungal Towers, but as for the relation between these and the various worm vectors, or the existence of any other fauna, In the Manifold Hamonics project video there's brief footage of a pond with glowing bugs and an alien frog creature. I would guess that there is a variety of wildlife but with the apex predator being Planet itself and all its component creatures. https://youtu.be/CSDrsd0j1jY
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# ? Jul 25, 2018 23:28 |
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Reveilled posted:There's mention of a creature called a "razorbeak" in one of Deirdre's quotes, which I always interpreted as some sort of bird creature. Razorbeak Wood is a city name too
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# ? Jul 25, 2018 23:29 |
WhiskeyJuvenile posted:Razorbeak Wood is a city name too And I thought I was a smac nerd wow you guys have an encyclopedic knowledge of this poo poo lol
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# ? Jul 25, 2018 23:30 |
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PittTheElder posted:This would be rad. Need much bigger namelists though to prevent a whole lot of duplicates. You can write algorithms to generate hundreds of names based on linguistic settings so I'm not sure if that's necessarily an issue. http://www.rinkworks.com/namegen/instr.shtml
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# ? Jul 25, 2018 23:32 |
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turn off the TV posted:imho change the way that stars are named so that unsurveyed systems are given universal, generic names like LV-428 and once surveyed by an empire they're given a name based on the surveying empire's chosen namelist. Have the names of systems change according to the owner, so conquering a bunch of fungoid stars with names like Ssqijsadlf'mvxrk as avians will change the star names to things like Mega Space Roost. I guess xenophiles wouldn't do that. I like this idea but for simplicity and coherence, keep the current star namelist but just have it "revealed" upon survey. Having stars switch names based on owner sounds like a confusing nightmare, especially with the funky non-human names.
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# ? Jul 25, 2018 23:47 |
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LogisticEarth posted:I like this idea but for simplicity and coherence, keep the current star namelist but just have it "revealed" upon survey. Having stars switch names based on owner sounds like a confusing nightmare, especially with the funky non-human names. Are the regular star names any less weird nonsense?
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# ? Jul 25, 2018 23:49 |
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turn off the TV posted:Are the regular star names any less weird nonsense? Most of them are pulled from lists of major stars in the Milky Way.
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# ? Jul 25, 2018 23:51 |
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Kaal posted:Most of them are pulled from lists of major stars in the Milky Way. A lot of stars in our own galaxy are named after words in languages that aren't english, so I'm not sure why there's a meaningful distinction between real and fictional linguistics being at play in star names.
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# ? Jul 25, 2018 23:56 |
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turn off the TV posted:A lot of stars in our own galaxy are named after words in languages that aren't english, so I'm not sure why there's a meaningful distinction between real and fictional linguistics being at play in star names. Fair point, but there aren't a lot of stars named Nk Do Lag or whatever, while the Stellaris language generator is filled with that sort of thing.
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# ? Jul 25, 2018 23:58 |
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I believe there are also a lot of stars named after fictional planets. I'd swear I've seen a Metalluna.
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# ? Jul 26, 2018 00:07 |
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Kaal posted:Fair point, but there aren't a lot of stars named Nk Do Lag or whatever, while the Stellaris language generator is filled with that sort of thing. In the international western language standards, sure. Stars have other names in other languages. Rhjamiz posted:I believe there are also a lot of stars named after fictional planets. I'd swear I've seen a Metalluna. I mean, there's Stemsis and Covfefe.
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# ? Jul 26, 2018 00:11 |
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Nuclearmonkee posted:And I thought I was a smac nerd wow you guys have an encyclopedic knowledge of this poo poo lol I'm copying the city names for this mod so I can make namelists for each faction
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# ? Jul 26, 2018 02:23 |
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They even banned a star Alpha Centauri in honor of the famous game of that name
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# ? Jul 26, 2018 02:24 |
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Kerbol's in there too.
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# ? Jul 26, 2018 02:31 |
Crazycryodude posted:They're very cool and good but the anti-environmentalism is bad in any universe but ESPECIALLY when it turns out that the planet is actually a massive sapient being in its own right
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# ? Jul 26, 2018 02:32 |
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turn off the TV posted:Are the regular star names any less weird nonsense? I mean, Covefe is ridiculous but at least it's more recognizable compared to the other star names than Bllrg'fuffle vs. Grrg'fuffle or whatever. At least most of the stars names are at least from a human language rather than some gobbledygook. The other issue was the name changes per empire. Bllrg'fuffle could change to Roost of Redbeak to Beetlejuice or whatever. Keep them static. Having them change would be needlessly confusing. The Anglosphere didn't refer to Germany as Deutschland before they were defeated in WWII, they just always called it Germany.
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# ? Jul 26, 2018 02:52 |
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Nessus posted:You could have the Free Drones work in a mechanically identical way and represent some kind of alliance of populist nationalists led by Stegil Farannon and I bet y'all would like them way less then. Uh, correct? I dunno if you've noticed but the thing people usually like and care about in SMAC is the story, not the mechanics. I would indeed like the faction less if they were written as assholes I don't like instead of people I do like, good observation. Crazycryodude fucked around with this message at 03:35 on Jul 26, 2018 |
# ? Jul 26, 2018 03:32 |
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There's Belgium too, of course
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# ? Jul 26, 2018 04:28 |
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Having the first empire to claim the system have a random chance to rename it (or after notable battles or other uncommon events) just once could be kinda cool.
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# ? Jul 26, 2018 05:39 |
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WhiskeyJuvenile posted:There's B****** too, of course
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# ? Jul 26, 2018 05:41 |
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Why not start with generic numbers and then have the name changed accordingly to the name list of the first race to visit. "After exiting the hyperlane at GG420 we discovered that the system has already been visited by an alien race. They called it Grumbelfunk"
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# ? Jul 26, 2018 09:42 |
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Okay - the Mardok Von thing is bugged, the fleet that turns up has some weird thing where all the Cruisers are really tiny and the destroyers are enormous. When the destroyers blow up it causes the biggest explosion you've ever seen, it's bizzare. Yet the game thinks the fleet has 25 corvettes in. So weird.
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# ? Jul 26, 2018 10:17 |
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https://twitter.com/Martin_Anward/status/1022451921867694082 blue lightning is "trade value"
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# ? Jul 26, 2018 13:03 |
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I assume planet size is now the cap on districts rather than pops. Also, 'trade value' implies something really like EUIV, for which my body is ready.
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# ? Jul 26, 2018 13:05 |
the civ ripoff jokes continue, I see
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# ? Jul 26, 2018 13:14 |
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I'm guessing Planetary Infrastructure (maybe in combination with Housing or job slots?) are what determine a planet's development level, unlocking more building Wonder how the districts, buildings and whatever the terrain squares are called now factor in to each other.
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# ? Jul 26, 2018 13:21 |
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My bet would be that districts largely produce 'raw' resource, food, minerals and energy - notwithstanding clerks - and buildings produce refined resources. Buildings are a function of pop. You therefore have a choice between a planet focused on resource extraction that requires comparatively fewer people, and one focused on people that gives you lots of buildings to refine resources.
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# ? Jul 26, 2018 13:29 |
More: https://twitter.com/Martin_Anward/status/1022458380194144256
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# ? Jul 26, 2018 13:30 |
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# ? May 24, 2024 23:53 |
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Aethernet posted:My bet would be that districts largely produce 'raw' resource, food, minerals and energy - notwithstanding clerks - and buildings produce refined resources. Buildings are a function of pop. Wiz's follow up basically confirms this - so that's nice that you can now specialize planets more so than just blanketing the surface with mines or power plants. Building more infrastructure on a planet also makes the buildings you do put down even more effective but at the cost of being able to produce more raw inputs yourself. Also, in previous teasers of Earth we saw food consumption as lower than the actual number of pops on the planet but in today's we can see it's higher. They've either changed something or there is now a separate way to determine e how much food people get separate from their living standards. Always wondered why we couldn't control that before.
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# ? Jul 26, 2018 13:45 |