Elman posted:It does feel kinda silly how apparently I'm expected to have multiple ship designs and mix them according to my strategy and go through all of them and update them every time I unlock something new. Let's replace corvettes with courgettes, who's with me.
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# ? Aug 6, 2018 09:59 |
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# ? Jun 4, 2024 16:09 |
https://twitter.com/Martin_Anward/status/1026401801497657345 Soldier pops!
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# ? Aug 6, 2018 10:51 |
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Has it been clarified how the Infrastructure value is calculated yet?
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# ? Aug 6, 2018 10:54 |
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Aethernet posted:Has it been clarified how the Infrastructure value is calculated yet? It mainly comes from districts. City districs give more infra than resource extracting ones do.
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# ? Aug 6, 2018 11:02 |
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I like the idea that larger ships accelerate/turn slower than smaller ships but have a higher maximum speed, but that'd probably require a change to how FTL is 'move to the edge of the system, stop, warp, start moving again.'
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# ? Aug 6, 2018 11:08 |
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Star Ruler 2 had a lot of interesting ideas and the death of the studio is a sore point with me.
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# ? Aug 6, 2018 11:08 |
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Wiz posted:It mainly comes from districts. City districs give more infra than resource extracting ones do. Thank you. Are there any penalties to hyper-specialising planets towards infra or extraction?
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# ? Aug 6, 2018 11:44 |
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Black Pants posted:I like the idea that larger ships accelerate/turn slower than smaller ships but have a higher maximum speed, but that'd probably require a change to how FTL is 'move to the edge of the system, stop, warp, start moving again.' Eliminate maximum speeds entirely, the only value that matters is acceleration. Change ship animations so they accelerate in the direction of travel, then flip around and reverse thrust halfway through. Change combat to be a series of drive-by attacks, with fleets passing by each other before reversing thrust to attack again. Smaller ships maintain evasion, larger ships get a range bonus due to better sensors.
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# ? Aug 6, 2018 12:37 |
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Conot posted:Star Ruler 2 had a lot of interesting ideas and the death of the studio is a sore point with me. Its diplomacy was interesting and neat!
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# ? Aug 6, 2018 12:38 |
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Beer4TheBeerGod posted:Eliminate maximum speeds entirely, the only value that matters is acceleration. Change ship animations so they accelerate in the direction of travel, then flip around and reverse thrust halfway through. While it's sort of cool I can't say that's my favorite feature from Star Ruler to port over, given that it's extremely unintuitive.
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# ? Aug 6, 2018 12:42 |
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OwlFancier posted:While it's sort of cool I can't say that's my favorite feature from Star Ruler to port over, given that it's extremely unintuitive. Physics is inconvenient that way.
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# ? Aug 6, 2018 12:45 |
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Oh yes, it's happening.
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# ? Aug 6, 2018 12:48 |
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Man star ruler ship building was on its own level...
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# ? Aug 6, 2018 12:48 |
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Beer4TheBeerGod posted:Physics is inconvenient that way. Physics also inconveniently doesn't allow for ftl travel so uh it might be ok to abstract over this too
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# ? Aug 6, 2018 13:04 |
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Just switch to a different engine and recreate the fleet combat in Nexus: The Jupiter Incident. Should work fine, IMHO.
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# ? Aug 6, 2018 13:10 |
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I hope the change makes smaller planets more worthwhile, right now I ignore anything below around 16.
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# ? Aug 6, 2018 13:22 |
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Phobeste posted:Physics also inconveniently doesn't allow for ftl travel so uh it might be ok to abstract over this too It was a joke.
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# ? Aug 6, 2018 13:39 |
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The biggest flaw with the game's fleet combat at the moment is that during the first alien discovery events the text refers to your scientists as "<insert species name> scientists," when there can't be any aliens living in your empire! It should just say "our scientists" or something!!
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# ? Aug 6, 2018 13:49 |
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Beer4TheBeerGod posted:It was a joke. I'd be okay with that if it worked that way at lower tech levels. Be fun to get some "primitives with rocket engines vs. our nonlinear dark matter spacefolding hypervector" poo poo going on.
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# ? Aug 6, 2018 13:54 |
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Taear posted:I pick it because it's nice and I want to be nice. The only way to play as Very Nice is Rogue Servitor
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# ? Aug 6, 2018 14:07 |
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There should be a game settings slider that goes from Very Mean -- Mean -- OK -- Nice -- Very Nice. No idea what it would do but I'm sure the devs could think of something.
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# ? Aug 6, 2018 14:14 |
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Given the speed limit for ships in realspace would be C, Stellaris realspace travel times are nowhere near C, and Stellaris ships seem to have some kind of fuelless reactionless drives, "speed" being an abstracted measurement of acceleration does make the most in-universe sense. Presumably small ships are faster than big ships due to a square/cube relationship between available engine surface area and ship mass. This would mean you could make faster ships by shaping them like a dinner plate with the back covered in engines oh my god flying saucers are real.turn off the TV posted:The biggest flaw with the game's fleet combat at the moment is that during the first alien discovery events the text refers to your scientists as "<insert species name> scientists," when there can't be any aliens living in your empire! It should just say "our scientists" or something!! Splicer fucked around with this message at 14:29 on Aug 6, 2018 |
# ? Aug 6, 2018 14:25 |
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turn off the TV posted:The biggest flaw with the game's fleet combat at the moment is that during the first alien discovery events the text refers to your scientists as "<insert species name> scientists," when there can't be any aliens living in your empire! It should just say "our scientists" or something!! What if you start with a slave species?
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# ? Aug 6, 2018 14:27 |
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turn off the TV posted:The biggest flaw with the game's fleet combat at the moment is that during the first alien discovery events the text refers to your scientists as "<insert species name> scientists," when there can't be any aliens living in your empire! It should just say "our scientists" or something!! Syncretic Evolution
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# ? Aug 6, 2018 14:28 |
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DrSunshine posted:There should be a game settings slider that goes from Very Mean -- Mean -- OK -- Nice -- Very Nice. No idea what it would do but I'm sure the devs could think of something. It should refer to your own race, and do literally nothing except reassure the player that their Fanatic Purifier race of megasnails is burning down the galaxy for the right reasons.
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# ? Aug 6, 2018 14:28 |
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Conot posted:Syncretic Evolution Captain Monkey posted:What if you start with a slave species? The troglodyte slave aliens aren't going to be the ones working in xenolinguistics or xenobiology. Even if they were, they're still a part of your empire. As far as I'm concerned all development on Stellaris should cease until the team corrects this horrific oversight. turn off the TV fucked around with this message at 14:59 on Aug 6, 2018 |
# ? Aug 6, 2018 14:57 |
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Aethernet posted:Thank you. Are there any penalties to hyper-specialising planets towards infra or extraction? I'm pretty sure Wiz has mentioned that as development goes up certain buildings/sectors become more efficient, such as refining and research and other higher order functions I would presume. But this is at the expense of raw resource extraction; so if you overdevelop all your planets you will starve them of their necessary inputs or become overly reliant on expensive market transactions. I don't know if you can be embargoed by other nations but I guess that could also be another problem. Or maybe they're going with the V2 market where everyone shoves everything into a blackhole and recipients get whatever fires out the other side. The reverse is also a problem if you don't develop enough and fall behind your opponents when you can't produce enough sophisticated equipment or research as fast as them. It's nice that they're adding a sort of pseudo production chain for minerals (and to a lesser extent, food). Aethernet posted:It should refer to your own race, and do literally nothing except reassure the player that their Fanatic Purifier race of megasnails is burning down the galaxy for the right reasons.
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# ? Aug 6, 2018 15:29 |
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Lum_ posted:The only way to play as Very Nice is Rogue Servitor Enforced niceness is bad niceness Lum.
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# ? Aug 6, 2018 15:55 |
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Taear posted:Enforced niceness is bad niceness Lum. Enforced niceness is the most equitable form of niceness possible, citizen, or do you have some sort of disagreement with Friend Computer?
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# ? Aug 6, 2018 15:57 |
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Taear posted:Enforced niceness is bad niceness Lum. Sounds like someone needs more ice cream.
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# ? Aug 6, 2018 16:05 |
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Splicer posted:Given the speed limit for ships in realspace would be C, Stellaris realspace travel times are nowhere near C, and Stellaris ships seem to have some kind of fuelless reactionless drives, "speed" being an abstracted measurement of acceleration does make the most in-universe sense. Presumably small ships are faster than big ships due to a square/cube relationship between available engine surface area and ship mass. This would mean you could make faster ships by shaping them like a dinner plate with the back covered in engines oh my god flying saucers are real. While that would make a ship super-fast, it would also be incredibly vulnerable if an enemy can hit it from behind. The more optimal shape would be a sphere, with a ring of engines around the equator. An example
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# ? Aug 6, 2018 17:27 |
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Psycho Landlord posted:This would be a fuckawesome start to a "Space God is mad that you can observe it now," crisis. Some kind of "dangerous" technology which reveals secrets Man (or Snail, w/e) was never meant to know, and which unleashes lovecraftian madness upon the galaxy e: the research team is found eviscerated, by themselves
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# ? Aug 6, 2018 18:06 |
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gently caress me I guess it's time to boot up Star Ruler 2 again.
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# ? Aug 6, 2018 18:25 |
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Libluini posted:While that would make a ship super-fast, it would also be incredibly vulnerable if an enemy can hit it from behind. The more optimal shape would be a sphere, with a ring of engines around the equator. I spent about 30 seconds trying to figure out where the very large durchmesser was before realising that "throughknife" probably translates as "cross section"
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# ? Aug 6, 2018 18:31 |
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As much as I loved Star Ruler 2's combat system, the ship design was just a mess. It makes sense when you've played it for hours upon hours and designed enough ships to toss into the meat grinder to figure out what you're doing. That and the need to basically design them from scratch by placing individual blocks... way too tedious and annoying. Fortunately they did have the community design option which made it bearable to just pick out a few community designs and then just up the size number over time.
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# ? Aug 6, 2018 18:31 |
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Conot posted:Star Ruler 2 had a lot of interesting ideas and the death of the studio is a sore point with me. Me too, dogg - me too. Star Ruler 2's political, diplomatic, and shipbuilding systems are top loving rate and I am livid they didn't get the recognition it deserved. I'm glad the open sourcing is bringing people to the game. The one thing I want to do is mod the race art into something a little less goofy. Squiggle fucked around with this message at 18:49 on Aug 6, 2018 |
# ? Aug 6, 2018 18:47 |
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Star Ruler 2 is one of the most boring games I've played and it sold 30,000 copies worldwide despite heavy promotion and being available on steam, and yet somehow the forum consensus is because the devs posted here a few times it was a totally overlooked gem, just a brilliant example of game design Theres sooo many good youtube examples of people having fun with Star Ruler 2... ah yes, the ones that don't exist, lmao, just an amazing game that we should copy as closely as possible in Stellaris
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# ? Aug 6, 2018 19:04 |
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OwlFancier posted:I spent about 30 seconds trying to figure out where the very large durchmesser was before realising that "throughknife" probably translates as "cross section" Space knife fights! e: MESSERKAMPF!
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# ? Aug 6, 2018 19:13 |
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FWIW I think SR1 is the better game than SR2 though SR2 is something you should play because it's worth looking at.
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# ? Aug 6, 2018 19:17 |
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# ? Jun 4, 2024 16:09 |
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Ham Sandwiches posted:Star Ruler 2 is one of the most boring games I've played and it sold 30,000 copies worldwide despite heavy promotion and being available on steam, and yet somehow the forum consensus is because the devs posted here a few times it was a totally overlooked gem, just a brilliant example of game design It did do some things right, but I really didn't like the economic system, which managed to somehow be too high level and annoyingly finickety at the same time.
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# ? Aug 6, 2018 19:20 |