Wiz posted:There is a perfectly good gameplay choice present already that captures the themes of AI rights and rebellion (with even more significance to its effects under the new system). 'It's weird' is not a good enough reason to tear that up, and 'fix the balance' doesn't even mean anything. More options does not always make for better gameplay or more interesting choices. Having any sapient robots at all means you have to forgo automating drudgery. You can either avoid sapient robots or you have to have sapient beings doing drudgery in your mines. No other options. But ironically there's an optimal path of just... not getting synths and having unfeeling robot slaves forever. Synths aren't that big a gameplay bonus, especially if you have to suddenly deal with a proletariat again that was previously automated out of existence. I love ya Wiz, and you're doing great work, but this is an incredibly bad feeling state of affairs, which feels much worse with the new class system. Honestly, if you're worried about "optimal" gameplay being worker robot drones... why not just roll with it, but give alternatives. Have a economic system where you nerve staple your workers into being organic drones. Give the opportunity to everyone and let it shake out. Or something. I'm not a game designer though. I'm in it for the roleplaying. I might not be who you're catering to, and mods will make me happy. But I really feel the nice gameplay trade off you've come up with is frustratingly artificial when you think about it, which makes it just feel bad rather than like a legitimate choice.
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# ? Aug 16, 2018 01:48 |
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# ? May 25, 2024 13:57 |
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I thought it was kind of implied than even the most basic droid is a pretty complex autonomous AI doing the job a human/organic would otherwise do. A giant drill and maintenance drones are just equipment that both droids and organics would be in charge of in a given tile. The whole of point of a tile with a robot pop is that they are autonomous and intelligent enough to run a whole region without organic input
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# ? Aug 16, 2018 01:48 |
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the game will be fine, the state of affairs is fine
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# ? Aug 16, 2018 02:05 |
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Can't you just install restraining bolts on all your synths to turn them back into obedient slaves with one of the robomodding traits already? Like the silicon version of nerve stapling?
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# ? Aug 16, 2018 02:14 |
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Crazycryodude posted:Can't you just install restraining bolts on all your synths to turn them back into obedient slaves with one of the robomodding traits already? Like the silicon version of nerve stapling?
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# ? Aug 16, 2018 02:27 |
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Yeah the incredibly advanced mining drones that aren't sentient but still really "smart" are already in the game if you want them to be. They might as well be Mine level 3. Stuff that makes industry better without big societal implications.
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# ? Aug 16, 2018 02:42 |
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Crazycryodude posted:As is Stellaris tradition, the crises are currently broken. This specific time around, I think at least both the Scourge and the Contingency are bugged so that they never expand? Is it one of those two? Yep it's the Scourge. Kind of a bummer, too, because I haven't had a non-Contingency crisis in a while.
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# ? Aug 16, 2018 02:58 |
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Just started a new game in 2.1. drat the performance sucks, what the hell happened? Are there any tweaks I can do?
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# ? Aug 16, 2018 04:16 |
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psydude posted:Yep it's the Scourge. Kind of a bummer, too, because I haven't had a non-Contingency crisis in a while. Apparently rolling back to 2.1.1 can fix the endgame issues.
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# ? Aug 16, 2018 05:00 |
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Yeah it's only the most recent version that's got the brokebrained crisis, roll back to 2.1.1 and it should work, if not in this game then at least in future ones.
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# ? Aug 16, 2018 08:41 |
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Baronjutter posted:I mean heck, you could even have a "decadence" system for late game empires. Your human pops that once pioneered the galaxy and now all pampered and no one has done physical work or endured any sort of hardship for generations because robots have done that, and now that there's better and better sapient AI, those humans aren't even bothering with science or culture anymore. What do you do at this point? Replace your lazy uncreative humans with synths? Accept that your empire's founding populations have become bio-trophies and officially switch to that gameplay mechanic? Restrict AI and get your humans back to work but face a potential AI uprising? Well obviously you found the space CIA to uplift all the ghastly primitives without them noticing. But only after the espionage expansion. :specialcircumstances:
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# ? Aug 16, 2018 08:44 |
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Baronjutter posted:
This is technically already in the game but it only affects the Awakened Empires. The more of vassals of their specific type, (Signatories, Thralls, ect) the weaker they get. This was covered in Dev Diary #85 (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-85-decadence-and-ascension-path-changes.1042779/) Part of 1.8 Čapek / Synthetic Dawn. code:
And just to humour you; this is how it's defined in the script; From the 00_Static_Modifiers file code:
code:
A_Spec fucked around with this message at 11:03 on Aug 16, 2018 |
# ? Aug 16, 2018 10:13 |
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Here's my extremely specific wish: that if I renamed a Star the station orbiting it would change name too. It's really confusing for me at times. (I know I can do it myself it's just a pain) Taear fucked around with this message at 10:31 on Aug 16, 2018 |
# ? Aug 16, 2018 10:27 |
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The 2.1.2 patch was updated this morning to fix the crisis problem. Same version number, new checksum. https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-2-patch-is-now-live-checksum-5bcb.1113782/
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# ? Aug 16, 2018 11:50 |
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Wiz was also nice enough to post today's diary before I have to leave for work: https://twitter.com/Martin_Anward/status/1030055425184555009 That was nice of you Wiz, thanks!
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# ? Aug 16, 2018 12:38 |
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Eiba posted:Honestly, I'd rather tear up the good gameplay you've got, or give some other equally artificial bonus to oppressing robots, than see all my automated mining drones become conscious suffering beings just because I invented one sapient AI in a lab somewhere. Also this update sounds amazing. Gyshall fucked around with this message at 12:47 on Aug 16, 2018 |
# ? Aug 16, 2018 12:40 |
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Taear posted:Here's my extremely specific wish: that if I renamed a Star the station orbiting it would change name too. What? No! That would loving suck! ( I give all my stations special names completely separate from the star names. Your idea would mean that every time I want to rename a star, the game would automatically overwrite my custom names. That would suck )
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# ? Aug 16, 2018 12:45 |
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Psychotic Weasel posted:Wiz was also nice enough to post today's diary before I have to leave for work: This does sound good. I'm looking forward to hearing how they'll make it clear that planets are where pops live their lives.
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# ? Aug 16, 2018 12:46 |
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Ye, this is a pretty massive dev diary. I find this little bit interesting. quote:For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. https://twitter.com/Martin_Anward/status/740561853978431488 It's been two years since you became Game Director Wiz, have you been wanting to change it since then? A_Spec fucked around with this message at 12:55 on Aug 16, 2018 |
# ? Aug 16, 2018 12:46 |
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Libluini posted:What? No! That would loving suck! ( I give all my stations special names completely separate from the star names. Your idea would mean that every time I want to rename a star, the game would automatically overwrite my custom names. That would suck ) I'm only ever renaming stars when I'm colonising so I expect the station (which is rarely updated by that point) to change name too. Maybe just make it so un-upgraded stations change names. Why are you renaming stars so much.
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# ? Aug 16, 2018 12:52 |
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A_Spec posted:Ye, this is a pretty massive dev diary. I find this little bit interesting. I've been wanting to change it since before the game came out. There were other things that were more important to do first, though. What I personally want the most doesn't always correspond to what's best for the game!
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# ? Aug 16, 2018 13:10 |
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A_Spec posted:Ye, this is a pretty massive dev diary. I find this little bit interesting. Surely you noticed that all adjacency bonuses were gradually being removed to eliminate any lingering game in the tilegame?
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# ? Aug 16, 2018 13:11 |
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I miss my mineral silo checkerboard worlds Oh well, I am eager to see how this new trade resource your clerks produce works since it sounds like trade is getting some love here,too. And what the new culture and entertainment resources do as well since pushing your borders is long a thing of the past.
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# ? Aug 16, 2018 13:23 |
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Honestly I'm just grateful that the update isn't releasing this month. I have way too much to do.
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# ? Aug 16, 2018 13:23 |
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Aethernet posted:Surely you noticed that all adjacency bonuses were gradually being removed to eliminate any lingering game in the tilegame? Honestly adjacency bonuses tended to, if anything, make the tile system even less interesting since it mostly just promoted monoresource planets.
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# ? Aug 16, 2018 13:23 |
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I will not miss yellow triangle clicking simulator
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# ? Aug 16, 2018 13:26 |
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Crazycryodude posted:As is Stellaris tradition, the crises are currently broken. This specific time around, I think at least both the Scourge and the Contingency are bugged so that they never expand? Is it one of those two? Contingency spawned for me the other day and they did expand but also did the waiting in star systems thing. Eventually, they would decide to go somewhere. They took over 1/4 of the galaxy by the time I stopped.
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# ? Aug 16, 2018 13:32 |
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Chalks posted:I will not miss yellow triangle clicking simulator It's a sin this game never had an auto-upgrade tick box for planets.
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# ? Aug 16, 2018 13:32 |
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I wonder how this will play out. Will you actually have 'diversity' or will you be constrained even more?
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# ? Aug 16, 2018 13:40 |
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Chalks posted:I will not miss yellow triangle clicking simulator
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# ? Aug 16, 2018 13:49 |
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Bloodly posted:I wonder how this will play out. Will you actually have 'diversity' or will you be constrained even more? Well, a lot of the buildings we've seen so far seem to be of the form "provides 1 job of type x for every y infrastructure". To me that sounds like an incentive to concentrate all those facilities on worlds with maxed infra (meaning, probably, 100% city district worlds) and reserve the building slots on other worlds for those buildings that don't scale. Which I think would push the player to a mix of heavily industrialised ecumenopoleis and sparsely populated basic resource worlds with as little in between as they can get away with. Which would still be an improvement over the current setup! (e: Actually, I think a system that favours highly distinct types is going to feel better than one where everything is on a spectrum) But, uh, there's a lot of unknowns here. Anyway, good DD, may tiles rest in hell. KOGAHAZAN!! fucked around with this message at 14:03 on Aug 16, 2018 |
# ? Aug 16, 2018 14:01 |
My absolute favourite part of the DD is "part 1 of 4"
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# ? Aug 16, 2018 14:14 |
My favorite part is the all of it. Especially the hints at trade routes.
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# ? Aug 16, 2018 14:34 |
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canepazzo posted:My absolute favourite part of the DD is "part 1 of 4" Monday launch confirmed?!
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# ? Aug 16, 2018 14:34 |
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canepazzo posted:My absolute favourite part of the DD is "part 1 of 4" Release in exactly one month!1!!111
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# ? Aug 16, 2018 14:36 |
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ConfusedUs posted:My favorite part is the all of it. This is genuinely the part I'm most excited about too. The trading system in EUIV is a thing of beauty, especially how it evolves in importance over the course of the game. I'm not expecting anything quite so complex, but an analogy more suitable for the setting of Stellaris would be brilliant.
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# ? Aug 16, 2018 14:39 |
Looks great. Hoping that there are not Farming District I - V upgrades or if there are that the process of upgrading anything is entirely automatic.
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# ? Aug 16, 2018 15:03 |
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Nuclearmonkee posted:Looks great. Hoping that there are not Farming District I - V upgrades or if there are that the process of upgrading anything is entirely automatic. There is no manual upgrading of districts.
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# ? Aug 16, 2018 15:04 |
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Does tech still(?) upgrade district output?
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# ? Aug 16, 2018 15:12 |
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# ? May 25, 2024 13:57 |
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How are the performance gains on the new system?
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# ? Aug 16, 2018 15:15 |