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Anticheese posted:Constructing a ringworld also involves dismantling all the planets in a system, so maybe there's a lot of leftover material to sift through. get a load of this guy that uses systems full of planets instead of a tiny star with one asteroid rollin around it
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# ? Aug 17, 2018 13:14 |
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# ? May 26, 2024 03:27 |
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When Utopia was first launched you could only build ringworlds in systems that had 5+ planets (so you had enough raw material to work with, I guess?) but this has since been changed. I don't remember when or if it was even announced so there could be a good number of people that don't know you can put them basically anywhere now. So long as there is only 1 star and no habitable planets.
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# ? Aug 17, 2018 13:28 |
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I've been reading the Uplift series and man, this game takes a hell of a lot of inspiration from it.
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# ? Aug 17, 2018 14:24 |
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Psychotic Weasel posted:When Utopia was first launched you could only build ringworlds in systems that had 5+ planets (so you had enough raw material to work with, I guess?) but this has since been changed. I don't remember when or if it was even announced so there could be a good number of people that don't know you can put them basically anywhere now. So long as there is only 1 star and no habitable planets. A new system where you can build ringworlds anywhere, with each local celestial body (scaled to how big said body is) reducing the total mineral cost of the ringworld.
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# ? Aug 17, 2018 14:32 |
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Xerxes17 posted:I've been reading the Uplift series and man, this game takes a hell of a lot of inspiration from it. Well, it lets you actually uplift presenting species, so there's that.
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# ? Aug 17, 2018 14:33 |
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Presumably all this economy stuff means that, in theory, you could mod in a devouring swarm race that gains science from consuming the brains of other creatures or whatnot.
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# ? Aug 17, 2018 15:53 |
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re: habitat chat: I can't believe it took me this long to realize how goddamn great they are. As it is, Voidborne is pretty much a necessary ascension pick to truly go for a very tall playstyle (thank you very much to the goon who pointed out that my economy-fu was lacking, I decided to try some new approaches to that and habitats for energy while going around for large planets to fill up with droids and mines really did the trick)
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# ? Aug 17, 2018 15:55 |
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How are habitats and ringworlds going to work post tileageddon?
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# ? Aug 17, 2018 16:14 |
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Azuth0667 posted:How are habitats and ringworlds going to work post tileageddon? Deleted from the game, as they're not needed anymore. Just like warp and wormholes!!!1
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# ? Aug 17, 2018 16:22 |
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Azuth0667 posted:How are habitats and ringworlds going to work post tileageddon? Dev diary posted:They will have their own mechanics under the new system. I will cover it in a later DD. Well, that's for habitats. Ringworlds are up in the air as to whether they'll be a single 100-size entity or kept at 4 25-size entities, or something else.
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# ? Aug 17, 2018 16:24 |
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Azuth0667 posted:How are habitats and ringworlds going to work post tileageddon?
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# ? Aug 17, 2018 16:25 |
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Xerxes17 posted:I've been reading the Uplift series and man, this game takes a hell of a lot of inspiration from it. Beyond uplifting, what does it take from it that isn't just from every science fiction thing? I really can't think of anything else.
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# ? Aug 17, 2018 16:39 |
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AG3 posted:Well, that's for habitats. Ringworlds are up in the air as to whether they'll be a single 100-size entity or kept at 4 25-size entities, or something else. might as well make it a single if the systems are being overhauled anyway, the new systems would work well for a mechanic where the useable area grows with further development
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# ? Aug 17, 2018 16:45 |
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Davincie posted:might as well make it a single if the systems are being overhauled anyway, the new systems would work well for a mechanic where the useable area grows with further development Yep, they should be a single entity, with a huge max size, but most of it hidden behind blockers. Make the frame a single action to build, but then what would otherwise be the additional construction options should instead just be a massive number of blockers that add up to an equivalent cost or something like that. Size 500 or whatever for the max size, but increasing it from 30-500 requires clearing size 10 blockers that cost 5k minerals each or something like that.
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# ? Aug 17, 2018 16:50 |
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Taear posted:Beyond uplifting, what does it take from it that isn't just from every science fiction thing? I feel it in the style. When i read the description of the various races the portraits from Stellaris seem to fit well. Also the way Psi is integrated.
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# ? Aug 17, 2018 17:29 |
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God I wish with this update they could totally redo ringworlds and maybe even habs. At least make ring worlds one big bucket of pops.
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# ? Aug 17, 2018 17:34 |
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Ringworlds might be the other reason I hope that infrastructure and building slots can go above the grid displayed in the screenshots, because a single object ringworld would seem to need a different scale from any planet.
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# ? Aug 17, 2018 17:40 |
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I think from the previous diary I got the impression "buildings" work more like buildings in civilization, as in they give planet-wide effects and you just build one of them at a fairly fixed cost. So you just build a single "research network" or something which might do something like "generates 1 research point per pop, creates 8 research specialist slots plus 1 slot per 10 infrastructure". So you just build it once on a small planet and you might end up with 10 research slots, build it on a ring world and you might get 100.
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# ? Aug 17, 2018 17:49 |
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I more mean that it would be kind of weird if almost every planet never uses half of that potential infrastructure unlocked grid, while a ringworld is the only thing that uses all of it. Or alternatively, that both planets and ringworlds use all of it, you would expect a ringworld to be able to house more buildings than a planet, rather than just supercharging the ones it already has. Especially it's a bit weird if a ringworld caps out really fast on unlocking more of those slots. It seems like there's supposed to be a real balance between using your district slots to unlock buildings with infrastructure or using them to do other things. Which if you have a shitload of districts on a ringworld obviosly wouldn't really work because it'd be trivial to unlock them and still have loads left over. You could definitely do a single piece ringworld that just adds more district slots to the planet as you build more segments, and sure it'd be more powerful, but a ringworld should still be able to cover the same amount of specialist fields as four normal planets. Especially as you'll have so few of them and they're likely to be the focus of your empire, you'd want to have as much development opportunity on them as possible because they're something a player is going to want to keep interacting with more than mineral shithole number 238. OwlFancier fucked around with this message at 18:05 on Aug 17, 2018 |
# ? Aug 17, 2018 17:52 |
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man this is great news, I hope the mining station grind gets overhauled too
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# ? Aug 17, 2018 18:02 |
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I hope Ringworlds end up as 100-size single pieces so I can make the galaxy's biggest and most extravagant metropolis full of untold trillions of every kind of being in existence then turn the rest of my Empire into menial slaves to support its mere existence in perpetuity.
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# ? Aug 17, 2018 18:40 |
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I just realised, that the game sorely needs a race of snake people.
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# ? Aug 17, 2018 19:00 |
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THE BAR posted:I just realised, that the game sorely needs a race of snake people. Even with all those portraits, the game is lacking a lot of people. That's why I had to make my own spider and centipede portraits. Edit: We also don't have fish.
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# ? Aug 17, 2018 20:29 |
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NoNotTheMindProbe posted:I wonder what the accompanying DLC will be? My guess is a new cosmetic pack as it looks like the devs and content writers will have their hands full updating the existing game for the new economy system.
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# ? Aug 17, 2018 20:36 |
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Libluini posted:Even with all those portraits, the game is lacking a lot of people. That's why I had to make my own spider and centipede portraits. DOGS
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# ? Aug 17, 2018 23:08 |
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Man this update sounds great. It seems designed for really allowing modders to go wild, reducing micromanagement, and I have to imagine it's gonna be easier for the AI to figure out how to develop its planets, compared to the old tile based system where things are a bit...suspect.Baronjutter posted:I think from the previous diary I got the impression "buildings" work more like buildings in civilization, as in they give planet-wide effects and you just build one of them at a fairly fixed cost. So you just build a single "research network" or something which might do something like "generates 1 research point per pop, creates 8 research specialist slots plus 1 slot per 10 infrastructure". So you just build it once on a small planet and you might end up with 10 research slots, build it on a ring world and you might get 100. It reminded me of the system in EU4 to some extent, with building slots unlocking as you increase the Development of each province, albeit the buildings in Stellaris sound a lot more interesting than the ones in EU4. Dreylad fucked around with this message at 00:15 on Aug 18, 2018 |
# ? Aug 18, 2018 00:13 |
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TheDeadlyShoe posted:Trade routes and related mechanics might be reasonably severable. Based on what they did with Unity trees recently (making them available even without the DLC, just with the fun perks locked) I'm betting Paradox is getting away from locking entire mechanics behind DLC, and is going towards a premium feature DLC model. So for example trade routes / galactic market might be free for all, but a new type of government (trade empire) and ascenion perks for a trade focused empire would be locked, basically what they did with Synthetic Dawn. Makes the game alot easier to balance / debug when everyone is playing with 95% of the same features. Plus somebody without the latest DLC can join a multiplayer game that uses it and not have to learn a whole new mechanic in real time.
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# ? Aug 18, 2018 00:24 |
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One of the reasons Wiz mentioned when they announced that Unity and Ascension Perks were going to be made available to all is that it will allow them to continue expanding on the feature and add things to it. Which is nice because after a while DLC can make the game feel like there was a bunch of core elements at one point that then got a bunch of random poo poo bolted on that can feel really disjointed since it all needs to run independently of any other additions in case the player doesn't own another crucial part. Hopefully this way they can continue to expand on their ideas and give each new addition more depth instead of having a bunch of shallow and fundamentally pointless mechanics that the game needs to be able to bypass in case someone doesn't buy it since the game itself still needs to be playable.
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# ? Aug 18, 2018 00:48 |
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Nevets posted:Based on what they did with Unity trees recently (making them available even without the DLC, just with the fun perks locked) I'm betting Paradox is getting away from locking entire mechanics behind DLC, and is going towards a premium feature DLC model. So for example trade routes / galactic market might be free for all, but a new type of government (trade empire) and ascenion perks for a trade focused empire would be locked, basically what they did with Synthetic Dawn. Makes the game alot easier to balance / debug when everyone is playing with 95% of the same features. Plus somebody without the latest DLC can join a multiplayer game that uses it and not have to learn a whole new mechanic in real time. well it doesnt leave much for a headline feature for someone to actually want to buy the dlc then...
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# ? Aug 18, 2018 02:54 |
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TheDeadlyShoe posted:well it doesnt leave much for a headline feature for someone to actually want to buy the dlc then... This is rampant speculation, but I would be un-surprised if Paradox had a much higher rate of DLC than other developers. They're not exactly selling their games on flashiness, so I wouldn't be surprised if they had a smaller, more dedicated fanbase that loaded up more on each game.
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# ? Aug 18, 2018 03:35 |
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I'm really looking forward to Stellaris Infrastructure Week.
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# ? Aug 18, 2018 04:08 |
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Fister Roboto posted:I'm really looking forward to Stellaris Infrastructure Week. This just sounds like if there were drawback Civics like there are drawback Traits.
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# ? Aug 18, 2018 06:33 |
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Cnidaria posted:The only thing that bothers me about ring worlds is that you can mine minerals from them. Seems like a lot of wasted effort to make an immense artificial environment just to start digging it back up again. All depends on how you rationalize them being built I guess. In the Culture, new sections of their orbitals (which are more like upscaled Halo ringworlds as opposed to Larry Niven ringworlds) have their 'geography' molded by guided asteroid impacts. In the Culture they don't have to actually mine for poo poo, but on a hypothetical abandoned Culture orbital, you could have a primitive civilization actually mine for stuff, a lot like a Larry Niven ringworld, actually. I'd really like a ruined ringworld start actually, that'd be neat. THE FUCKING MOON fucked around with this message at 07:10 on Aug 18, 2018 |
# ? Aug 18, 2018 07:04 |
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I'm 100% positive there were some ruined ringworld start mods back in the day. In the dark times, the times of warp...
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# ? Aug 18, 2018 07:38 |
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THE loving MOON posted:I'd really like a ruined ringworld start actually, that'd be neat. You could also have it involve a search for your progenitors, a special sort of precursor quest. I'd really like that.
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# ? Aug 18, 2018 08:30 |
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A start with a 100 size ringworld but where it's all covered in blockers that you need to spend a bunch of rare and refined minerals to fix, would be pretty cool.
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# ? Aug 18, 2018 09:07 |
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OwlFancier posted:potentially even habitable ships. put thrusters on your capital world and escape the bonds of the sun
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# ? Aug 18, 2018 12:06 |
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Nosfereefer posted:put thrusters on your capital world and escape the bonds of the sun Create a Fleet of Worlds!
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# ? Aug 18, 2018 12:52 |
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You can do that in Star Ruler!
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# ? Aug 18, 2018 13:00 |
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# ? May 26, 2024 03:27 |
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Nosfereefer posted:put thrusters on your capital world and escape the bonds of the sun Build a Shkadov Thruster megastructure and move your entire home system.
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# ? Aug 18, 2018 14:18 |