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Stellaris 2.6: RIP Verne Troyer and RIP ded gaem e: and wiz too
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# ? Nov 13, 2019 18:19 |
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# ? May 25, 2024 07:12 |
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Ya'll with your booksmarts on these good intelligent titles. pfff Rip all my effort modding on this dead game and non-functional launcher
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# ? Nov 13, 2019 18:50 |
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Guilliman posted:Ya'll with your booksmarts on these good intelligent titles. pfff Did you get any response to the feedback you gave?
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# ? Nov 13, 2019 18:51 |
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Aethernet posted:
They're hard at work on it apparently. I wish we got some actual updates though, like a dev blog type thing. There are some glaring launcher issues that have to be fixed BEFORE the big federation update. The sooner they're fixed the less permanent damage to the modding scene tbh. I fear if the launcher mod tools arent improved before then a lot of people will give up on modding. There's also 0 communication regarding some mod function requests. No one listens so it's kinda very demotivating to continue at times. I sometimes feel like the game is in a "push new content every 6 months" "maintenance" mod. Only new DLC, no fixes or improvements to the lesser base game stuff. There doesn't seem to be any time alocated to QA all the new things and even less time to go back and fix glaring infuriating bugs with base game stuff or previous DLCs. Frankly, it reeks of management greed. It's reminding me of earlier EA. There doesn't seem to be time any more for the devs to love their creations. And people wonder why I wont try for a content creator position at PDX. The /pace/ sounds demoralizing to work in. At least, that's how I feel the past few updates have been.
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# ? Nov 13, 2019 19:10 |
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Guilliman posted:I sometimes feel like the game is in a "push new content every 6 months" "maintenance" mod. Only new DLC, no fixes or improvements to the lesser base game stuff. There doesn't seem to be any time alocated to QA all the new things and even less time to go back and fix glaring infuriating bugs with base game stuff or previous DLCs. "Sometimes"? That's absolutely the stage we're at. The last big change to a base game system was the Sector change, which was developed alongside DLC. I think it's safe to assume most of the code guys were reassigned to CK3. Maybe some of those guys will be redistributed back to Stellaris when CK3 launches. More likely they'll get handed Stellaris 2: Stellar is Back
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# ? Nov 13, 2019 19:43 |
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Vengarr posted:"Sometimes"? That's absolutely the stage we're at. The last big change to a base game system was the Sector change, which was developed alongside DLC. Stellaris 2: How Stellaris Got Its Groove Back
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# ? Nov 13, 2019 19:53 |
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i just discovered you can't paste passwords in the new launcher and i'm really mad about it
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# ? Nov 14, 2019 03:36 |
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I see I made a good call in not buying any more of this game's DLC.
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# ? Nov 14, 2019 03:55 |
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I'd be way more excited for Juggernauts and Mega-Shipyards if megastructures weren't already such a chore.
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# ? Nov 14, 2019 06:55 |
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I maintain that mega structures should be super-habitats that you build in over a period of decades with special job slots attributing to the construction process. Give planets a great works slot type that does the same. So you might construct an orbital ring that spans the entire planet and acts as a defensive structure, or a mega dock for your fleets. Basically import the great works from CK2 as something the player can invest in over the course of an entire game.
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# ? Nov 14, 2019 11:48 |
DD for origins is out All 18; some require an expansion to be available: quote:Prosperous Unification: Start with 4 additional Pops and 2 additional Districts. (Available to everyone) Black Pants posted:You missed Resource Consolidation, which was added after the initial list was posted, which starts you with a machine world. Fixed, thanks canepazzo fucked around with this message at 14:14 on Nov 14, 2019 |
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# ? Nov 14, 2019 13:07 |
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You missed Resource Consolidation, which was added after the initial list was posted, which starts you with a machine world.
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# ? Nov 14, 2019 13:25 |
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This is all pretty solid stuff. Hype etc.Vengarr posted:"Sometimes"? That's absolutely the stage we're at. The last big change to a base game system was the Sector change, which was developed alongside DLC. Demiurge4 posted:I maintain that mega structures should be super-habitats that you build in over a period of decades with special job slots attributing to the construction process.
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# ? Nov 14, 2019 13:39 |
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Demiurge4 posted:I maintain that mega structures should be super-habitats that you build in over a period of decades with special job slots attributing to the construction process. This sounds great tbh.
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# ? Nov 14, 2019 14:07 |
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Origins are a thing I've been waiting for a long time. Wondering if they can limit civic selection though.Splicer posted:It seems like we're getting at least the groundwork for a diplomacy revamp out of Federations, and the Origins change is a decently big deal. However, they do really, really need to do a full QA pass at some point. No new systems or content, just go over everything currently in the game, normalise and refactor and bugcheck and edge case check everything. But that's a huge hunk of work, and you need to be 100% happy with the base systems or you'll just be redoing it all again a year later, and the only moneymaking DLC you could develop anything alongside it would be purely cosmetic or you'd be introducing new bugs as you work out the old ones. I feel like you could pretty safely do another Distant Stars type content pack along with this. Sure there might be bugs in the new events and anomalies but that's less likely to spill over into established systems.
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# ? Nov 14, 2019 14:12 |
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I really want to know more about Calamitous Birth. I love the concept but I want to know what it actually does.
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# ? Nov 14, 2019 14:36 |
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AAAAA! Real Muenster posted:I really want to know more about Calamitous Birth. I love the concept but I want to know what it actually does. I hope you get to just play as Mycons, that'd be cool
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# ? Nov 14, 2019 14:45 |
I assume you crash into it for instant colony with a crater blocker and bad times for any local presentients
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# ? Nov 14, 2019 14:47 |
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AAAAA! Real Muenster posted:I really want to know more about Calamitous Birth. I love the concept but I want to know what it actually does. It reminds me of the background for Silicoids in MO3. (They were born from the shards of a life-eating death crystal smashing into their planet. You know, one of the ones that was a galactic menace in the earlier games.)
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# ? Nov 14, 2019 14:50 |
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Combining Calamitous Birth with Terrorvore sounds amazing. You're a race of horrifying rock monsters that expand by smashing meteorites into other worlds and then consuming them to make more meteorites. I will be very disappointed if they can't just ignore ground combat by firing enough meteors at inhabited planets.
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# ? Nov 14, 2019 14:58 |
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Aethernet posted:I will be very disappointed if they can't just ignore ground combat by firing enough meteors at inhabited planets.
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# ? Nov 14, 2019 15:08 |
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AAAAA! Real Muenster posted:Be prepared to be disappointed. 2.6 thread title done
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# ? Nov 14, 2019 15:09 |
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Aethernet posted:2.6 thread title done
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# ? Nov 14, 2019 15:12 |
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I really had a lot of fun playing as a terravore until a FE awakened and was the type to hate all sorts of war, hated me for genociding the sleeping FE (and half the galaxy), and proceeded to pick me apart system by system because I only had four fleets and it takes years to fly halfway across the galaxy. Good times, lessons learned. I'll probably wait until the next update to try again.
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# ? Nov 14, 2019 15:51 |
Hegemon and common ground seem like the strongest origins. Having two permanent allies or vassals right from game start, and assuming they start with all the infrastructure you'd expect from a capital world for both of them, means you effectively have an advanced start ai of a federation, minus the extra tech. The main worry I'd have is running out of colonization space, on the other hand, expansion could be incredibly quick between the three of you.
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# ? Nov 14, 2019 16:02 |
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Aethernet posted:Combining Calamitous Birth with Terrorvore sounds amazing. You're a race of horrifying rock monsters that expand by smashing meteorites into other worlds and then consuming them to make more meteorites. Ah, the Lavos background.
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# ? Nov 14, 2019 16:25 |
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I've been out of the loop for a while, did they ever buff Habitats after they removed tiles? I remember they used to suck a lot and that makes the void dweller origin less appealing.
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# ? Nov 14, 2019 16:28 |
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Guilliman posted:They're hard at work on it apparently. I wish we got some actual updates though, like a dev blog type thing. There are some glaring launcher issues that have to be fixed BEFORE the big federation update. The sooner they're fixed the less permanent damage to the modding scene tbh. I fear if the launcher mod tools arent improved before then a lot of people will give up on modding. Hey, you are doing a great job, your mod is awesome. While I do not wish for you to burn out, I do hope you can continie with it.
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# ? Nov 14, 2019 16:30 |
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Guilliman posted:They're hard at work on it apparently. I wish we got some actual updates though, like a dev blog type thing. There are some glaring launcher issues that have to be fixed BEFORE the big federation update. The sooner they're fixed the less permanent damage to the modding scene tbh. I fear if the launcher mod tools arent improved before then a lot of people will give up on modding. This is the general sense I got from talking to people at PDXcon too. Paradox sounds like a lovely employer.
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# ? Nov 14, 2019 16:35 |
Clarste posted:I've been out of the loop for a while, did they ever buff Habitats after they removed tiles? I remember they used to suck a lot and that makes the void dweller origin less appealing. When you build them over planets with resources you can build districts to extract them. So if you build over a planet that you could use a space mine to get minerals you can build mineral mining districts. You can actually get a pretty good haul out of uncolonizable planets that way and they are good for making the best use of your territory.
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# ? Nov 14, 2019 16:37 |
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Nitrousoxide posted:When you build them over planets with resources you can build districts to extract them. So if you build over a planet that you could use a space mine to get minerals you can build mineral mining districts. You can actually get a pretty good haul out of uncolonizable planets that way and they are good for making the best use of your territory.
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# ? Nov 14, 2019 16:49 |
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That Ringworld origin sounds like an exciting trap for new players, because unless it's a special magic segment it won't have any mining districts and your early game mineral production will be terrible.
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# ? Nov 14, 2019 16:50 |
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Energy will also be a huge problem. I'm not sure how that start could work unless they added something. Same goes for a lot of other starts, they seem pretty boring unless they add something else which they very well might. I think relic world might actually be the best of the "weird starting places" from that list? Habitat seems like it'd be kinda rough going to start due to minerals/alloys.
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# ? Nov 14, 2019 16:53 |
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Special building that turns alloys and consumer goods scavenged from precursor ruins back into minerals.
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# ? Nov 14, 2019 16:56 |
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For the Habitat start, it could start over a mineral planet so you have a mine. For the Ring World they could change it so that it can have mines (because there is all that planetary matter that goes into building it or something).
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# ? Nov 14, 2019 17:00 |
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AAAAA! Real Muenster posted:For the Habitat start, it could start over a mineral planet so you have a mine. For the Ring World they could change it so that it can have mines (because there is all that planetary matter that goes into building it or something). For habitats it'd have to be combined with some sort of huge buff to hydroponics farms as well as starting with the tech to build them.
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# ? Nov 14, 2019 17:12 |
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I wonder if they are close to a release with them announcing all of the Origins? Now I am going to have a hard(er) time playing knowing that such a big and cool change is coming.hobbesmaster posted:For habitats it'd have to be combined with some sort of huge buff to hydroponics farms as well as starting with the tech to build them. lol Maybe they are re-working Habitats again?
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# ? Nov 14, 2019 17:19 |
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I think it could work if you gave made hydroponics farms provide 4 or 5 farmer jobs?
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# ? Nov 14, 2019 17:24 |
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Aethernet posted:2.6 thread title done Agreed
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# ? Nov 14, 2019 17:55 |
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# ? May 25, 2024 07:12 |
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GunnerJ posted:Special building that turns alloys and consumer goods scavenged from precursor ruins back into minerals.
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# ? Nov 14, 2019 18:02 |