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Libluini posted:See, that is what I meant: Regardless of how often I said that's wrong, I was just ignored. It's flat out wrong that there is no strategic defense with warp. I mean, I easily defended my own strategic strongholds and had no trouble defeating AIs using warp. But this basically means there is absolutely no "texture" to the layout of space. The only systems that matter at the ones with the big planets in them. The rest is just a bunch of bullshit that exists as filler. Choke points create value in a system that might not have any inhabitable planets at all. It's not that winning wars against warp AI was "too hard". It's that the existence of warp meant that there was only one axis of value in territory and it's "how many resources are there", which is just less strategically interesting. The Cheshire Cat fucked around with this message at 18:43 on Oct 21, 2020 |
# ? Oct 21, 2020 18:38 |
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# ? May 25, 2024 15:57 |
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No mechanic is good in a vacuum, it's entirely down to its implementation and context within the game. Multi-method travel is a cool idea, but the mechanics did not work within the context of the game as nothing was properly designed around ANY of the travel methods. Going hyper-only allowed the team to kind of sort of almost make that one method workable for the mechanics and AI. The all time greatest 4X, MOO 1, used warp but had a very tight fuel-range mechanic that make the geography of space still incredibly important. Front lines still existed, fortified choke point planets existed as well. Sure the enemy could probe deep into your territory if they had the range, but you'd see them coming and could pull ships off your front line to meet them there faster than they could arrive. That is of course depending on your detection range, your own engine speed vs theirs which presents all sorts of tactics being valid depending on the situation. A single new fuel or engine tech could totally change the balance of power in a war or how its being fought rather than yet another minor +10% bonus to something. The entire game was designed around a warp based travel method and they had an AI that was shockingly competent at using it. Stellaris had none of this with any travel method. Like just about everything to do with this game, it's full of good ideas that were never thought out, poorly implemented, and then covered with multiple layers of duct tape over the years in desperate attempts to get them functioning properly.
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# ? Oct 21, 2020 18:49 |
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I didn't play stellaris until hyperlanes were a thing and after recently doing the parallel universe anomaly and seeing this thread's discussion of warp drives I just realized my alternate-reality counterparts are from an older version of stellaris.
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# ? Oct 21, 2020 19:39 |
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There's also a Collectivist-Individualist joke event that I think is making fun of this thread in particular.
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# ? Oct 21, 2020 20:00 |
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Don't the robot techs literally do a "Do you have stairs in your house?" riff?
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# ? Oct 21, 2020 20:09 |
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Hearing all about these old methods of transport, the grid system for planets, gives me the same feeling of 1.0 FF14. And much like that, I wish there was a way to play it myself
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# ? Oct 21, 2020 21:30 |
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Leal posted:Hearing all about these old methods of transport, the grid system for planets, gives me the same feeling of 1.0 FF14. And much like that, I wish there was a way to play it myself Can't you just go in Stellaris steam options, beta version and choose version 1.91, the last before all the changes? I've never tried it for Stellaris, but other pdx games allow you this option.
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# ? Oct 21, 2020 21:38 |
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Baronjutter posted:The all time greatest 4X, MOO 1, used warp but had a very tight fuel-range mechanic that make the geography of space still incredibly important. Front lines still existed, fortified choke point planets existed as well. Sure the enemy could probe deep into your territory if they had the range, but you'd see them coming and could pull ships off your front line to meet them there faster than they could arrive. That is of course depending on your detection range, your own engine speed vs theirs which presents all sorts of tactics being valid depending on the situation. A single new fuel or engine tech could totally change the balance of power in a war or how its being fought rather than yet another minor +10% bonus to something. The entire game was designed around a warp based travel method and they had an AI that was shockingly competent at using it. Stellaris had none of this with any travel method. Like just about everything to do with this game, it's full of good ideas that were never thought out, poorly implemented, and then covered with multiple layers of duct tape over the years in desperate attempts to get them functioning properly.
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# ? Oct 21, 2020 22:54 |
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I just finished another playthrough with my militaristic technological space elves, and Stellaris is still fun but the glaring flaws and bugs prevent me from recommending it to anyone. It's frustrating because it really is fun to see different species and nations interact, and watch the Galaxy evolve over time. But because of the bugs and a horrible AI, that there never feels like an overarching purpose to taking advantage of all the systems they've implemented. I think it's super cool to strategically develop my star bases, from anchorages and trade hubs that help ships move through the empire to large scale shipyards tied together with gateways to frontier bastions and fortress habitats. It's awesome to turn planets into ecumenopoli and then build matter decompressors and Dyson spheres to provide the empire with the alloys and ships it needs. It's incredibly satisfying to see my economy spike after completing our evolution into synthetics. But all of these cool functions are for nothing because of all the functional bugs and glitches, and an AI that simply will never be able to keep up. Hopefully, if there is a sequel, they'll take a lot of these great ideas they've incorporated for empires and strategic options, and create an AI that can really use them all.
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# ? Oct 21, 2020 23:01 |
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Distant Worlds 2 when?
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# ? Oct 22, 2020 02:22 |
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Stellaris is far too popular of a Paradox product to have a sequel yet, there's about one or two hundred dollars worth of DLC to be had beforehand. I'm not joking.
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# ? Oct 22, 2020 02:33 |
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Serephina posted:Stellaris is far too popular of a Paradox product to have a sequel yet, there's about one or two hundred dollars worth of DLC to be had beforehand. I'm not joking. Why do you post words you know will hurt us?
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# ? Oct 22, 2020 02:38 |
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Is there anyone else using the Traditions+ mod in here that can let me know if the Finisher Effects on their tradition trees are working? Because mine don't seem to be, but I've got no clue if it's a conflict on my end or a problem with the mod.
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# ? Oct 22, 2020 03:11 |
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Automated Posting posted:Is there anyone else using the Traditions+ mod in here that can let me know if the Finisher Effects on their tradition trees are working? Because mine don't seem to be, but I've got no clue if it's a conflict on my end or a problem with the mod. Discovery's finisher was always bugged for me. The admin cap increase definitely worked though.
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# ? Oct 22, 2020 03:46 |
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The Cheshire Cat posted:it's not like it's any less complex than other 4X games; it's basically on par with civ. I think that the rest of your point - that as a sandbox game Stellaris really calls out for more depth than average - is right, but I don't know about this. I think Stellaris is severely lacking for depth in basically every mechanic, even compared to Civ or other Paradox titles. In Civ (at least in Civ 4) you could ask your neighbors for open borders, and you could ask them to declare war on another nation and (IIRC) to make peace with someone they're at war with. This is basic stuff, and Stellaris doesn't have it. Even back in Alpha Centauri you could ask other civs to change their votes in the planetary council, instead of this weird system of favors. After playing CK3 I keep looking at the vassalage system, too. You have a bunch of vassals and you need to keep them happy or they'll rebel, and their contractual obligations have a bunch of different dimensions. They probably need to fiddle with the numbers a bit more to make it better, but it's just miles ahead of Stellaris, where someone either is or isn't a vassal. That's it- no options for what that status entails, no question of making more pressing demands on smaller ones or having to ease up on larger ones, and no possibility of vassal empires declaring independence, because the AI won't ever do it. I'd also argue that combat, despite all of the fiddly little parts you can use, is actually less complex because it lies entirely in the rock paper scissors of these components, with little consideration of terrain and no real possibilities for tactics or functional differences in fleets.
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# ? Oct 22, 2020 04:56 |
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Don't worry guys, the patch today will fix everything!
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# ? Oct 22, 2020 09:14 |
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And Tyler Too! posted:I didn't play stellaris until hyperlanes were a thing and after recently doing the parallel universe anomaly and seeing this thread's discussion of warp drives I just realized my alternate-reality counterparts are from an older version of stellaris. Apart from the beasts, which never existed.
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# ? Oct 22, 2020 09:32 |
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Bloodly posted:Apart from the beasts, which never existed.
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# ? Oct 22, 2020 12:00 |
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Gort posted:Don't worry guys, the patch today will fix everything! Speaking of: https://twitter.com/StellarisGame/status/1319232549592403968 eta: If nothing else some of the modding stuff rules quote:* ideal_planet_class trigger now works in pop and species scope, and also accepts a planet scope as the right hand side argument. GunnerJ fucked around with this message at 12:36 on Oct 22, 2020 |
# ? Oct 22, 2020 12:27 |
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Just gonna repost the patch notes herequote:#################################################################
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# ? Oct 22, 2020 12:49 |
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I do love this little gem:quote:AI should now handle Colossi correctly again. Fear will keep the local systems in line.
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# ? Oct 22, 2020 12:52 |
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I love how the patch notes just offhandedly mention that AI Megacorps were basically mostly nonfunctional because they didn't even check if there was a branch office on the planet already and just repeatedly tried to open branch offices on planets that already had them. Probably the entire time since release, I bet?
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# ? Oct 22, 2020 12:57 |
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These two are pretty big for me:quote:* Fixed Fleet AI getting stuck in a regroup loop if some fleets cannot reach the system for regrouping. Looping fleets were a huge problem for the AI and amenities completely tanking when you played a hivemind was just annoying. I was disappointed to see nothing for pop growth, resettlement micromanagement and sector AI, but: quote:In addition to what you have seen in the patch notes, we have also been working on some stuff that was deemed too risky, or didn’t finish in time, for it to be released together with 2.8. We intend to deploy some of these changes together with a beta patch sometime in the near future. and So it's possible changes to pop growth, resettlement micromanagement and sector AI will be in a beta branch.
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# ? Oct 22, 2020 13:01 |
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Gort posted:These two are pretty big for me: What are you talking about, the community's top complaints are the lack of civics which add Society Research?
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# ? Oct 22, 2020 13:02 |
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Bloodly posted:Apart from the beasts, which never existed. My understanding was that the “warp beasts” are meant to be the Unbidden. It fits given that Jump Drive proliferation is one of the triggers that bias towards that crisis, and one of the other outcomes of that event is that the portal effectively goes straight into the Shroud itself. I can’t really think of anything else in the game that fits the description, except maybe for the Dimensional Horror.
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# ? Oct 22, 2020 14:44 |
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Gort posted:* Systems spawned during the game (e.g. precursor ones) will now usually have two hyperlanes instead of one.
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# ? Oct 22, 2020 14:59 |
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Why the gently caress do games keep insisting on having their own launcher? The whole point of Steam was so we didn't have to do that poo poo. Thought I'd try the game again since I last played (2.2?) but I can't because of it's stupid loving launcher.
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# ? Oct 22, 2020 14:59 |
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Ak Gara posted:Why the gently caress do games keep insisting on having their own launcher? How does the launcher stop you playing? Edit: Looks like the launcher's bypassable, just run stellaris.exe, which for me is at C:\Program Files (x86)\Steam\steamapps\common\Stellaris Gort fucked around with this message at 15:08 on Oct 22, 2020 |
# ? Oct 22, 2020 15:02 |
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Gort posted:How does the launcher stop you playing? Yup, I do that all the time, and feels much quicker. Only downside is the inability to change what mods you have currently loaded.
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# ? Oct 22, 2020 15:47 |
Kaal posted:Yeah the SotS system did a great job of asymmetricality but I think a big part of that was that each race was defined. It'd be tricky to balance that system if you could pick and choose traits. “The universe is healing itself, Dominus. Shall we wound it again?” That game had the best fluff.
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# ? Oct 22, 2020 16:31 |
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The launcher is good for mods at least (even though it's not particularly good at it) since you can toggle and move around those before launching the game. I'm really looking forward for the game go vroom vroom.
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# ? Oct 22, 2020 16:45 |
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* Fleet AI should not abort orders for defensive fleets like merging So does this mean that I'll stop getting 60 one-ship fleets after I cue up reinforcements? Mr. Merdle fucked around with this message at 17:09 on Oct 22, 2020 |
# ? Oct 22, 2020 17:00 |
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Lil Peeler posted:* Fleet AI should not abort orders for defensive fleets like merging I don't think so
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# ? Oct 22, 2020 17:50 |
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Edit: NM I'm dumb with mod loading.
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# ? Oct 22, 2020 19:38 |
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I'm in the middle of a difficult game where my territory is stretched and squashed and I only found three decent world, and then I was rushing to wall off a nearby aggressive xenophobe when I found not one but two gaia worlds! I've never actually colonized a gaia world before. And both were holy worlds.
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# ? Oct 23, 2020 02:09 |
i'm going to be strong and good and i will not buy this new dlc. my will is my own!
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# ? Oct 23, 2020 02:15 |
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Dick Trauma posted:I'm in the middle of a difficult game where my territory is stretched and squashed and I only found three decent world, and then I was rushing to wall off a nearby aggressive xenophobe when I found not one but two gaia worlds! I've never actually colonized a gaia world before. rip lol
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# ? Oct 23, 2020 02:24 |
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I didn't know what a holy world was and actually colonized one, and had a second ship on the way when I found out I was going to get squashed like a bug. Had to blow up the colony I'd started.
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# ? Oct 23, 2020 03:43 |
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Dick Trauma posted:I didn't know what a holy world was and actually colonized one, and had a second ship on the way when I found out I was going to get squashed like a bug. Had to blow up the colony I'd started. Doesn't it tell you that colonizing will anger the Fallen Empire when you hover over the modifier these days? :V
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# ? Oct 23, 2020 05:36 |
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# ? May 25, 2024 15:57 |
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The winning option is to build a planet cracker and blow up their holy worlds. Now no one can have it
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# ? Oct 23, 2020 05:53 |