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Macichne Leainig
Jul 26, 2012

by VG

Electro-Boogie Jack posted:

you can tell it's a good update that added a lot of cool poo poo because of the sheer amount of random stuff that broke

not sure if this is everyone but for me, my fleet cap indicator is kinda mostly underneath the pause/play/game speed button. it's fine, i can still see it, but i'm pretty sure that isn't where it's supposed to be

I don't know what is new update weirdness and Dynamic UI Overhaul not being fully updated to 3.8 or what, but there a few things like a checkbox out of place here, or a slight UI misalignment there, but nothing too egregious really

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Kurgarra Queen
Jun 11, 2008

GIVE ME MORE
SUPER BOWL
WINS
I had the weird mouse issue too, but changing the settings in the launcher to borderless fullscreen seems to have fixed it. Despite playing heavily-modded, my test game did not violently self-immolate at any point in time.

I have to say I dig the new leader system so far. It seems pleasantly crunchy: trait-picks are a balancing act of "It would be really nice if scientist guy surveyed faster" vs. "I could really use some extra minerals right now" and you don't mind having fewer dudes kicking around so much because the ones you *do* have *actually matter.* Even the relatively small amount of flavor text supplied to the system makes a huge difference. It definitely requires you to put more thought into early surveying, since recruiting more scientists isn't a trivial matter anymore.
They could definitely take this in many more interesting directions in later DLCs, if they cared to....

Kurgarra Queen fucked around with this message at 01:23 on May 10, 2023

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.

Lance of Llanwyln posted:

I had the weird mouse issue too, but changing the settings in the launcher to borderless fullscreen seems to have fixed it. Despite playing heavily-modded, my test game did not violently self-immolate at any point in time.

I have to say I dig the new leader system so far. It seems pleasantly crunchy: trait-picks are a balancing act of "It would be really nice if scientist guy surveyed faster" vs. "I could really use some extra minerals right now" and you don't mind having fewer dudes kicking around so much because the ones you *do* have *actually matter.* Even the relatively small amount of flavor text supplied to the system makes a huge difference. It definitely requires you to put more thought into early surveying, since recruiting more scientists isn't a trivial matter anymore.
They could definitely take this in many more interesting directions in later DLCs, if they cared to....

Seeing as the government rework isn't tied to the DLC as such, there's nothing stopping them from throwing in new legendary leaders into new DLCs, yeah

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Is it true that Admiral skill level boosts command limit like people on the forums were saying? That seems like a terrible idea.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

PittTheElder posted:

Is it true that Admiral skill level boosts command limit like people on the forums were saying? That seems like a terrible idea.

Yeah, 10 per level. I assume it's there so you'll have fewer-but-larger fleets since you now will likely have fewer admirals.

Lance of Llanwyln posted:

They could definitely take this in many more interesting directions in later DLCs, if they cared to....

I have to imagine this will continue to be expanded upon basically forever, yeah. Like maybe they don't do new Paragons? But even that system was made baseline so maybe they do. But more leader traits, classes and obviously civics seem like no brainer additions. Plus there will be a billion mods.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

That sounds jut awful. What happens when they die and you are suddenly overcapped on your fleet? And how do you survive against a crisis when you need to bring 6 fleets to every fight because fleet limit caps out at like 240?

Macichne Leainig
Jul 26, 2012

by VG
I don't think it will be a problem getting 6 admirals, you certainly get more leader slots through at least traditions and research. But also you can have admirals in your council and they can have global effects on your ship that way, so maybe it balances out with some of that? Yet to get to crisis in a post 3.8 game though.

Might have to balance science leadership versus military leadership a bit more. No idea what happens if they die though

Anno
May 10, 2017

I'm going to drown! For no reason at all!

idk I think that sounds pretty sick. If I can kill off a couple enemy admirals in battle and suddenly they have to bring an additional fleet maybe without an admiral the next battle that seems like what the system is designed to do?

But I imagine there will be plenty of leaders in the end if you put any sort of focus on it.

Also, Teachers of the Shroud got a pretty solid stealth buff now that psychic just gives +flat research. The first new leader I recruited came with it and gave me an extra ~9 science! My cap was only 65 or whatever at the time.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
This is a stealth civics overhaul, which I really appreciate. The council job you get for the Anglers civic gives you +0.3 food from anglers and +0.2 consumer goods from pearl drivers, per councilor level! Which tops out at +3 food per angler, and +2 cg per angler. That's a pretty impactful modifier.

Boring civics get more interesting. Merchant guilds gives you merchants for your capital system, but also a councilor job that gives your clerks +0.4 trade value per level. +4 trade value per level at the max really stacks up, and a cursory glance at the governor traits shows that it's easier to get trade value modifiers, and they also top out at higher values than the previous traits. So if you do focus on the clerk economy, I believe this can actually be competitive now.

I appreciate that many civics have unique traits. This certainly makes me reevaluates civics, which is always nice.

Anyway, the DLC seem fantastic so far.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Oh god the +research from Psychic scales, too. Year 6 my mushroom just hit level 3 and now I get 25 flat science from that one trait! That's 25% of my total science lol.

Sadly my year 5 leader pool reroll didn't have any more of them.

scaterry
Sep 12, 2012
Let me get this straight. The supremacy tree, which gives -10% ship build cost, now has an agenda when launched gives another -20% ship build cost? This is so, so incredibly broken.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Torrannor posted:

This is a stealth civics overhaul, which I really appreciate. The council job you get for the Anglers civic gives you +0.3 food from anglers and +0.2 consumer goods from pearl drivers, per councilor level! Which tops out at +3 food per angler, and +2 cg per angler. That's a pretty impactful modifier.

Boring civics get more interesting. Merchant guilds gives you merchants for your capital system, but also a councilor job that gives your clerks +0.4 trade value per level. +4 trade value per level at the max really stacks up, and a cursory glance at the governor traits shows that it's easier to get trade value modifiers, and they also top out at higher values than the previous traits. So if you do focus on the clerk economy, I believe this can actually be competitive now.

I appreciate that many civics have unique traits. This certainly makes me reevaluates civics, which is always nice.

Anyway, the DLC seem fantastic so far.

I like that the Megachurch civic unique is just scaling % chance to convert pops on branch office worlds. Like idk that that's super good but I love it thematically, it's one of the main reasons I've played Megachurch probably 80% of the time since MegaCorp released, and now it's just better in a fun way.

edit: and my leader just rolled Psychic through an event and got +.5 influence :hellyeah: Never will these mushrooms be anything but this origin.

Anno fucked around with this message at 03:06 on May 10, 2023

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Torrannor posted:

This is a stealth civics overhaul, which I really appreciate. The council job you get for the Anglers civic gives you +0.3 food from anglers and +0.2 consumer goods from pearl drivers, per councilor level! Which tops out at +3 food per angler, and +2 cg per angler. That's a pretty impactful modifier.

Boring civics get more interesting. Merchant guilds gives you merchants for your capital system, but also a councilor job that gives your clerks +0.4 trade value per level. +4 trade value per level at the max really stacks up, and a cursory glance at the governor traits shows that it's easier to get trade value modifiers, and they also top out at higher values than the previous traits. So if you do focus on the clerk economy, I believe this can actually be competitive now.

I appreciate that many civics have unique traits. This certainly makes me reevaluates civics, which is always nice.

Anyway, the DLC seem fantastic so far.

Has anyone checked on the councilor for catalytic processing I need to knooooow

Angler+Catalytic OTP

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Gotta say I am not enjoying this new leader cap. Just having 3 sector governors is taking quite the hit out of my mere 7 leaders available. Add to that a pretty modest 3 scientists and it feels needlessly constraining.

I guess I could fire the scientists and re-hire new ones if something comes up, but that seems to undermine the whole "meaningful leaders" thing.

Wilekat
Sep 24, 2007

I can sense there's going to be a lot of tension as we figure out how to manage leader cap. I think you only get to like 12-15 max with extreme investment and that doesn't go very far late game with multiple fleets and sectors, especially when Scientists have an Assist Research skill track that dissuades you from phasing them out of your lineup once surveying and exploration is over.

DJ_Mindboggler
Nov 21, 2013
I've enjoyed the expansion so far, but it's making me more interested in a Stellaris 2 than ever before. The game needs a CK2->CK3 "roll a bunch of the DLCs into the base game and make them interact more smoothly" pass.

The Admiral cap should do what they settled on in EU4, which is scale with naval cap. Another solution could be having an Admiral's buffs apply to all ships in a star system (unless overridden by an individual fleet having another admiral, similar to the governor system)

Jack Trades
Nov 30, 2010

Paradox DLC strategy would be perfectly fine if only they rolled the ancient DLC into the base game over time.
Or at very least congregated it into more reasonable packages.

That way you'll still get fans buying all of it on launch (frankly overpriced) but it would be reasonable for new players to get into them afterwards.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

DJ_Mindboggler posted:

I've enjoyed the expansion so far, but it's making me more interested in a Stellaris 2 than ever before. The game needs a CK2->CK3 "roll a bunch of the DLCs into the base game and make them interact more smoothly" pass.

The Admiral cap should do what they settled on in EU4, which is scale with naval cap. Another solution could be having an Admiral's buffs apply to all ships in a star system (unless overridden by an individual fleet having another admiral, similar to the governor system)

CK3 is widely regarded as a step back from CK2 that still has not really realized most of the things CK2 could do so I’m not really sure you do want that.

Smart money is on Stellaris 2 not happening at all. Game shows no sign of slowing down. And the longer it goes the less doable a sequel becomes.

Zohar
Jul 14, 2013

Good kitty
The did do the rolling features into the base game thing successfully with EU3->EU4 but I guess that was, uh, a while ago now

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.
It'd be good (though unsure how likely) if they were to return to the species packs, like they've already done once before, and added a unique leader or two to them . I would like that very much thank you

ilkhan
Oct 7, 2004

I LOVE Musk and his pro-first-amendment ways. X is the future.

PittTheElder posted:

Is it true that Admiral skill level boosts command limit like people on the forums were saying? That seems like a terrible idea.
There's a copy fleet template button!

It breaks if you have a high level admiral in said fleet.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Captain Oblivious posted:

Smart money is on Stellaris 2 not happening at all. Game shows no sign of slowing down. And the longer it goes the less doable a sequel becomes.

No, that is not smart money. There will absolutely be a Stellaris 2 at some point. The game is way too successful for there not to be. It doesn't appear likely that it'll be soon, but eventually there'll be too much tech debt and they'll rebuild it from the ground up as a sequel.

Paracausal
Sep 5, 2011

Oh yeah, baby. Frame your suffering as a masterpiece. Only one problem - no one's watching. It's boring, buddy, boring as death.
On first blush I absolutely love the changes to leaders and their interaction with other systems, supercharges the roleplay ability and gets me even more invested into character development even more. I am of the mind that they should look to take the current state of the game and start working on Stellaris 2 to try and get every system talking as coherently as possible and even re-doing non-space combat, or allowing boarding actions etc.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Captain Oblivious posted:

CK3 is widely regarded as a step back from CK2 that still has not really realized most of the things CK2 could do so I’m not really sure you do want that.

Is this true? The game is played by more people than CK2 ever was and has the highest user reviews of any PDS game on Steam.

I don’t think Stellaris 2 happens anytime soon, though.


Zohar posted:

The did do the rolling features into the base game thing successfully with EU3->EU4 but I guess that was, uh, a while ago now

Stellaris has already done this with at least Tradition trees so it’s not like they’re averse to it. Most of the systems are in the base game already, the expansions are mostly just content for those systems at this point.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Rev. Melchisedech Howler posted:

It'd be good (though unsure how likely) if they were to return to the species packs, like they've already done once before, and added a unique leader or two to them . I would like that very much thank you
If you have a paradox account absolutely post this in the suggestions forum. It's exactly the kind of stuff the curator team is for.

Wilekat
Sep 24, 2007

Trying out the new Under One Rule origin and, just before i decided to go invade my neighbours, I got approached by a Renowned Paragon general with the Plundering Warlord trait



Been rattling through a lovely neighbour that spawned with that Federation origin, so there's three of them. Invaded three homeworlds back to back for a combined total of about 50 districts. I am now now rather richer than I was 5 minutes ago, and I didn't even have to conquer anything. Absolutely take advantage if you happen to see this early. They also have a trait, Kidnapper, that reads "Slaves to Random Colonies: 10%", and now I also have 14 slave pops on top of the riches. This is a crazy amount of snowball.

Time to invade, invade, invade.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

e: Trying to fight The Sentinels is interesting now. Managed to conjure up like 4k of army power, got ready to collect some Living Metal; fight was still a pretty close run thing, but as we approached 1k army power each all the armies suddenly got ejected into space, as the fighting had killed every pop on the planet...

Now the event is just over I guess? Resettling the planet has yielded nothing.


Anno posted:

Is this true? [CK3] is played by more people than CK2 ever was and has the highest user reviews of any PDS game on Steam.

So CK3 is in a weird spot. The game itself is fantastically well put together, and the UI is a night and day improvement over previous Paradox GSG titles. The systems that were there at release work well together (with the exception of Men At Arms, the specialist military units). But it's been 2.5 years since release, and so far they've released two DLCs and two flavor packs, all of which have made pretty minor impacts on the game, aside from adding absurdly overpowered meme viking units. By and large it plays exactly the same as it did on release day. And unlike CK2 which added different government types for different polities, literally everywhere on the map plays like a Norman feudal hierarchy; Roman state? Normans. Seljuks? Muslim Normans. India? Normans. West Africa? NormansBlack Vikings. Crusades still don't really work at all. Trade isn't a thing. The Mongols reliably collapse inside of 50 years (and are Normans).

Some of the expansions they've teased look interesting, but a lot of the previews we do get are all in on seducing your sister and murdering people at weddings. There's apparently a Persia rework coming, but not till Q4. I loved CK3 on release, and the bones of it seem great, but Paradox seems uninterested in expanding it, or at least expanding it in a sensible simulationist sort of way I want it to go in.

PittTheElder fucked around with this message at 15:40 on May 10, 2023

Anno
May 10, 2017

I'm going to drown! For no reason at all!

PittTheElder posted:

or at least expanding it in a sensible simulationist sort of way I want it to go in.

This I get and agree with. I’m just not sure if that’s what the majority of the playerbase is there for. People might actually be there for the sister seducing and setting up red weddings. I don’t really see any other reason the game would be so well regarded generally or have kept a stable playerbase.

Gadzuko
Feb 14, 2005

PittTheElder posted:

e: Trying to fight The Sentinels is interesting now. Managed to conjure up like 4k of army power, got ready to collect some Living Metal; fight was still a pretty close run thing, but as we approached 1k army power each all the armies suddenly got ejected into space, as the fighting had killed every pop on the planet...

Now the event is just over I guess? Resettling the planet has yielded nothing.

:lol: A referee runs frantically into the field in the middle of a battle, blowing his whistle to inform both sides that the last civilian got shot. After a quick handshake line they all pack into their shuttles to retreat to orbit

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Transcendent Learning (or whatever the leader cap/XP perk is) seems like a pretty solid first ascension perk now right? Like the tech one is 10% speed, but if I can get even one more scientist leader from the increased cap with a couple research traits they’ll do better than that and more besides. And 50% increased XP seems very solid - more levels for more traits and more frequent agendas, many of which seem very powerful.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

PittTheElder posted:

e: Trying to fight The Sentinels is interesting now. Managed to conjure up like 4k of army power, got ready to collect some Living Metal; fight was still a pretty close run thing, but as we approached 1k army power each all the armies suddenly got ejected into space, as the fighting had killed every pop on the planet...

Now the event is just over I guess? Resettling the planet has yielded nothing.

that sounds like it broke the event chain, like what happens when you get a Subterranean Civilization overthrowing your colony the event purges 2 of your pops (presumably as a holdover from Tiles era where you were hardcapped on population so they needed to make sure there was room to spawn 2 of their dudes and enslave your pops)


...but there's a funny cornercase due to how the order-of-operations resolve when it creates the empire, deletes your pops, then spawns new pops. The issue is if you only have 1~2 pops, when yours get purged suddenly there's a colony with 0 population so the colony gets removed, then there's an empire with 0 colonies so they vanish and trigger the "a stellar empire has been destroyed" message. Then two undergrounder guys spawn on an uncolonized planet. And all of the events that normally happen afterward like earthquakes or building districts in the underground caverns never trigger.


e: this could have been fixed recently, but since it's an event that has been in since pre-1.0 it probably isn't a priority

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

PittTheElder posted:

e: Trying to fight The Sentinels is interesting now. Managed to conjure up like 4k of army power, got ready to collect some Living Metal; fight was still a pretty close run thing, but as we approached 1k army power each all the armies suddenly got ejected into space, as the fighting had killed every pop on the planet...

Now the event is just over I guess? Resettling the planet has yielded nothing.
They wanted everyone off planet they got everyone off planet. Mission accomplished. If you put more people back on planet how is that their problem?

hemale in pain
Jun 5, 2010




Jack Trades posted:

Paradox DLC strategy would be perfectly fine if only they rolled the ancient DLC into the base game over time.
Or at very least congregated it into more reasonable packages.

That way you'll still get fans buying all of it on launch (frankly overpriced) but it would be reasonable for new players to get into them afterwards.

they should just package it in to a big bundle and sell it for like £10

A GIANT PARSNIP
Apr 13, 2010

Too much fuckin' eggnog


Just decrease the DLC price by a buck fifty a quarter or something and floor it at $0.99.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

This would be a good time for another Humble mega bundle. If I’m you could get the game and expansions through maybe Overlord for, idk, $50, or just fill out some expansions under that for cheap, it’d probably be a hit.

Also kind of wonder when the subscription option will come.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Splicer posted:

They wanted everyone off planet they got everyone off planet. Mission accomplished. If you put more people back on planet how is that their problem?

Well I would have assumed they would want to kick the new people off the planet as well.

Bremen
Jul 20, 2006

Our God..... is an awesome God

A GIANT PARSNIP posted:

Just decrease the DLC price by a buck fifty a quarter or something and floor it at $0.99.

Even if the cost was low I think some new players might be intimidated or just unhappy at adding a bunch of DLC. And I imagine it would be a lot easier for the developers if they didn't have to make everything work for every possible mix of ancient DLC that players may or may not have. So I like the idea of a Stellaris Gold Edition or whatever that all current owners get and rolls all the 2 year+ old DLC in, assuming there aren't any technical issues with Steam in doing so.

Maybe combine it with the custodian team thing to take the chance to make all the systems integrated a bit tighter now that you don't have to worry about people with some DLC but not others.

Gadzuko
Feb 14, 2005
I liked the approach Anno took with 1800, with each year of DLC getting a season pass and every year a new "Complete Edition" replaced the previous one to allow you to buy all DLC at once for a discount.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

PittTheElder posted:

Well I would have assumed they would want to kick the new people off the planet as well.
And now you know better.

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Bremen posted:

And I imagine it would be a lot easier for the developers if they didn't have to make everything work for every possible mix of ancient DLC that players may or may not have.
Last time I checked there were three versions of the galactic wonders perk depending on what combination of DLC you had.

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