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So what exactly did they do with the game?
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# ? Mar 12, 2024 15:30 |
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# ? May 20, 2024 17:54 |
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Game is in the best shape it's been in ages. Really having a great time with it. Mostly they did a bunch of balance changes, especially around research cost, it really spreads out the tech across the game. You can't just tech up to battleships by early-mid game anymore, you actually spend a lot of the game with smaller ship classes. A while ago they also did a combat rebalance that makes designing ships actually kind of interesting (???) certainly better than it used to be. EDIT: I mean, now i still design the same ships over and over and over again, and i wish there was an import/export feature for ship designs, but now it's more like 10 different designs I swap between as needed rather than 2. Comte de Saint-Germain fucked around with this message at 15:59 on Mar 12, 2024 |
# ? Mar 12, 2024 15:47 |
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Pretty much the only gripes I have with the game right now is that a) I played it so much I'm incredibly burnt out even after nearly a year long break and b) the rift DLC.
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# ? Mar 12, 2024 16:29 |
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I actually don't mind the rift dlc, what do people not like about it? If nothing else, the ability to lock a wormhole or gateway is worth it for me.
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# ? Mar 12, 2024 17:04 |
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Comte de Saint-Germain posted:I actually don't mind the rift dlc, what do people not like about it? If nothing else, the ability to lock a wormhole or gateway is worth it for me. It's copypaste of Acient Relics but for twice the price.
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# ? Mar 12, 2024 17:06 |
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Jack Trades posted:It's copypaste of Acient Relics but for twice the price. It isn't.
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# ? Mar 12, 2024 17:16 |
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Libluini posted:It isn't. How does the new mechanic works? Based on what I've seen it looks exactly like archeology again but late-game.
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# ? Mar 12, 2024 17:18 |
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Comte de Saint-Germain posted:I actually don't mind the rift dlc, what do people not like about it? If nothing else, the ability to lock a wormhole or gateway is worth it for me. Fundamentally, it's the same "wait until things happen at you" archeology is, even if you have more choices, plus from what I hear from people that actually own, it causes an annoying "resource capped" trigger. I personally don't feel like it changes gameplay enough. Seeing it for the first time I saw the recolored archeology symbol and was like "Yeah, ok, no" Yami Fenrir fucked around with this message at 17:27 on Mar 12, 2024 |
# ? Mar 12, 2024 17:21 |
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Unlike archaeology, rift choices actually matter. Well, a little bit. For example, one of the better ones can give unique general, ability to build otherwise unavailable troop type, pops, or a cloaking buff edict based on your choices. There's also cool system in the centre of the galaxy and a relic that makes all your leaders immortal. Whether that is worth £15 to people is another question. But I don't think the dlc is lazy. On the other hand at 2,7k hours I'm terminally stellaris and a lost cause.
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# ? Mar 13, 2024 01:30 |
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I personally hate the astral plane DLC because it adds so much notification spam without giving significant rewards. If there was more space between notifications and the rewards for exploring rifts were greater, it would feel more satisfying to explore them, and could even make them worth fighting over with other empires. The fact that the notifications pop up as much as they do to give you a little more blurb just gets annoying, and the finisher for rifts generally aren't really game changing. Even the main quest that takes you to the center of the galaxy doesn't feel very impactful. If you're playing an origin like Necrophage or have venerable as a species trait, the payoff there is non existent, and meh at best if you're playing anything else. It just feels like a symptom of where Stellaris is in development now. Going from DLCs like Nemesis, Utopia, Apocalypse, Megacorps etc that radically expand what you can do in the game, to stuff like First Contact and Astral Planes that give you little bonuses and underpowered origins. I'm not surprised by prices rising over time, but the days of interesting DLC seem to be over.
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# ? Mar 13, 2024 14:56 |
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The problem with having the resource full icon always on is real, and my only significant issue with the astral DLC. Like I said above, though, the ability to lock down a wormhole is huge, as is being able to summon a SUPER BEEFY fleet as easy as the mid-game is really insane and has pulled me out of a number of jams. The astral rifts are just OK, but the astral actions are where it's at for me.
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# ? Mar 13, 2024 15:46 |
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The astral siphon building seems really strong, because you get a ton of research and it only requires energy for upkeep, even when upgraded.
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# ? Mar 13, 2024 16:25 |
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How does temple of prosperity help the Megacorp?
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# ? Mar 13, 2024 17:40 |
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They still haven't fixed the old bug when a fleet is reinforced by a ship with an auto-upgraded design if a tech finishes halfway through construction. It goes from, for example, 8/10 to 10/12. And if you reinforce again it's suddenly 12/14. Starbases still load up on worthless tier 1 kinetic guns by default over anything else. Some switched to the tier 3 lasers I managed to find but it seems kinda random and uncontrollable. I got a random vassalage request out of nowhere from an empire I hadn't had much contact with before. Declared war on a neighbouring empire and took a few systems with no planets or starbases on and they instantly perma-vassalaged themselves to another empire before the truce was over.
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# ? Mar 13, 2024 18:01 |
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Tributaries (resources for protection) really should have more separation between them and vassals. Integrating vassals and treaties and federations and galactic counsel and stuff into one UI would also be a good thing, but would probably take quite a bit of work.
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# ? Mar 13, 2024 18:06 |
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Angrymantium posted:It just feels like a symptom of where Stellaris is in development now. Going from DLCs like Nemesis, Utopia, Apocalypse, Megacorps etc that radically expand what you can do in the game, to stuff like First Contact and Astral Planes that give you little bonuses and underpowered origins. I'm not surprised by prices rising over time, but the days of interesting DLC seem to be over. im fine with DLC that's just story event packs. variety in events and such is a big part of what makes these games replayable. paradox employs a bunch of devs though, and they may as well keep them busy building new features that can (ostensibly) justify a $20 DLC instead of a $5 story pack that's just more content for existing systems. it'd keep the systems tighter and allow more time for devs to fix bugs. you can't sell "fixed bugs" though; there's a rather a revenue incentive to introduce more bugs
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# ? Mar 13, 2024 19:16 |
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Jack Trades posted:How does the new mechanic works? Based on what I've seen it looks exactly like archeology again but late-game. I tried it out, and it's definitely its own thing. For one, your science ship needs to be committed, as it is unavailable while you're researching that other dimension. Then, the longer you do this, the more poo poo you unlock, while archeology is kind of each thing its own. One of the first astral bonus actions allows you to create your own astral rifts, for example. It's also not late-game, you can stumble over astral rifts fairly early, and as soon as you researched your special science ship protection tech, you are good to go. (That said, I started a run with the new astral rift origin, so I had a headstart by having an astral rift right inside my capital system. And then I stumbled over a second rift just 5 jumps later. ) There's also generally more choices, even if the game communicates rather badly if a choice has a purely random outcome, or if the author of that little adventure expects you to read their minds. One of the more creepy rifts demanded constantly that I just order my scientists to house down everything with flames, which seemed rather stupid and unsafe when you're stuck inside that thing. When I ordered them to behave like real scientists one time too many, they got scared and retreated. The rift got closed, and we got one final, minimal science reward. When I later looked this event chain up on the developer-wiki, I was amazed and slightly infuriated to learn that the only way to get more out of this rift was by behaving like an rear end in a top hat and hoping to roll good. And so, while the concept is good, and playing rifts was fun, it's also cursed by what I call authors.txt: When authors of story events in video games are so in love with their writing that they make sure you get punished if you take choices they don't want you to take, sense and logic be damned. Luckily apart from that, my choices apparently have been more in line with what the event authors expect from the player, so no new abrupt grudge endings so far.
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# ? Mar 13, 2024 19:33 |
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Libluini posted:I tried it out, and it's definitely its own thing. For one, your science ship needs to be committed, as it is unavailable while you're researching that other dimension. Then, the longer you do this, the more poo poo you unlock, while archeology is kind of each thing its own. One of the first astral bonus actions allows you to create your own astral rifts, for example. That one is a lot of potential fail checks even if you pick correctly every time. You should be able to get to the relic without being a complete rear end in a top hat if you pick right though
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# ? Mar 13, 2024 20:21 |
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As a relative newcomer to Stellaris I just grabbed all the DLCs, including Astral Rifts, and have been playing with them. Reading the last several posts has me contemplating disabling AR for my next game, because yeah, the drawbacks really do outweigh the benefits in my opinion. The full resource notification when I can't spend any of the resource yet is really, really, loving annoying.
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# ? Mar 13, 2024 20:34 |
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Judgy Fucker posted:As a relative newcomer to Stellaris I just grabbed all the DLCs, including Astral Rifts, and have been playing with them. Reading the last several posts has me contemplating disabling AR for my next game, because yeah, the drawbacks really do outweigh the benefits in my opinion. The full resource notification when I can't spend any of the resource yet is really, really, loving annoying. Yeah that's the real issue with it. An underwhelming and overpriced story pack would be a disappointment on its own, but the added UI clutter and notification spam actively make the game less enjoyable.
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# ? Mar 13, 2024 21:38 |
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i'm really not at all crazy about dimensional fleets, they can really prolong AI conflicts that already drag out too long, except for the smaller players who get a smaller more useless automatic max strength fleet
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# ? Mar 14, 2024 08:51 |
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Old bad stuff is in a much better place, new bad stuff is still bad stuff. Custodian team good, crisis team bad. (Ship design still garbage)
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# ? Mar 14, 2024 12:27 |
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I found a system with two tomb worlds, both with their own primitive non-ftl civilization on them. Naturally both of them got the missing/rogue scientist who wants to become a god event.
Poil fucked around with this message at 13:12 on Mar 14, 2024 |
# ? Mar 14, 2024 13:06 |
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Poil posted:I found a system with two tomb worlds, both with their own primitive non-ftl civilization on them. Naturally both of them got the missing/rogue scientist who wants to become a god event. I like to play as necrophage space vampires so I usually jump for joy when I find a new, unspoiled pre-ftl civ, but that system annoys the poo poo out of me. I do not want these awful tomb worlds, I do not want these garbage species. I try to just put up observation posts and mine them for insights, but one of the civs has a habit of eventually discovering FTL and I'm forced to take over this planet that's more trouble than it's worth.
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# ? Mar 14, 2024 13:18 |
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I wish they would do something to fix the Market and Criminal Syndicate. The market working as it does just give you no reason to care about what you're producing when you can just fix your economy with a few button presses. The idea of the Criminal Syndicate reminds me a lot of my favorite 4X race, Endless Space 2's Umbral Choir, but Stellaris' implementation is just toothless and garbage in general. Those two things are probably insanely low priority though.
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# ? Mar 14, 2024 13:22 |
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Comte de Saint-Germain posted:I like to play as necrophage space vampires so I usually jump for joy when I find a new, unspoiled pre-ftl civ, but that system annoys the poo poo out of me. I do not want these awful tomb worlds, I do not want these garbage species. I try to just put up observation posts and mine them for insights, but one of the civs has a habit of eventually discovering FTL and I'm forced to take over this planet that's more trouble than it's worth. Sounds like something a little genocide would solve! Order now and get the first extermination camp for free!
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# ? Mar 14, 2024 13:30 |
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Noir89 posted:Sounds like something a little genocide would solve! Order now and get the first extermination camp for free! But then I need to give up free pops that can eventually ascend to be perfect immortal space vampires What I should do, honestly, is take over these terrible planets and forcibly deport the pops to some other world and put them on the lowest living standard to reduce their upkeep cost leave these worthless tomb worlds in the dust edit: Usually what I do when I'm playing space vampires and I get a species I don't want is, I institute population and migration controls. After all, even as flawed, fallen creatures, they still deserve the opportunity to shed their mortal flesh and join the silent choir. Comte de Saint-Germain fucked around with this message at 13:44 on Mar 14, 2024 |
# ? Mar 14, 2024 13:33 |
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Comte de Saint-Germain posted:But then I need to give up free pops that can eventually ascend to be perfect immortal space vampires Honest question since I only ever play genocidal empires -do you not have the necropurge option available?
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# ? Mar 14, 2024 15:02 |
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Angrymantium posted:Honest question since I only ever play genocidal empires -do you not have the necropurge option available? Is there a way to limit a species or robots to worker/specialist/ruler jobs only by strata? Itd be nice to do bio pops for specialist/ruler and robots for workers. But later robots can do specialist jobs and IDK if you can limit to workers only. ilkhan fucked around with this message at 16:00 on Mar 14, 2024 |
# ? Mar 14, 2024 15:56 |
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ilkhan posted:iirc necros can purge to main species or sacrifice to main species, and while purge is quicker its way less acceptable to the galactic community. Crisis level 1 and necro-purging is STUPID quick. Yeah that's why I asked if non-genocidal Necrophages can necropurge. It's about one pop every five months pre-Crisis 1 that doesn't slow down in relation to pop size, which is still some of the fastest 'pop growth' in the game. I understand that not everyone runs genocidal Necrophages, but necropurging just lets you snowball so fast once you get aggressive that it's just the superior option if you don't care about relations with other empires.
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# ? Mar 14, 2024 17:11 |
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New DLC announcement dropped, machines overhaul? https://www.youtube.com/watch?v=MSunS8wpU54 https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-335-announcing-the-machine-age.1626445/
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# ? Mar 14, 2024 17:19 |
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GunnerJ posted:New DLC announcement dropped, machines overhaul? Just as I say the DLCs have been too limited in scope, they drop this announcement with what look like huge new changes to the mid to late game. Very excited to bite into the new crisis path and new crisis.
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# ? Mar 14, 2024 17:28 |
That’s a pretty hype expansion. Hopefully it isn’t super far off.
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# ? Mar 14, 2024 17:35 |
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That authorities chart is giving me a headache
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# ? Mar 14, 2024 17:44 |
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Angrymantium posted:Yeah that's why I asked if non-genocidal Necrophages can necropurge. It's about one pop every five months pre-Crisis 1 that doesn't slow down in relation to pop size, which is still some of the fastest 'pop growth' in the game. I understand that not everyone runs genocidal Necrophages, but necropurging just lets you snowball so fast once you get aggressive that it's just the superior option if you don't care about relations with other empires. They can as long as they have access to purging at all, meaning Gestalts, Xenophobes, or have opened the Crisis line.
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# ? Mar 14, 2024 17:47 |
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"Individualistic Non-Gestalt Machine Empires"
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# ? Mar 14, 2024 17:50 |
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They better do something about gene-/robo-modding being a general pain in the rear end to use if they're going to release a DLC that adds even more of it.
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# ? Mar 14, 2024 18:10 |
I’d be beyond thrilled if I can change the mushroom megachurch I always play over to a synthetic version. Bonus points for synthetic mushrooms.
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# ? Mar 14, 2024 18:12 |
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Comte de Saint-Germain posted:I like to play as necrophage space vampires so I usually jump for joy when I find a new, unspoiled pre-ftl civ, but that system annoys the poo poo out of me. I do not want these awful tomb worlds, I do not want these garbage species. I try to just put up observation posts and mine them for insights, but one of the civs has a habit of eventually discovering FTL and I'm forced to take over this planet that's more trouble than it's worth. Huh, you do know any species you're integrating eventually gets replaced by your own, yes? If you hate them and their worlds, just take them over. Peacefully or otherwise. Terraform their worlds, gene-engineer them to fit that new world. Then they're usefully withering away down to nothing. Complete annihilation doesn't necessarily mean dropping bombs, that's for boring people.
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# ? Mar 14, 2024 18:57 |
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# ? May 20, 2024 17:54 |
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GunnerJ posted:New DLC announcement dropped, machines overhaul? , another thing I wished for fulfilled. What's next, gas giant dwellers?
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# ? Mar 14, 2024 19:03 |