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Edgar Allen Ho
Apr 3, 2017

by sebmojo
I like espionage in HoI2 pre-doomsday. Your encryption, gained by techs, is compared to the enemy's encryption tech to see how much you know about their stacks, composition, tech research, etc. Now just add a slight RNG that you can boost or defund to represent the human factor instead of fancier computer = better than maybe, and bing bang boom, done.

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ilitarist
Apr 26, 2016

illiterate and militarist

Zeron posted:

I can agree that I don't think I've ever seen an espionage system in a strategy game that I liked.

It's like ship designer, but worse.

You want it in your game cause it sounds cool and evokes all those movies and books. You can add a lot of complexity to those systems. But you will never make ship design or espionage *too* important in a game about ruling an empire. So it becomes a fiddly separate system with a very little value but you still need to use it.

Master of Orion 2 is often cited as the best thing ever and usually I don't agree. But it had a nice espionage system. You produce spies. You put them on defense or on offense against enemies. Maybe sometimes they do something not too important. They were basically that game version of PDX random events. Not transparent, hard to use reliably, but that's what subterfuge should be about. Just putting several spies on defense is a valid strategy, just do that if you don't want to get involved much.

Anno
May 10, 2017

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

Looks like the DLC subscription thing for EU4 is available to everyone now similar to CK2.

https://twitter.com/E_Universalis/status/1372493268269854722

Also Stellaris is still good even with all the jank. Exploring and RPing your space empire is a good enough time to make the other fiddly stuff worth it IMO.

Splicer
Oct 16, 2006

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

Anno posted:

Also Stellaris is still good even with all the jank. Exploring and RPing your space empire is a good enough time to make the other fiddly stuff worth it IMO.
I find the fiddlyness of the specifics of the current building unlock system interferes with my space rping too much, so I'm really looking forward to the new districts and the infrastructure changes.

There's other fiddly stuff I don't like but they're easier to just not engage with.

Splicer fucked around with this message at 15:30 on Mar 18, 2021

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Splicer posted:

I absolutely feel you on the technical debt which is why last week's diary made my quite hopeful:
https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-204-scripting-language-and-moddability-improvements.1461327/
It looks like thats all about improvements to the scripting language? I want them to fix things like ground combat, piracy, factions, rare resources not being rare, buildings (3.0 helps with this a little, I think? I cant be assed to read that much about it because Espionage is a hard no for me either way), and other irredeemable jank that is either still in since launch or one of the major overhauls added and has not touched since.

Bold Robot posted:

:ohno:

Stellaris is badly in need of a sequel IMO. I want it to be good and have given it so many chances but 5 years on, it ain't gonna happen.

Like, did they ever manage to make sector AI (or the AI in general) not braindead?
Yeah I think a sequel is in order too. The Sector AI / AI in general is something else on my list.

also lmao at that emote

Anno
May 10, 2017

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

Splicer posted:

I find the fiddlyness of the specifics of the current building unlock system interferes with my space rping too much, so I'm really looking forward to the new districts and the infrastructure changes.

There's other fiddly stuff I don't like but they're easier to just not engage with.

The infrastructure changes are very appealing for sure. I think it helps that I really only play at normal speed so it’s easy to just poke around addressing those things as they come up without it being every minute or something.

Ghost of Mussolini
Jun 26, 2011

AAAAA! Real Muenster posted:

The system in HoI4 is not nice. Its 100% RNG dependent tedious busywork for small yet useful bonuses that you need if you want to play optimally or win in a tough situation. Its overly complicated, expensive, and yet can net you *nothing* because the AI has perfect micro and RNG can easily gently caress you. It killed HoI4 for me and is another nail in the coffin of Stellaris.

Coincidentally in EU4 the most annoying things the AI can do to you with Diplomacy is all "espionage" style stuff like "Slander Merchants" (lose income), something to incite unrest (+2 unrest), and some other bullcrap they they do without fail on cooldown once the interactions are unlocked and you as the player have ZERO recourse (counter-espionage oddly never, ever stops a rival from being able to trigger all three of those things on cooldown). Strangely enough I never find a good reason to continue a campaign after those kinds of things get unlocked unless I'm trying to get an achievement.

Espionage in strategy games is bad.

lmao, I'm sorry. I want to like the game so bad but there are so many bad design decisions! I tried making a mod for it. I tried other peoples' mods. The game has so much potential but I just keep getting frustrated with a number of poorly thought out or implemented systems. I know you guys arent doing any of these things maliciously or on purpose but so many things have been left behind by the dev lead on Stellaris changing 3 times and the endless need for flashy new DLC rather than fixing things that have been a problem since launch.
edit: it looks like 3.0 fixes a bunch of them but Espionage just absolutely kills my willingness to give the game another try. Also the pirate system is so absurd I will never not bitch about it.

edit2: I realize I'm pretty much just bitching and most people dont share my bad opinions on PDX games so I'll shut up about it

I agree with this post, these games are fiddlier than ever against AI with perfect micro and timer recall

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

ilitarist posted:

It's like ship designer, but worse.

I literally came here to post this, espionage is like the unit designer, a feature that fans will broadly say that they want even though it usually makes the game worse in strategy terms (both are generally just busy work filled with false choices)

Gort
Aug 18, 2003

Good day what ho cup of tea

Ghost of Mussolini posted:

I agree with this post, these games are fiddlier than ever against AI with perfect micro and timer recall

lol the AI isn't good at the game

You can literally use the AI to move your troops for you in HoI4 and it doesn't do a good job

Splicer
Oct 16, 2006

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

RabidWeasel posted:

I literally came here to post this, espionage is like the unit designer, a feature that fans will broadly say that they want even though it usually makes the game worse in strategy terms (both are generally just busy work filled with false choices)
Ship designers are good when their effort matches their returns. The ship designer in Stellaris is bad because it's incredibly granular but only really resolves down to two or three decisions per design and ultimately the whole thing is lost in a massed ball of nonsense when the fight actually starts.

Dramicus
Mar 26, 2010
Grimey Drawer
I'm not a fan of stellaris' ship designer because its full of busy work and no real choices. It doesn't really impact how you play the game and, choosing to field a carrier-centric fleet doesn't impact anything other than forcing your opponents to slap on some point defense. It's really just shifting around a bunch of numbers from one column to the other.

In certain games like Star Drive 2, the way you design your ships will actually impact how you fight battles because they are real-time. Like obviously in a Total War game, being able to customize your army is central to the experience and a key determination of how you play. But in a game like stellaris, it would be better to just have set types and choose which to produce based on strategic and economic concerns. Choosing to have lasers or mass drivers on your corvettes isn't a meaningful choice in the game.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Dramicus posted:

In certain games like Star Drive 2, the way you design your ships will actually impact how you fight battles because they are real-time. Like obviously in a Total War game, being able to customize your army is central to the experience and a key determination of how you play. But in a game like stellaris, it would be better to just have set types and choose which to produce based on strategic and economic concerns. Choosing to have lasers or mass drivers on your corvettes isn't a meaningful choice in the game.

This doesn't mean you necessarily need a ship designer, you just need the game to contain ships with designs that differ in interesting ways. Unless the game has enough variety in its ship designer that it allows you to come up with entirely novel and exciting designs by combining multiple other aspects together in unexpected ways.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
For a game like Stellaris your choices should be "I'm an energy weapons empire" or "I'm a big guns and missiles empire" not "Hmm do I want ship design number 14 to have two shields four armour or three shields three armour or four shields two armour"

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Gort posted:

lol the AI isn't good at the game

You can literally use the AI to move your troops for you in HoI4 and it doesn't do a good job
Perfect micro //= AI is good

The problem is like in EU4 where the AI can seamlessly shuttle its diplomats around to be able to constantly have one on your empire, so they have +10 Siege Ability and you are getting afflicted with +2 unrest, -10% trade income, -20% recruitment speed, ect ect AT ALL TIMES because the AI can flawlessly maintain its diplomats regardless of whatever else it is doing. Meanwhile me as a player - I need to set a reminder to not forget to re-activate something in 20 years' game time, which could be a session or two later.

In HoI4 the AI can manage its spies perfectly, so whatever its flawed AI brain decides it wants to do, it does it exactly when and where it wants to do it.

AAAAA! Real Muenster fucked around with this message at 20:57 on Mar 18, 2021

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

ilitarist posted:

You want it in your game cause it sounds cool and evokes all those movies and books. You can add a lot of complexity to those systems. But you will never make ship design or espionage *too* important in a game about ruling an empire.
The real answer is to make espionage entirely about influencing/seducing/spying on/killing leaders. Then making it so you can choose to go all in on an immortal space emperor who gets more and more blinged up and paranoid the longer they live, whose death is a disaster for your empire, or go the other direction and just have boring interchangeable bureaucrat dweebs, who'll be replaced as easily as they get killed off.

Yes, I just want Stellaris 2 to push all kinds of extremes, no matter how unbalanced. Yes, please make it so your supreme leader can put all their effort into ascension, turning them into an actual physical unit within the game that can only be taken out by actual military might.

Splicer
Oct 16, 2006

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

RabidWeasel posted:

This doesn't mean you necessarily need a ship designer, you just need the game to contain ships with designs that differ in interesting ways. Unless the game has enough variety in its ship designer that it allows you to come up with entirely novel and exciting designs by combining multiple other aspects together in unexpected ways.
Yeah, in SotS what command sections you attach to what mission sections will have a huge impact, so it wouldn't be nearly as good a game with fixed designs. But you could replace Stellaris's ship designer with maybe a couple of dozen fixed designs if that without meaningfully affecting the main game.

Personally I would like a ship designer to stay, but with the decisions matching the benefits. Do cruisers and Dreadnaughts really need three distinct, freely mix-and-matchable sections when all most of them do is adjust your gun size?

Vivian Darkbloom
Jul 14, 2004


AAAAA! Real Muenster posted:

Meanwhile me as a player - I need to set a reminder to not forget to re-activate something in 20 years' game time, which could be a session or two later.

Is there a way to do this in EU4 that I've been overlooking? It would be really cool if I could set an alert for when a certain unit reaches its destination, like when I'm sending a fleet on a four-month voyage.

Hryme
Nov 4, 2009
Under message settings you can set it up to present a popup and pause when a military unit reaches its destination, but that can be annoying to have on in the rest of the game.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Vivian Darkbloom posted:

Is there a way to do this in EU4 that I've been overlooking? It would be really cool if I could set an alert for when a certain unit reaches its destination, like when I'm sending a fleet on a four-month voyage.
Other than what Hryme said, no. And as he said... its something I wish there was a toggle on each army or general that I could easily turn on and turn off because I only need it on rare occasions.... not all the time.

Dramicus
Mar 26, 2010
Grimey Drawer

RabidWeasel posted:

This doesn't mean you necessarily need a ship designer, you just need the game to contain ships with designs that differ in interesting ways. Unless the game has enough variety in its ship designer that it allows you to come up with entirely novel and exciting designs by combining multiple other aspects together in unexpected ways.

Well for example the game lets you make a ship that moves like a glacier, and has all its armor and weapons facing forward and is like a barely mobile bunker. Great for attacking planets and stations, but vulnerable to fast ships that can zip around and stay outside it's firing arcs.

You can make glass cannons that have only one enormous cannon and you zip them to the rear of enemy ships where their armor is thinner and let loose. Or you can make anything in between. You can have a carrier task-force with durable screening escorts whose only job is to keep the enemy ships away from the carriers, not to actually win a fight. It's a quite flexible system. Hell you can set your ships to fight broad-side only, like old ships of the line.

Funky Valentine
Feb 26, 2014

Dojyaa~an

The only shipbuilder games should have is one that only affects how loving sick your spaceships look.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Dramicus posted:

Well for example the game lets you make a ship that moves like a glacier, and has all its armor and weapons facing forward and is like a barely mobile bunker. Great for attacking planets and stations, but vulnerable to fast ships that can zip around and stay outside it's firing arcs.

You can make glass cannons that have only one enormous cannon and you zip them to the rear of enemy ships where their armor is thinner and let loose. Or you can make anything in between. You can have a carrier task-force with durable screening escorts whose only job is to keep the enemy ships away from the carriers, not to actually win a fight. It's a quite flexible system. Hell you can set your ships to fight broad-side only, like old ships of the line.
Is Stardrive2 still being supported? I had been on the hype train for Stardrive1 but when the dev had a meltdown in the SA thread then quit supporting 1 before it was done so he could make Stardrive2 I never bothered.

I ask because that kind of gameplay sounds appealing to me after years of trying to find a way to enjoy Stellaris's wonky combat system.

Ghost of Mussolini
Jun 26, 2011

Gort posted:

lol the AI isn't good at the game

You can literally use the AI to move your troops for you in HoI4 and it doesn't do a good job
What I said has nothing to do with the AI being "good" at the game. The AI may not understand certain complex game mechanics (like moving a million troops across Ukraine against opposition), but it also enjoys perfect information/awareness about certain mechanics that are just "click button" - like so many of the diplomacy and espionage "gameplay elements" are. It is just clicking as quickly as possible in order to extract maximum value from having minimum cooldown. Another example would be one of the worst parts of Vicky2 - the sphere mechanics: the AI would perfectly respond to the cooldown timers on influencing minor nations. It didn't mean the AI would automatically win against a determined player, but it reduced the mechanic to clicking down that button as quickly as possible, as consistently as possible, and hoping that the AI would slip up and re-assign value to another minor. Not challenging, but also not "fun". The same can be said of EU4 diplomacy or HOI4 espionage, among other mechanics and other titles.

Dramicus
Mar 26, 2010
Grimey Drawer

AAAAA! Real Muenster posted:

Is Stardrive2 still being supported? I had been on the hype train for Stardrive1 but when the dev had a meltdown in the SA thread then quit supporting 1 before it was done so he could make Stardrive2 I never bothered.

I ask because that kind of gameplay sounds appealing to me after years of trying to find a way to enjoy Stellaris's wonky combat system.

Yeah, the dev has recently started patching and updating it again. Apparently he plans to continue updating it until it hits "remastered" status or whatever that means. Anyway, he's certainly been patching relatively frequently these past few weeks.

Edgar Allen Ho
Apr 3, 2017

by sebmojo


In terms of knock on effects I think this is the most any of my paradox campaigns have ever changed history, and only two years in

Also, "Ruma", yes I'm the one downloading all the "10,000+ dynamic localized province names!" mods for every paradox game.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
I still can't get over just how bad that UI is.

PittTheElder
Feb 13, 2012

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

Yeah the army markers on the map look terrible

Bold Robot
Jan 6, 2009

Be brave.




Is this modded or does I:R really look like this? If so, :cmon:

ThaumPenguin
Oct 9, 2013

Time to introduce Imperator: Dark Mode

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I think the new UI is great but then I always hated EU and CK's UIs for mostly being different shades of brown. The army markers still suck though.

YF-23
Feb 17, 2011

My god, it's full of cat!


My only problem with Imperator's UI is that box selection prioritises fleets over armies for some reason.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

YF-23 posted:

My only problem with Imperator's UI is that box selection prioritises fleets over armies for some reason.

It's so weird. Some Paradox games do this right, but others just don't care. What really fucks me off is, when you load an army on to a fleet, the game doesn't automatically select the fleet the way it does in EU.

Anyway, I like the new UI for the most part. A lot of it is a sidegrade, to be sure, but I got so drat tired of looking at all that white marble.

Sheep
Jul 24, 2003

KOGAHAZAN!! posted:

It's so weird. Some Paradox games do this right, but others just don't care. What really fucks me off is, when you load an army on to a fleet, the game doesn't automatically select the fleet the way it does in EU.

Anyway, I like the new UI for the most part. A lot of it is a sidegrade, to be sure, but I got so drat tired of looking at all that white marble.

I think it does if you load them via the embarkation button, but that requires the fleet to be in port. But yeah, super inconsistent.

Edgar Allen Ho
Apr 3, 2017

by sebmojo
The red bits should change to match your country colour

Mans
Sep 14, 2011

by Jeffrey of YOSPOS
Stelllaris is a disaster and I hope the announcement is a second version.

Every single time I've played that game and reached the "great Kahn" event, it just fizzled out without barely bothering anyone. The AI is also incredibly chicken poo poo and will refuse to invade you, and in the off chance it does declare war on you, it just refuses to defend its territory and will cross half the galaxy to hit your undefended, worthless border sectors on the other side of the empire.


Which, to be fair, isn't a fault exclusive to stelllaris, it's just a general issue of paradox AI being terrible at playing the game.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Mans posted:

Which, to be fair, isn't a fault exclusive to stelllaris, it's just a general issue of paradox AI being terrible at playing the game.

It's the eternal problem where you have part of the player base who wants the AI to be there as a competitor and threat and the other part just wants them as a flavourful set of punching bags to beat up or backdrops to look at while you do your own thing.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

There was a time very early on in Stellaris' lifecycle where the AI could at least field giants fleets that I could enjoy watching my ships tear through like paper. In later patches they never seem to scrape together enough more than a handful of battleships, and once you blow up their main fleet they never recover. Like, it was never a threat, but fighting it was at least a spectacle.

With the Khan in particular, that boy spawns with hugeass stacks that will absolutely annihilate anything short of an FE at that point in the game, but seems to have this problem where he'll take one or two systems with it, then shuffle it over to the entire other side of his empire, take another two systems, then move it to a third front- the fleet spends 90% of its time moving from front to front. I think the AI is trained to be cautious in ways that make sense when you're fighting a peer threat but are maladaptive when you have overwhelming superiority.

Splicer
Oct 16, 2006

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

RabidWeasel posted:

It's the eternal problem where you have part of the player base who wants the AI to be there as a competitor and threat and the other part just wants them as a flavourful set of punching bags to beat up or backdrops to look at while you do your own thing.
That is (theoretically) possible to solve with difficulty and aggression sliders. The problem is that the Stellaris AI flat can't play the game. Some people want map painting opponents and some people want to RP in a procedurally generated space opera. Nobody wants opponents/allies who spontaneously collapse because their entire economy suddenly switched over to building an infinity of uncolonised habitats.

e: if you're making a poker game there's arguments for giving every AI player perfect knowledge vs coding a number of bots each with their own personality and betting strategy. Nobody wants to play a game of poker where the AI goes all in on a royal flush then immediately folds. Or one that thinks it's playing gin*

*OK maybe

Splicer fucked around with this message at 17:02 on Mar 20, 2021

ilitarist
Apr 26, 2016

illiterate and militarist
The common problem with AI is the issue is often not the AI skill and mechanical sophistication but balancing. People often say that 4X games can't have good AI cause they're too complex. That's bullshit because 4X games are not chess. You don't care about AI using bad build orders or designing inferior ships. In 4X games you care about armies AI sends your way, their understanding of power dynamics, reacting to player actions. I remember how people were exciting by Galactic Civilizations 2 AI telling players "I see you gather fleets on my borders, what's up with that" which is a very simple logic. Perhaps on a higher level of play simple AIs are too exploitable and predictable for good players, but what we see today is often an impotent AI that can't present an interesting challenge even to a newb.

Stellaris understands that by providing end game crisis, neutrals and Leviathans. My guess is that they needed multiplayer and thus most of the game is about interacting with those boring symmetrical empires.

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shades of blue
Sep 27, 2012
no ai in any paradox game has ever been remotely good and it seems incredibly likely that they will never be remotely good because thats not a design priority for anyone involved in these games. the challenge in paradox games is always going to be the starting circumstances and then, in some games, some big event nation that spawns with essentially infinite units.

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