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Bloodly posted:That means nothing till we know what that means. For all we know they'll just be a modifier to Spaceports, which are already these vast construtions that can take giant farms, specialised shipyards, mind-control lasers, massive defensive batteries, and so on(Yet still get popped instantly vs mid-late game stuff). Don't get over-hyped.
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# ¿ Jan 20, 2017 21:42 |
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# ¿ Apr 28, 2024 15:53 |
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Gobblecoque posted:The thread title must be good because haha it's triggering the hell out of people.
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# ¿ Jan 21, 2017 01:07 |
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FLIPSIXTHREEHOLE posted:So, Wiz, will Paradox ever release the pre-order species portraits as a paid DLC, or must I adapt to a cold, hollow future without space spiders?
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# ¿ Jan 21, 2017 11:01 |
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Baronjutter posted:Yeah, army management and ground combat and the warscore/peace system are the 2 things that really stick that are outright bad and not working. Everything else is pretty good, could have more content or be fleshed out more of course, but those two things are outright bad and make me not want to play. Dwesa posted:Replacing specialized armies and transport ships with ship modules would do (as was suggested plenty of times already). If your planet has clone vats (for example), you can produce ships with clone armies at the starport and you could tick that option in starport menu to add clone army module to ships, otherwise you use some more generic armies (xenomorph farms at the planet surface could even guarantee some nice events). Are there any events linked to clone vats? Never built them.
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# ¿ Jan 21, 2017 23:47 |
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Jeb Bush 2012 posted:IMO it's pretty telling that arguments for unit designers never involve a remotely compelling argument about why/how they add to the game and instead end up being "more choice = better" and "everyone does them". My other problem is that a lot of the armour/shields/energy stuff is just busywork. Power/armour/shields would work better as side slots like the engines, along with a significantly reduced number of utility slots that you can add additional power/shields/armour into. Having only three or four utility slots on a battleship to play around with may feel like less choice, but realistically it's the same amount of viable choice but with less busywork. Wiz posted:The planet grid is... alright. It works but it's too micro-intensive, especially when you're upgrading a lot of buildings. I also don't like how it makes your planets feel like giant mines/farms rather than places people live. Reworking it is not out of the question but it'd be a pretty huge investment of time. Actually the most fun I have with adjacency bonuses are tomb worlds. Maybe giving adjacency bonuses to more tile blockers would make planets feel more like planets.
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# ¿ Jan 22, 2017 14:52 |
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oddium posted:make some funny posts about it and we'll see where it goes from there poverty goat posted:We have 3 weapons systems (guns, lasers, missiles) and 3 defensive systems (evasion, shields, armor) so it seems like we've just got a broken rock/paper/scissors arrangement. They all need to be more distinct and fitting the best tank and damage type for your threats/targets should be what happens in the ship designer, rather than mundane incremental upgrades.
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# ¿ Jan 22, 2017 16:39 |
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That's a fleet designer and yes is desperately needed. Along with autobuilding to refill emptied slots.
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# ¿ Jan 22, 2017 16:43 |
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Kitchner posted:Well it was mentioned in the dev diary refugees may even colonise uncolonised planets, so if we assume this means "if there is no empire to flee to they flee to a habitable planet" then there's only two option really. Either they only colonise planets already within borders, in which case they are part of that empire, or they can colonise a planet totally seperate from an empire in which case it would make sense to be their own entity.
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# ¿ Jan 23, 2017 12:20 |
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Kitchner posted:That's the equivalent of a load of refugees turning up in like 1800s America, setting up a new town just outside of New York, and then declaring independence.
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# ¿ Jan 23, 2017 13:15 |
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Arglebargle III posted:Volcano Removal -> Deep Crust Engineering Milky Moor posted:I think it would be really cool if tile blockers gave some kind of bonus to the tile once they were 'fixed', like someone said earlier. Kelp gives extra food, volcanoes give extra energy, mountains = minerals? Splicer fucked around with this message at 15:03 on Jan 24, 2017 |
# ¿ Jan 24, 2017 14:56 |
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Don't smash the mountain Hollow it out and turn it into a giant city covered in vertical farms!
Splicer fucked around with this message at 17:06 on Jan 24, 2017 |
# ¿ Jan 24, 2017 17:02 |
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RabidWeasel posted:Tile blockers being things you actually build directly on top of (giving unique building options, or beneficial modifiers to the base terrain) instead of removing and then building on the empty space is such a good and fairly obvious idea I don't know why I haven't seen anyone suggest it yet.
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# ¿ Jan 24, 2017 21:29 |
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Next week's dev blog just a shot of various Developer Dillz
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# ¿ Jan 26, 2017 13:14 |
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Morrow posted:Energy storage is, in fact, a massive RL issue. Not being able to save up a ton of energy is pretty realistic.
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# ¿ Jan 26, 2017 19:11 |
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Purge the xeno scum.
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# ¿ Jan 27, 2017 13:39 |
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Forcibly resettle the biggest troublemakers onto you shitholiest planet, release that planet as a vassal. Which my autocorrect changed to "hassle" which also works.
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# ¿ Jan 27, 2017 13:46 |
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GlyphGryph posted:Is this... bad?
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# ¿ Jan 27, 2017 16:29 |
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GlyphGryph posted:Communal and Solitary should work based on adjacent pops. +2%/-3% per pop.
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# ¿ Jan 27, 2017 23:00 |
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LogisticEarth posted:Magic gravity is fine in sci-fi, but poo poo like the 2001 space station and O'Neill Cylinders just look rad though. My favorite station in the game is the little pre-FTL Early Space Age station. All the rest just seem kinda static.
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# ¿ Jan 30, 2017 16:44 |
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The Cheshire Cat posted:I know this post is from like 20 pages ago, but I was catching up on the thread and this reminded me of something I found weird with the game ever since release - why don't pops die of old age? It would add a natural churning of pops to your planets (so you'd see more diversity in species even one your oldest planets), and it would make the various age traits more meaningful, since they would apply to all pops rather than just leaders. It might be annoying to lose production in a tile when a pop dies, sure, but maybe the game could handle that by having new pops grow outside the planetary grid, and if someone dies while they're still growing, they will move to that tile to replace them (if they finish growing before anyone dies, they'd just occupy a new tile).
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# ¿ Jan 30, 2017 19:45 |
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ChrisBTY posted:A war against my allies would be ugly, as they surround me. And my federation probably consists of 3 of the 4 most powerful non-fallen empires on the map at this point, including myself. I thought I could just turn enough of the map into a federation that I could win that way. But that doesn't look like it is about to happen.
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# ¿ Jan 31, 2017 09:43 |
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ProfessorCirno posted:Note that war costs are absolutely absurd, so most of the time you can't just force an entire empire to be your vassal, even if you literally could - and likely will have to - manually conquer every single planet on your own. Heartcatch posted:Been sick the last couple of days, so I haven't kept up with the thread as closely. Splicer fucked around with this message at 13:49 on Jan 31, 2017 |
# ¿ Jan 31, 2017 13:45 |
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GunnerJ posted:So, I started a new game, tried out using warp drive, playing on a spiral galaxy (I knew what this combination would mean and kinda liked the idea of the challenge), finally got to send a fleet to the other spiral arm to kill off some space bugs, on the way there I made contact with a new empire that promptly closed its border to me, trapping my fleet on the other arm. In the middle of a war I had going on elsewhere.
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# ¿ Jan 31, 2017 21:16 |
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StrixNebulosa posted:Listen, I didn't buy this game to play it, I bought it so I could complain about it.
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# ¿ Feb 2, 2017 09:54 |
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Psychotic Weasel posted:Hardly suprising but I can't quite see what's so utopian about that launch trailer...
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# ¿ Feb 2, 2017 15:16 |
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BabyFur Denny posted:once you are in that data bank, the sys admin just updates your happiness value to Integer.MAX_VALUE. Instant utopia! Just for gods sake don't get any happier than that.
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# ¿ Feb 2, 2017 15:51 |
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Archonex posted:Do we know if you can build more than one ring world?
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# ¿ Feb 2, 2017 17:49 |
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Wiz posted:People are a lot less willing to accept losing planets when they didn't have a chance to fight back. It's the same with say losing territory through espionage/sabotage, things that you can only fight back against 'indirectly' tend to be very frustrating when they have a large impact on the player's experience. e:Oh wait I missed this. Office Sheep posted:You could use the faction system. If the neighbouring system has great happiness a faction that wants to make the planet change emipres emerges. If the faction is strong enough on a planet liberation only wars only empires can annex that specific planet. Wiz posted:Yes, that is a fine enough idea, or the planet rebelling and defecting if the rebellion isn't put down. The planet defecting because you built a galactic rock concert stage though, ehh.... Also let me fund enemy factions to increase their influence please. Splicer fucked around with this message at 22:26 on Feb 2, 2017 |
# ¿ Feb 2, 2017 22:19 |
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Wiz posted:When I say 'fight back' I literally mean 'fight back' as in shoot lasers at it. Also having non laser based options is more grand strategyery than just laser based options.
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# ¿ Feb 3, 2017 19:58 |
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How does fanaticism work with the new pops? Can a pop be fanatical or does that still count as two dots?
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# ¿ Feb 4, 2017 18:16 |
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GlyphGryph posted:with the faction rework i hope they remove that mechanic because it was super dumb.
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# ¿ Feb 5, 2017 23:12 |
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GlyphGryph posted:Happiness based events. Faction stuff that is influenced in and based on happiness. Getting treated differently by other Empires, having aliens breaking down your doors to get in (not for the mechanical benefit, either, but just because it would make me happy to know that my people are so happy everyone else wants a piece of it). I don't want happiness to be powerful, I want it to be engaging. Completely different. GlyphGryph posted:Based on the Wiz comment that players dont like problems with counters that arent shooty laser based, combined with him not liking victories that arent military based, combined with him not liking the idea of victory being applied in a non zero sum way... I do have a lot of hope for this game, but satisfying pacifist themed gameplay is definitely not among them. I sort of get the feeling that Wiz basically doesnt believe players who like non military solutions and goals exist, or least in numbers significant enough to try and cater to. (I base this on him actually questoning whether people who like economic and tech victories in other games are real)
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# ¿ Feb 6, 2017 09:46 |
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Sperglord Firecock posted:drat I was hoping someone would get my Zardoz reference.
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# ¿ Feb 6, 2017 11:53 |
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Aethernet posted:That Psi event is cool. It looks like they're taking a lot of material out of the tech tree and distributing into other avenues you can pursue. This is good - it avoids the end-game situation where you've got amazing psychic powers, space marines and xenomorphs AND super-robots because you've run out of other techs to research. More empire specialisation is a good thing. I complain a lot but that's because 99% of everything in the game/announced is awesome and/or makes me hype as hell.
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# ¿ Feb 6, 2017 14:32 |
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ChickenWing posted:help goons, I think I may have screwed up 1.5 looks like it will have legitimate options for low territory empires though.
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# ¿ Feb 6, 2017 15:49 |
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What's that fanatical world crushing hand icon there? Is that the new icon for conformist (or whatever not egalitarian is called now)? It looks baller. Teeheehee, "Montly Influence".
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# ¿ Feb 7, 2017 13:01 |
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Roland Jones posted:Authoritarian, yeah. Egalitarian is a set of balanced scales, meanwhile.
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# ¿ Feb 7, 2017 13:36 |
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GunnerJ posted:At this point I kinda feel like if "Purity" failed the test for a tradition tree to be useful to multiple ethos because it's basically "xenophobia, the traditions" then Diplomacy is sort of the same for xenophiles.
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# ¿ Feb 7, 2017 15:02 |
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LordMune posted:Fun development fact! No wonder they're pissed.
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# ¿ Feb 9, 2017 14:18 |
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# ¿ Apr 28, 2024 15:53 |
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Wiz posted:Eating plantoids is canonically vegan in Stellaris.
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# ¿ Feb 9, 2017 17:47 |