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GlyphGryph posted:Trying to do it with a science ship before was simultaenously super slow GlyphGryph posted:you couldnt previously use science ships to explore.
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# ¿ Feb 20, 2018 13:47 |
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# ¿ May 12, 2024 14:48 |
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GlyphGryph posted:The thing that made corvettes slow and annoying was having to manually click everywhere you needed them to go and plot out there routes. Which doesnt change for science except they are programmed to behave like idiots if they ever encounter a hostile.
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# ¿ Feb 20, 2018 13:57 |
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GlyphGryph posted:I never found this to actually work. OwlFancier posted:Because corvette exploration isn't a meaningful mechanic. it's something you do every game before you even unpause it and never really have to do again. As you said, it's free, it involves a lot of clicking, but there's no reason to ever not do it and no reason to do it any differently from game to game. It's part of the game setup, essentially.
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# ¿ Feb 20, 2018 14:06 |
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canepazzo posted:Since Utopia (I think, could be Synthetic Dawn), ships on evasive automatically avoid systems with hostiles.
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# ¿ Feb 20, 2018 14:12 |
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Tomn posted:I seem to recall from one of the streams that this is a thing now in 2.0, you can designate a system as hostile so that pathing automatically avoids it. TheDeadlyShoe posted:there's a tech for autoexplore
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# ¿ Feb 20, 2018 14:20 |
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GlyphGryph posted:There is a tech for autosurvey and it was absurdly late in the tech tree and super expensive last time i played (maybe its been moved earlier and made cheaper), if theres a tech for any type of actual exploration (and surveying is not that) it would be super nice but it must be new and frankly I doubt it.
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# ¿ Feb 20, 2018 14:26 |
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TheDeadlyShoe posted:well, you can do corvette exploration (as it were) as soon as you get the first sensor tech. not sure how hard that'll be.
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# ¿ Feb 20, 2018 14:29 |
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OwlFancier posted:I don't really think there's very much final frontiery about space if you just shotgun what are essentially free probes out in every direction and have half the galaxy mapped before you finish your first colony. Think of it like mission protocols. If I want to make contact with someone I'll fire a ship on a straight-line trip around the core, with some waypoints along the way to keep it in track. If I want to scout out an area I'll click all the stars in the area. If I want to find somewhere to colonise I'll follow up an area scout by clicking "survey" on all the systems with planets. Once you've unlocked automatic exploration why /not/ make these one-button exploration profiles called "Planetary Survey Corps", "Colonisation Initiative", and "SETI Protocols"? With the new sensors/hyperlanes the area survey could be a right-click "everything within X jumps of this system".
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# ¿ Feb 20, 2018 15:53 |
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DatonKallandor posted:I also don't understand how throwing corvettes at poo poo is somehow good exploration, yet doing the exact same thing with science vessels is somehow not. And you can still do corvette exploration you just need +1 sensor range. OwlFancier posted:What do you even mean by "exploratory missions" because no, I don't understand what's interesting about throwing free corvettes into crystals randomly while almost immediately having everything mapped out, you're doing neither any exploration nor does it matter what happens to them. e: recon is a better word, yes.
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# ¿ Feb 20, 2018 16:51 |
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GlyphGryph posted:There was a genuinely good wincon system being thrown around in this thread a while back and wiz was part of the discussion, where you have multiple wincons that are more like "civilization goals/milestones" that you could accomplish and count as a "win" and comfortably stop playing with a sense of finality, even though it didnt make anyone else lose. Splicer fucked around with this message at 18:03 on Feb 20, 2018 |
# ¿ Feb 20, 2018 17:16 |
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Your reading comprehension is extra bad today. I hope it's on purpose.DatonKallandor posted:The binary outcomes for anomalies aren't great yeah. Especially when the binary outcomes are "full success, bonus resources" and "scientist and ship blows up.". I'd be cool if there was some more user interaction and dynamicness to it than literally just having the player click the "roll dice" button. That's a huge amount of work though - not every anomaly can be horizon signal sadly. But just seeing what the potential fail outcome would be before we click the roll dice button would be a big improvement. That might actually make people take the risk on anomalies with higher fail rate then 5% - if they know that a bad roll won't blow up their scientist. Then you can separate out the Success and Failure rate buffs into different scientist traits.
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# ¿ Feb 20, 2018 18:56 |
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OwlFancier posted:It's still on at paradox's own store, apparently.
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# ¿ Feb 20, 2018 19:09 |
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OwlFancier posted:You could have a generic "unknown ship" model. Possibly in a variety of size classes OwlFancier posted:though that's likely to give away what kind of ship it is given that in Stellaris you don't deploy single cruisers. Which is less so in Aurora with its freeform design.
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# ¿ Feb 20, 2018 19:40 |
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turn off the TV posted:I'd be okay with some visual effect representing sensor distortion/unclear data unless one of your own vessels actually comes close enough to get a visual identification, like how solar systems which you haven't reached but have sensor information on appear.
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# ¿ Feb 20, 2018 19:54 |
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GlyphGryph posted:I think that was one of the more popular ideas back when it was first floated. But if Wiz is one of the people who didnt "get it" I very much doubt we will ever see it. Omniblivion posted:When you push the button, it... ...does a cool effect like nuke every other planet outside of your borders
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# ¿ Feb 20, 2018 20:39 |
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Aethernet posted:On first contact, the original SOTS got it nearly perfect. If two scout ships encounter each other, they're forced into combat for at least ~4 minutes. During that time you stare at the other ship trying to figure out if it's going to fire first - or if you should - because losing a scout ship in the first few turns is a Big Deal and whoever fires first from an optimum angle has the best chance of winning. Omniblivion posted:I think I remember that "gently caress no" conversation, but it's a little foggy. Without going into a ton of details, my suggestion was just to plug in something after the crisis is defeated that can be researched for a final Galactic Wonder (for lack of a better term). Right now, after the Crisis, the game pretty much just stops until someone hits the planet or domination victory condition (a blank win screen). "Press button, everyone else loses" is the antithesis of this. Splicer fucked around with this message at 00:13 on Feb 21, 2018 |
# ¿ Feb 21, 2018 00:04 |
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Galaga Galaxian posted:We need a new thread title. "To Serve Man" is two expansions old, though it still worked in a way with Synthetic Dawn given Rogue Servitors.
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# ¿ Feb 21, 2018 09:57 |
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Torrannor posted:I'm pretty sure Stellaris will be a better game when it's hyperlane only, but I did enjoy playing xenophobic pacifists who always had their borders closed and exclaves all over the galaxy. Which will be mostly impossible without wormhole drives. Hammerstein posted:Is there some meta or pseudo-science explanation about what differentiates hyperlane travel from warp travel ?
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# ¿ Feb 21, 2018 11:14 |
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Apocalypse trailer but instead of earth it's new horizons.gif
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# ¿ Feb 21, 2018 15:04 |
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GunnerJ posted:If there's one thing I don't like about hyperlanes, it's that you can see the whole galaxy-wide network of them right from the start. I get that this makes sense from a gameplay standpoint but personally I'd like it if you have to at least travel to a system before discovering where its hyperlanes lead to. But I get that this is probably better for a mod than core game design. Make it a slider!
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# ¿ Feb 21, 2018 16:27 |
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Baronjutter posted:Yeah this would be the best option. Keep the basic sliders on new game creation like galaxy size, rival empires, and so on, then have an "advanced" tab with like 100 sliders, many with their own sub tabs with more sliders.
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# ¿ Feb 21, 2018 17:54 |
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Libluini posted:Also, Star Trek Warp is rather slow when compared to Stellaris, where you could traverse the entire galaxy in short order. There's a reason the Enterprise was on a five-year mission instead of on a fifty-year one.
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# ¿ Feb 21, 2018 18:33 |
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Improbable Lobster posted:It's because those 1000 stars are the only ones with anything more than dust orbiting them
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# ¿ Feb 21, 2018 19:27 |
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Aethernet posted:Stellaris 2.0: The Assassination Of Warp Drive By The Coward Martin Anward
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# ¿ Feb 22, 2018 09:08 |
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# ¿ May 12, 2024 14:48 |
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Sgt. Anime Pederast posted:I'm torn on if I want plant people dlc or not. TheDeadlyShoe posted:who are we talking to?
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# ¿ Feb 22, 2018 13:21 |