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Baronjutter
Dec 31, 2007

"Tiny Trains"

My only problems with sectors was just that they didn't seem to construct aggressively enough. Unemployed pops, empty bonus tiles, tons of resources in the bank and a large positive resource balance yet they would seemingly only build one thing at a time sector-wide. This got seemingly fixed then robots did something fucky, that got seemingly fixed. People still angry sectors don't built planets "optimized" but that's a hard thing to determine since there's no correct optimal state, it depends on your priorities.

I'm excited to see how sectors are by 1.5. As long as they aggressively build up their planets and are within 10-20% as "optimized" as me doing it by hand I'm all good. The sector AI though doesn't understand my own goals though. Sometimes I'll be playing with a personal goal of "max happiness" but the sector AI not sharing that goal doesn't prioritize happiness buildings. But how are they to know? So many changes to ethos and happiness coming in 1.5 I really can't wait.

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Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiz posted:

I've basically completely recoded the sector AI in 1.5 to prevent unnecessary resource accumulation, and the new tooltip I added shows you exactly what they are planning to do with the resources they have.

I want to add a 'prioritize happiness' setting if there's time, too.

That's really great to hear. I hope along with endless vague complaints and semantical arguments you also take in the fact that you guys have made some really amazing games and your dedication and "actually giving a poo poo" are really appreciated.

Also maybe people over complain about paradox games because you guys have raised the bar so much they have unreasonable expectations and think you mind reading gods that can make massive changes to the game within the standard patch cycle? Then when you do finally make them happy they're too busy enjoying the game to thank you?

Baronjutter fucked around with this message at 23:46 on Jan 26, 2017

Baronjutter
Dec 31, 2007

"Tiny Trains"

Bloody Pom posted:

Any chance that we'll be able to go full Zeon and smash conquered space colonies into inhabited planets in the same system?

I'd just be happy with some moo style planet glassing via fleets. The "cost" should be severe diplomatic reactions from most of the galaxy plus the lost opportunity of invading and taking that planet.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Truga posted:

How do you define delicious though? Even some humans are weird and like poo poo that's way too sour or salty for me to even go near. There better be traits for what tastes aliens like and what aliens taste like. :v:

Baronjutter
Dec 31, 2007

"Tiny Trains"

oddium posted:

check this out:

sa forums > games > Stellaris: Bites of Man

This made me happy, I wanted to let you know.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Deceitful Penguin posted:

It's weird you can't add negative traits tbh; especially if you could add in traits that would make your enslaved aliens more subservient and docile.

I always gene mod conformist to all my liberated aliens to help them better adjust to the correct views.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Jeb Bush 2012 posted:

It makes absolutely no sense for your population to suddenly fall because a hundred million people all died of old age at the same time.

*cities skylines*

Baronjutter
Dec 31, 2007

"Tiny Trains"

Replace ship and planet graphics to be correctly scaled, add COUNTERS to help players see where their units are :)

Baronjutter
Dec 31, 2007

"Tiny Trains"

Mukip posted:

Not sure I was realistic scale per se, but if a bunch of ships are next a planet then it's the planet that should look big.

It's a strategy game, the ships and planets are massively over-scale so you can see what's going on. What next, EU4 soldiers just look too big compared to the buildings on the map?

Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiz posted:

Nah, EU4 soldiers are realistic scale.

Earth was the source of Titanic Lifeforms all along!!

Please have a super rare Sol system that's just 1600's europe with titanic life. You can invade or subdue them with a comet show.

Baronjutter fucked around with this message at 22:35 on Jan 30, 2017

Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiz posted:

Maybe a post-apocalypse alternative to cockroaches? What would be the giant animal that's taken over though?

500m tall frenchmen holding a muskets obviously. Like literal EU4 mans.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Libluini posted:

Besides giant animals, what about rats? This talk about post-apocalyptic Earth reminds me of this movie where some poor bastards survive a lot of dumb poo poo, only to be rescued by literal ratmen in the end. (The end is incredibly, hilariously overblown with the survivors screaming like those rat people are the most horrible thing ever. Dudes, they saved you, they probably won't suddenly start nibbling on you.)

Did the movie ever get a name?

Baronjutter
Dec 31, 2007

"Tiny Trains"

Serf posted:

I've begun playing the game a lot more in anticipation of the update. Maybe counterproductive, but I'm bored and remember liking this game a lot. I've played like seven games recently and I am still really bad at war. I'll defend myself, but balancing a fleet against building the perfectly-designed bunch of planets is tough. Chasing down enemy fleets is a pain as well.

Do you build defense stations on your border to catch and slow down invaders? One in every system? Do you build one big doomfleet or do you spread your ships out into multiple ones?

Always doom fleet, and stations are good on hyperlane maps. Build a speed-bump station near where the enemy will warp in, then surround that with sniper stations. It will destroy smaller fleets no problem, and hold the enemy doom fleet in place long enough for your death ball to arrive.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I have a feeling after after banks (or a hope I guess) that the next big system change will be everything to do with diplomacy, from vassals to trades to peace treaties.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiz has been going full on edging with all these drat teaser tweets.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Kinetica posted:

I think we're more into the "dangling a hamburger just out of reach of a starving man" territory

And after eating it we'll then endlessly complain how it needs to be improved.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I wish they'd slow down and show off the 1.5 features a little more. Martin's hair does look nice.
I like that they're both playing. Makes me want to do a neighbour co-op game with a friend or something one day. They keep talking about food but I didn't see a food screen or stat.
Woah good bird noise. I guess I only caught the end.

MEGA
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-59-megastructures.997705/

Baronjutter fucked around with this message at 17:06 on Feb 2, 2017

Baronjutter
Dec 31, 2007

"Tiny Trains"

Little disappointed you can't live inside a dyson sphere, it's just for collecting energy. Even just the "staff" for a facility like that would be a few pops. Same with the science station, it's basically an orbital science city, should have some pops. But the whole pop system isn't really friendly to the idea of things like mega-structures and outposts that contain a pop or two as staff/workers.

I hope they're well balanced too. Like the energy output of a dyson sphere is still way higher than if you minmaxed every planet in the system for energy production.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiggly Wayne DDS posted:

it's a really big advantage to go with the minimum amount of colonised systems until you've got everything you want researched. try a game sticking to two systems and notice the absurd tech advantage you'll have over neighbours - abuse frontier outposts for border control

But as long as you build what, 2 or 3 research buildings on each planet you come out ahead no?

Baronjutter
Dec 31, 2007

"Tiny Trains"

I guess you can still build orbitals around those newly frozen worlds? I think I would have greatly preferred it if the dyson sphere functioned like a ring world PLUS a massive energy bonus.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I wish there was some sort of "liberate vassal" war goal that was like a more expensive liberation goal but the liberated parties automatically become a new vassal.

Baronjutter
Dec 31, 2007

"Tiny Trains"

You can of course annex chunks of an empire then make them a vassal after, it would just be nice to have a middle ground between liberation and annex. Create puppet, create buffer, establish protectorate. Something a non-extreme pacifist could physically do but at the cost of pissing off their pops.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiz posted:

Allow me to explain the biggest problem with something like peaceful annexation of planets through culture: Everyone loves it when they're the one getting planets flipped to them... but when it's the other way around? Yeah, no, not so much.

No one likes getting their planets invaded either, but it happens. It should be a thing that only happens with a huge big attractive empire versus some tiny little poo poo country with no chance. If you're already in that position as a player you've lost anyways.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Some sort of passive "culture points" thing that magically flips planets is not fun.
Some sort of cultural/ethos pressure system that unlocks cool influence actions that help you establish spheres of influence, fund separatists, change the official ethos of a neighbour, and vassalize lesser powers would be cool.

Here's a possible situation/example.

You're a huge powerful pacifist materialist country stuck in a corner. You have some neighbours that like you and some neighbours that don't. You are able to allocate some sort of resource/spending towards various actions with other powers. You see the xenophobic materialists next to you have a 20% minority of pacifists, you give foreign aid to this group which boosts its attractiveness and power within the foreign empire (and gives them a CB against you and relations hit when/if discovered) and you hope it could lead to a shift towards pacifism in that empire over time.

Your other neighbour is a xenophile pacifist, you have a non-aggression pact with them, you like each other. They normally wouldn't agree to be vassalized but you expend *something* at winning over their population and government towards supporting becoming a vassal, or a new "sphere of influence" system. Or get them to join something like a federation but with your leadership mostly assured.

Your neighbour conquered some other aliens and they have mis-matched ethos, in fact the oppressed aliens have ethos similar to yours. You expend your *something* points to help their independence faction, maybe even offer them direct support if they were to ever rebel. In exchange if they do become independent they'll love you for it.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Yeah that's been a known bug for quite some time.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I really wanted to get into star ruler but it seemed 99% focused to be a micro-heavy RTS with a 4x sort of there on the side as a thing you minmax to build/bigger more ships.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Space Empires had a good mechanic for military intel. You built intel centres and had a budget of intel points, you'd allocate them to other empires to potentially be able to learn more about them from basic demographics to ship designs. You also had an intel page for each empire showing all known designs and estimated numbers, you learn this through intel spending and direct observation. Your ships can also have better sensors and the enemy better stealth which makes it harder to see inside of them and know what they're packing.

So you might get intel that the enemy has some new battleship design, you'll know maybe the name of the class but not its design or number. Later you fight one, and from observation your intel gets updated showing the general loadout of weapons and shield strength but you're not sure about special systems. Eventually you bring a dedicated scanning/recon ship into a battle and get the full picture.

It would also lead to fun situations like in trek with the romulans that if an empire has been closed off for generations and you haven't really encountered them, your intel on their ships might be generations old. You think "bah, these designs are lovely, they only use mass drivers and don't even have shields" but also note that the most recent ship design intel is like 60 years old. You can go try to scout them out with a stealth ship, do a little tour of their territory. You can try to allocate a bigger intel budget, or you can just attack them and learn as you go.

Some sort of basic intel-points system you invest in other empires to learn more about them, plus an intel screen showing a collection of everything you know and every ship design you've encountered (sorted of course by date or estimated/known numbers) would actually make ship design relevant. You could learn that a potential enemy favours lasers and their fleet seems to be limited to destroyers, and learn this before you go to war. You can of course do this now if you have open borders and send a ship through and make physical notes on some scrap paper but a nicely organized in-game system would be so much nicer. Intel could also give you more insight into their current goals and strategies. You could learn they are building up to attack a certain empire, you could see they're hurting for minerals which is slowing down their economy, you could see they have a faction crisis brewing. You could see, well, actual interesting information to help you make meaningful choices in the game.

Baronjutter
Dec 31, 2007

"Tiny Trains"

The trailer reeaaaaaly has a SMAC vibe, I'd love to know if this was on purpose of not.
https://www.youtube.com/watch?v=iwqN3Ur-wP0

Baronjutter
Dec 31, 2007

"Tiny Trains"

You'll never please everyone because these are really abstracted mish-mashes of culture, politics, and economics trying to fit on a 5 point axis. I can absolutely understand how a libertarian who views the most important aspect of society being how much "the state" has control over things would absolutely view the axis as going from Authoritarianism to Libertarianism. You could rename that anarchy or what ever but to them the most important aspect is looking at that ethos as a slider of "state oppression".

We'd really need like Hoi2 levels of political sliders or more to make everyone (or at least more people) happy. The more abstracted the system is, the more chance you'll have that certain people feel their ideology isn't being correctly or fairly represented, or the ideology they want to have in the game doesn't quite fit with the mechanics.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Back Hack posted:

Man, I want to play Stellaris, but I don't want play it knowing there is a new update coming. Something about that kind of bothers me for some strange reason.

Yeah I'm kinda holding my breath on the game too, even though it's potentially multi-months away.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Poil posted:

Does anything good ever contain the word neo in the beginning?

Neodymium magnets are pretty cool!

Baronjutter
Dec 31, 2007

"Tiny Trains"

So many capitalist options but where my space socialisms?

Baronjutter
Dec 31, 2007

"Tiny Trains"

Ok I'm liking the happiness boosting stuff and I like how they're trying to make these sort of "ethos neutral".

Baronjutter
Dec 31, 2007

"Tiny Trains"

I think it's hard to weigh what's good or not since so much in changing in 1.5. The whole ethics re-work is going to be a huge change, and happiness and unrest reduction probably play closely with ethics drift and factions.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Harmony is the hole that was made exactly for me, and I have no choice but to walk into it.
My entire playstyle is always centered around maxing out happiness and minimizing ethos drift.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Want to play stellaris but don't not to play 1.5. Please send help.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I wish they made federations a thing a player would actually want to be part of :(

Baronjutter
Dec 31, 2007

"Tiny Trains"

I'd still love there to be something between a vassal and a sector. So you could "build tall" by just having your little core systems, and then treat all your other colonies a bit like EU4 colonial nations. There could be all sorts of fun interactions with them, and you'd have to balance how much you want to squeeze out of them economically vs militarily vs keeping them loyal and happy and there's be all sorts of controls and options for how much autonomy you give them and they could generated "colonial factions" agitating for more autonomy or empire policies they like. Maybe one of your colonial nations has become militaristic vs your pacifist because it's been on the winning front line for so long. That could make them want more autonomy since "different ethos than master" but you could please them by making your own nation more militaristic. You could also spend points to "enforce ethos" on colonial nations that are drifting away not unlike "force religion" but at a big trust/loyalty hit and would see that colonial nation change its official ethos and internally try to sway its population that way.

Vassals taken by war could also fall under the same mechanics. You've got 3 systems full of aliens but they're similar ethos to you and near your core systems so you basically make them an integral part of your empire as a subject-nation with the lowest autonomy. But those 4 planets you took full of totally ethos-opposite aliens will probably chafe heavily under anything but the highest autonomy but you also don't want them growing so you set their energy and mineral taxes to 0, relieve them of any military obligations, but forbid them from colonizing.

Basically I'd just love more subject-ruler interactions and would pay top dollar for a diplomacy and subject relations DLC, maybe also add some cool federation options where you can agree on a voting system and what levels of powers the president has and all sorts of poo poo so it feels more like being HRE emperor. Maybe when you found your federation you have the president decided by federation-wide popular vote, knowing that by having the biggest population you will almost certainly dominate it (but this gives a federation loyalty penalty to all members with less than X% of your population). Or maybe agree to a full round-robin system which pleases smaller members but upsets the biggest member. Or have it based on one vote per country like the HRE so it's key to be on very good terms with your fellow members and earn their favour. Have federations evolve organically by passing various laws and reforms. A federation of pacifist countries might vote in some "official ethos" law that gives federation-wide ethos drift towards pacifism. A federation of theocracies might end up establishing an official religion and maybe some powerful member would pass enough reforms to unify the federation and turn into the Covenant or something like that. Just want to see all sorts of different types of federations organically form and grow based on its members and internal politics.

Baronjutter
Dec 31, 2007

"Tiny Trains"

We really shouldn't need huge discussions and spread sheets and testing reports to know these things. The game should make it all much more clear, and if it can't, simplify/remove those things.

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Baronjutter
Dec 31, 2007

"Tiny Trains"

But those free clone-admirals!

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