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Glass of Milk posted:Sectors just feel like an expansion limiter with no interesting flavor. To me, it should be one of those things that's modified by government type. A machine consciousness or hive mind shouldn't need sectors. That sounds to me like a REAL good reason to never, ever play Machine Consciousness or Hive Mind. gently caress having to micromanage every single goddamn planet.
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# ¿ Oct 18, 2017 11:41 |
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# ¿ May 8, 2024 22:50 |
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TipsyMcStagger posted:So they first attacked in a fleet of 60k when everyone had 20k maximum.. then they attacked with a 190k fleet when I own half the galaxy with like 35 planets and 700 fleet support with a 100k fleet. You must be playing on a REALLY small galaxy is 35 planets gets you half of it. And also yes, if you want to compete with a freshly Awakened Empire, you're gonna have to far exceed your fleet capacity. That or just surrender and wait for Decadence to build up.
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# ¿ Oct 22, 2017 04:53 |
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Aethernet posted:Moving the game away from having multiple FTL types at the beginning is a good thing. No, it's not.
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# ¿ Oct 29, 2017 15:00 |
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Aethernet posted:Have you considered.... that you might be wrong??!?!? I had considered the possibility, but ultimately discarded it because what kind of dumb moron would want to play this game without Jump Drive?
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# ¿ Oct 29, 2017 23:08 |
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McGiggins posted:I think that ships transiting a system should have to actually transit the entire system to the jump point market for the system they want to go to. gently caress no, that'd be annoying as hell.
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# ¿ Oct 30, 2017 04:29 |
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Here's my hot take on FTL: gently caress Warp, Hyperdrive AND Wormholes. Just give everyone Jump Drive.
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# ¿ Oct 30, 2017 22:55 |
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Ormi posted:https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-92-ftl-rework-and-galactic-terrain.1052958/ spoilers: all ftl is now Ludicrous Speed Short version: First thing everyone will do is a pick up a mod to restore the old FTL functionality. Gotcha.
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# ¿ Nov 2, 2017 16:32 |
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Oh, reading further, they've hosed up Jump Drive. Great, there is no further reason to play this game unmodded.
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# ¿ Nov 2, 2017 16:43 |
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Bholder posted:By "hosed up" you mean they made them loving amazing, sure Long rear end cooldown that cripples your fleet after using it is not exactly my idea of "amazing".
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# ¿ Nov 2, 2017 17:14 |
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Nuclearmonkee posted:Stations are a joke now late game but if you can have them with 10s of thousands of fleet power I'm suspecting being able to skip them will indeed be a big deal. So, exactly the same functionality it currently has, but worse. Again, I fail to see how this is "amazing".
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# ¿ Nov 2, 2017 18:49 |
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Captain Oblivious posted:Because sometimes less is more. Limitations can be, and frequently are, more interested than limitless power. But in this case, it isn't. It's not even being forced to use only one FTL type that irks me. It's being forced to use the worst FTL type.
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# ¿ Nov 2, 2017 19:47 |
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Captain Oblivious posted:Okay. There’s basically nothing more than can be, or need be said, that hasn’t been said already in the dev diary. They didn’t pick hyperlanes arbitarily. Most people consider the warfare in Stellaris it’s greatest weakpoint, hyperlanes are seen as the most effective way to remedy that. It is a shame you disagree but c’est la vie. Yes, they picked hyperlanes because it was the one that fit with Wiz's ~vision~ as opposed to the one that was actually good.
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# ¿ Nov 2, 2017 20:17 |
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So are we at least going to get some "terrain effects" that buff you instead of all being just debuffs? Cause if they're all just "X doesn't work properly in this system" then that's getting modded out too.
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# ¿ Nov 2, 2017 22:12 |
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DatonKallandor posted:They're not debuffs they're mechanics changes. Nebulas hiding poo poo isn't always bad - they make for excellent rally points. Pulsars turning off shields isn't always bad either - throw a plasma fortress at a pulsar chokepoint and you're laughing at all those shield and anti-shield using scrubs. They're debuffs, call em what they are.
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# ¿ Nov 2, 2017 22:22 |
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Libluini posted:Since they aren't, that's not possible. Sorry. All that does is force you to micro your way around the pulsar or go refit your entire fleet with plasma weapons of your own to kill it, and now you have control of the plasma-equipped pulsar fortress while you go refit your fleet again with weapons that don't suck against shields. In other words, all it introduces is a shitload more micro.
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# ¿ Nov 2, 2017 22:49 |
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Crazycryodude posted:1) You can't micro around the pulsar fortress because it's the only way into your enemy's core worlds.... almost.... almost like that's intentionally the point of the overhauls And the point I'm making is that this is stupid. There shouldn't be choke points in loving space.
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# ¿ Nov 2, 2017 23:00 |
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Psycho Landlord posted:You are completely correct from a technical standpoint. However, Stellaris is not a hardcore spacesim, it is an empire building game that happens to be a space opera, and it takes place on an incredibly small timescale if we're talking realistic interstellar warfare and features FTL travel, and most importantly, is a video game, so you're completely wrong from every standpoint that actually matters. Even within that context, there shouldn't be choke points, because the only way they can even exist is by forcing everyone to play with the worst and most restrictive FTL type. If your FTL type is only enjoyable when you're forcing everyone else to use it, then your FTL type is bad. I would be entirely okay with Warp only or Wormhole only, even wormhole lets you go anywhere within range of the station. Hyperlanes are boring and unfun. Captain Oblivious posted:My god you're right, we must act to excise all elements of the game that are an affront to realism at once! hobbesmaster posted:There also shouldn't be FTL but What the gently caress are you two even talking about. I never said anything about "realism". Eiba posted:Counterpoint: There should be because it's fun. Counter-counterpoint: No, it's not.
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# ¿ Nov 2, 2017 23:48 |
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Nuclearmonkee posted:So sayeth something awful poster Shadowlyger, arbiter of fun. This man gets it.
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# ¿ Nov 2, 2017 23:51 |
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Tyrel Lohr posted:I hate to sound so flippant, but I've had this same conversation multiple times over the years with my own projects and it always boils down to the fact that some players don't realize that nodal movement is nodal movement. That or they don't want their movement options limited in what they feel is an artificial fashion. In almost every case in the past, I could throw the same space map on a grid which itself naturally constrains movement like hyperlanes would, and they are perfectly happy again. It is maddeningly frustrating. I mean if you put a hyperlane map on a ground game and just threw terrain in the way people would probably be fine with that. But there is no terrain in space. There's just empty space there. And when you force people to go from "you can go through that space" to "you can't go through that space because there aren't any space roads there" then yeah, they're gonna let you know that you're stupid. Hyperlanes as a concept are stupid. Why the hell would you have space roads. It's space.
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# ¿ Nov 3, 2017 01:01 |
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Captain Oblivious posted:There's also not FTL travel in space my friend. Okay if you're just going to be intentionally obtuse then there's no reason to talk to you.
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# ¿ Nov 3, 2017 01:04 |
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turn off the TV posted:In my game where space is a two dimensional ocean, newtonian physics do not exist, spaceships have wings, and a magic race of slug people is summoning giant demonic monsters from another plane of existence, the existence of hyerplanes is where I draw the line. Yes, the mental image of a giant two lane highway in space does, in fact, break my suspension of disbelief.
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# ¿ Nov 3, 2017 01:22 |
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Psychotic Weasel posted:Hello from the future! That only serves my point better. I'd be okay with Stellaris being Futurama, though.
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# ¿ Nov 3, 2017 01:29 |
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turn off the TV posted:It's especially funny when he's insisting that he must imagine hyperlanes as literal space two lane highways when people have offered plenty of other, less retarded explanations in the thread. I mean they're still space roads, dude.
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# ¿ Nov 3, 2017 02:28 |
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hobbesmaster posted:Like the ones in real life, yes Those are in-system. Also I'm talking about their gameplay implementation so I'm not sure why you keep talking about real life.
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# ¿ Nov 3, 2017 02:43 |
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Viscardus posted:If it's just about gameplay, why don't you wait until you play the new version of the game (or at least read more of the upcoming dev diaries so you get a fuller picture of the changes and what they allow) before deciding that it's terrible? Because Hyperlanes already exist and are already terrible.
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# ¿ Nov 3, 2017 02:53 |
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gowb posted:His argument is a bit haphazard but I don't think he's saying it's not realistic, it's more like it doesn't fulfill the fantasy and freedom of a space game if your movement is constricted so much, which I can understand. Yes, thank you. Being forced to follow the roads makes it feel more like a ground game with a space skin.
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# ¿ Nov 3, 2017 03:38 |
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My fleets only attack mining stations and such if they're on aggressive, yeah.
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# ¿ Nov 3, 2017 04:14 |
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Bholder posted:Well yeah, space terrain majes it feel more like ground but space is also pretty empty and boring. Which is why Stellaris was so cool, having ftl types that don't suck.
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# ¿ Nov 3, 2017 05:14 |
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Bholder posted:It also let you charge the middle of the enemy capital without anything to hold you back Yeah, that was cool and good. Viscardus posted:Hyperlanes as they exist now and hyperlanes as they will exist when the update comes out are very different, though. If your complaint is about hyperlanes as a concept, that's irrelevant, but if you're genuinely concerned about the gameplay, you shouldn't be jumping to conclusions based on the previous system. They work exactly the same way, only slower because now you have to haul your rear end across each system you move through. And everyone is forced to use them instead of other, better ftl types. Like, my most recent game is on a Huge galaxy, playing that poo poo with hyperlanes would be Super Cancer. Shadowlyger fucked around with this message at 05:34 on Nov 3, 2017 |
# ¿ Nov 3, 2017 05:27 |
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turn off the TV posted:I wonder what it's like having the platonic form of poo poo taste. Wouldn't know, why don't you tell the class.
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# ¿ Nov 3, 2017 05:39 |
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StealthArcher posted:Send shadowlygr there. Then shoot him through the wormholes he loves so much. Why don't we shoot you through a wormhole into the Shroud
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# ¿ Nov 3, 2017 15:41 |
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Dick Trauma posted:Build a building? OK! Put a pop in it. How? No idea. Click and drag an existing pop. Or wait for a new one to grow. Or build one if you're robots, but then you wouldn't have a tutorial at all, I guess.
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# ¿ Nov 3, 2017 18:31 |
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Shugojin posted:I know the immature ether drake isn't THAT good but it's so satisfying when the little bugger shoots a beam of plasma death across a fleet battle "BWAAAAARGH!" Nuclearmonkee posted:wrt slamming out habitat layouts by hand, they really do need to add hotkeys for all of the buildings so I can just select a tile and hit a button instead of click a million times. All of the buildings. Huh. In my experience if I put a habitat in a sector I'd set for research, the sector AI would just automatically fill it with research buildings. I'd just build a zillion of them and never even look at the things (Past that first one). Then again I usually play machines. Shadowlyger fucked around with this message at 00:44 on Nov 4, 2017 |
# ¿ Nov 4, 2017 00:42 |
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Shugojin posted:He (and the Automated Dreadnought) can come with a jump drive if you do the event late enough. The upgrade behavior is weird for them. If you upgrade the rest of your fleet with Jump Drive, the Ether Drake should still stick with them. Mine had Wormhole Drive, but when I upgraded the rest of the fleet to Jump Drive he just stayed in the fleet and jumped with everybody else. FTL type seems to be majority rule. Don't remove him from the fleet ever, though, you won't be able to add him back in.
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# ¿ Nov 4, 2017 05:18 |
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Libluini posted:Here I have to disagree, because if it worked like this you'd fill up your resource stash in peace time even faster, then ludicrous amounts of resources will be wasted, instead of piling up in your sectors: To make your idea work you'd have to raise the new res caps to such stupendous heights many players would never even run into them anymore! Which would be silly, too. Sector taxes go down to 0% and up to 75%.
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# ¿ Nov 6, 2017 21:17 |
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Aethernet posted:Having played with it a little, I kind of feel that World Shaper is a bit of a trap pick. Terraforming to your preferred planet type costs at least 2500e, whereas MoN plus genetically adapting your race to any given planet type is considerably cheaper and available at nearly the same time. You also only need to adapt once, rather than terraforming over and over again. If you're playing a machine empire, I'd say it'd be worth it for terraforming everything into Machine Worlds.
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# ¿ Nov 8, 2017 09:38 |
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Xemloth posted:What if there was an ascension perk for purifiers etc which gave them an increased buff but set them to forever war with everybody as soon as it's taken Essentially, a perk to turn yourself into a crisis? I like it.
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# ¿ Nov 11, 2017 23:33 |
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Shugojin posted:Do they show up always or only if you don't have the machine FE around? They show up if the Contingency takes over a certain amount of the galaxy.
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# ¿ Nov 26, 2017 01:18 |
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If you have Mega-Engineering, you should be able to repair it. Click a section, click the huge repair button. If there's no repair button then I dunno.
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# ¿ Nov 27, 2017 23:15 |
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# ¿ May 8, 2024 22:50 |
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Well I guess that one can't be repaired then. I think the only repairable ringworld you can find is the one from the Cybrex precursor chain. Other than that, other busted megastructures can be found around the galaxy randomly. The best is when you find a broken Dyson Sphere, because it turns out repairing one doesn't count towards the limit of one that you're allowed to build. +2k EC per month? Sure why not.
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# ¿ Nov 27, 2017 23:24 |