The ship designer could really benefit from being slightly more fiddly, in that all of the customization feels a little useless without the ability to put particular ship classes into particular places in the formation. As it is I would never want to make a brawler battleship with, say, autocannons for example because they start at the back, whereas if I could put them at the head of the formation to attract the enemy's attention, do tons of damage, and provide cover for the corvettes to zip in from the middle and unleash their torpedoes... Well, it'd be the best combat system this side of Dominions most likely.
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# ¿ Jan 22, 2017 16:42 |
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# ¿ May 12, 2024 23:17 |
Wiz posted:The real problem is the lack of NATO counters imho. We've got you covered when Death Stars make it in:
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# ¿ Jan 22, 2017 16:50 |
Rincewinds posted:I dont see why we should have spaceships in a space game. Agreed, why aren't we sailing around on galleons between the stars?
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# ¿ Jan 22, 2017 18:40 |
Conskill posted:The way the mechanic is portrayed adds to a complaint I have about the planet-level Stellaris experience: when you get enough tech, the whole appearance and feel of planets get very homogeneous. Geological features are (or appear to be) bulldozed away, and planetary climates / graphics get standardized via terraforming. Yeah, it would be really cool if removing the blocker transformed the tile into a visually distinct tile based on the blocker's type. A kelp forest transforms into a bunch of kelp surrounding an underwater dome, etc. Maybe even have a chance for resource bonuses given by these special tiles? The kelp forest provides +1 food now that it's tamed and farmed.
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# ¿ Jan 23, 2017 22:49 |
Nevets posted:How would that work with terraforming, though? Right now you find an desert planet filled with mountain ranges & you terraform it into an ocean paradise for your fish aliens and obviously the mountains all go away. But if the mountain tiles had bonuses do those stay even after terraforming, or do they disappear? Maybe you could get an equivalent number of tile features that are appropriate for the new planet type? Or maybe terraforming could give you a certain number of "feature points" similar to the limits on genetic engineering that would let you toss down the tiles you want. Jazerus fucked around with this message at 22:49 on Jan 24, 2017 |
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# ¿ Jan 24, 2017 22:46 |
I mean, the issue with artificial neural networks is that they're basically artificial animals, because we don't know how to generate most of the high-level abstract behavior that a human can engage in but most animals can't. You're going to need quite a while to evolve something that's more or less functionally equivalent to an insect brain, like the Jeopardy engine, into something that can evaluate a Paradox game.
Jazerus fucked around with this message at 23:23 on Jan 26, 2017 |
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# ¿ Jan 26, 2017 23:21 |
Arglebargle III posted:Have you followed that team that taught their AI to play Brood War on ladder? It's not too surprising that an artificial insect can play as the Zerg, really. Starcraft's all about "gather resources/conquer territory" which happens to be a type of behavior that neurons are really, really good at generating.
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# ¿ Jan 26, 2017 23:55 |
Kitchner posted:+ Added
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# ¿ Jan 27, 2017 22:34 |
Jeb Bush 2012 posted:taking other ethos points is disrespectful to The Hive imo imagine a hive mind, but the mind that emerges is functionally identical to jeb!
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# ¿ Feb 21, 2017 01:43 |
CrazyTolradi posted:Yeah, this was my reaction. It's way too slow to appeal on any level to that type of player. These are the kind of people who can't play a single match/game for more than an hour and not be bored, I really can't understand the fear or loathing toward that sort of gamer. you are taking his exact wording too literally. the paradox equivalent of the "e-sports" type exists, they're just super groggy instead of twitchy
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# ¿ Feb 25, 2017 00:30 |
paradox tore away my ability to feel gluten-free
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# ¿ Mar 4, 2017 05:37 |
OwlFancier posted:It's more that mechanically I didn't really understand why you could just ask them to do it and they would agree. It isn't, necessarily - it's a war goal. Realistically, you are probably just preventing evacuation and killing them yourself instead!
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# ¿ Mar 20, 2017 04:05 |
It took me way too long to get that joke.
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# ¿ Mar 20, 2017 16:27 |
spectralent posted:Aaah I follow. Yeah, once you have played a nation there's not much reason to replay. I can never resist replaying nations - by the time I quit a run I'm always thinking about ways to do it better or just differently.
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# ¿ Apr 2, 2017 02:07 |
Reveilled posted:Having played for a similarly significant amount of time I've decided that what I want is CK2 in space, basically. Sectors are intended to remove micromanagement, but since there's not a huge overwhelming amount of things to do in this game, I find the micromanagement entirely bearable, especially when the behaviours of sectors is suboptimal and I can't rely on them to run the way I want. But I wouldn't mind all that if sectors had interesting gameplay (and in a game like this a "story" is part of the gameplay) which came out of it. I don't mind the demesne limit in CK2 because it generates interesting outcomes. and then convert pops to vicky pops not being ironic here at all
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# ¿ Aug 4, 2017 00:42 |
Bholder posted:Population being represented by some numbers and percentages is pretty horrible and uninteresting. correct it's a good thing that's not all the vicky pop system is
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# ¿ Aug 4, 2017 00:54 |
Wiz posted:Can invade, enlighten or infiltrate as normal. "Ah, my identity has been exposed. Let me explain. We are here to make you very, very comfortable."
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# ¿ Aug 4, 2017 23:17 |
AFancyQuestionMark posted:At the risk of being extremely rude, I am going to bet on this thread having at least some people interested in sci-fi government sims and plug the one I am currently running in The Game Room subforum. It takes place on a small ex-colony in the far reaches of colonized space, after a revolution has overthrown the kleptocratic autocracy that was in charge for about thirty years. There are elections, plenty of government roles, heated debates over policy and factional tensions under the surface. We are currently accepting candidates for the upcoming municipal elections and could use some more players willing to run independently or with a minor party. this game is very cool but needs more attention to be even better think of it as the crete LP but with no game mechanics getting in the way of your furious debates over fictional politics
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# ¿ Jan 15, 2018 18:20 |
Fellblade posted:What makes the game(s) less playable now compared to before the DLC came out? they're balanced around a full-DLC experience. EU4 suffers from it a lot more than CK2, especially with certain DLC being very very important. now, if you transitioned back to a patch when your currently-owned DLC is the only DLC extant using steam's version changer thing, then it wouldn't be much of an issue if you don't care about newer content in any way at all.
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# ¿ Jan 28, 2018 01:09 |
1stGear posted:Static lore is antithetical to Paradox's design philosophy. Their grand strategy games have always been about letting the player forge their own story. on the other hand, there's a very deep lore behind other paradox games called "history"
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# ¿ Jan 30, 2018 06:00 |
OwlFancier posted:I mean, blatantly cheating AI can often be a rather unenjoyable gameplay experience because it can make a bunch of stuff you do unimportant, like territory if the AI just gets a bunch of free money magically, but for stuff that the AI can't quite manage the specifics of you could gloss over a bit. The AI can't complain if you modelled its empire splitting with events rather than in depth sector mechanics. and events can really be quite in-depth in and of themselves in the clausewitz engine. wiz was able to pull off a very complicated faction system in ck2+ with just event scripting. an AI-friendly version of a complex mechanic doesn't have to be predictable or strictly inferior to the player version
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# ¿ Feb 8, 2018 04:41 |
Demiurge4 posted:I watched Arumba stream Stellaris earlier and it was goddamn hilarious. He hasn't read any patch notes or dev blogs and blithely assumes things about the mechanics that aren't true, then gets super pissy when things don't work for him. arumba is routinely boggled by basic concepts and is entirely unwilling to read most ingame text there are ck2 videos that he recorded after years of playing the game where he is tripped up for an hour by things like misreading priestess as princess over and over and over as he tries to figure out why the game thinks he isn't related by marriage to the nearby king he's trying to ally (because he wasn't) he's tolerable enough when he's learning a game because he doesn't expect to be able to play without thinking or reading, but if he thinks he already knows it all then he's unwatchable
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# ¿ Feb 20, 2018 04:53 |
also, somebody will make a mod that reimplements the three FTL types for sure. borders are probably going to be harder to revert to the current blob-push model though
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# ¿ Feb 20, 2018 04:55 |
appropriatemetaphor posted:Is it too late to get my money back? why not wait and see if a mod puts warp and wormhole back in
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# ¿ Feb 20, 2018 23:10 |
Sedisp posted:So is it fine to go with Egalitarians and the Bio ascension path or wold the lack of resettlement cripple it? just don't go fanatic egalitarian; regular egalitarian lets you resettle at the cost of -10% happiness to one of your prominent factions, which isn't that big of a deal
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# ¿ Feb 21, 2018 00:21 |
Sedisp posted:The biggest thing that I didn't really get is resettlement seems required when I thought you could just gene mod an entire planet as well as a specific species. you can mod species by planet, yeah. however juggling pops around between planets is very useful to obtain the right proportion of the right species for each task on as many planets as you are interested in microing to that degree. the biological path is definitely the most fiddly of the three, but very powerful if you're efficiently moving pops around
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# ¿ Feb 21, 2018 03:24 |
i can understand being really attached to a particular version of a game. ck2 was best balanced with ck2+ enabled just after old gods came out, in my opinion, and a lot of changes have taken the game in directions i don't necessarily agree with. but paradox makes it easier than any other company to revert to any version that's ever existed, and while freezing your version does make modding somewhat more effort, the option is at least there to try to put together what you want to play even after the game has moved on besides, the star trek mod is going to still want to use warp. i wouldn't be surprised if there's a defines setting that at least re-enables warp, wormhole might be more permanently dead though you could probably hack something kind of similar together from modding the gate system Jazerus fucked around with this message at 07:18 on Feb 21, 2018 |
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# ¿ Feb 21, 2018 07:15 |
Galaga Galaxian posted:Its not that bad last time I played it (just before Mystics and Monks). Though I also always thought CK2+ was a dumb mod so what do I know. it was very dumb for a while after wiz was hired by paradox and a fairly sloppy team decided to revive it the current version isn't bad really, both the base game and the mod are good again. ck2+ was amazing in its heyday though because wiz stretched the event system to its absolute limits to create entire new systems and hand-tweaked the balance to perfection. he was hired for a reason!
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# ¿ Feb 21, 2018 07:27 |
GotLag posted:God drat it I want to give you my money Paradox, won't you at least tell me why I can't? it's because getting every bank and credit card issuer in a region to acknowledge the paradox store as a legitimate vendor for people in their region to be using, even though paradox is in europe, is presumably a pretty lengthy process
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# ¿ Feb 21, 2018 07:44 |
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# ¿ May 12, 2024 23:17 |
the new early game is very good - more tense, much less luck a few of the timed special projects maybe need their timer lengthened though - getting a construction ship to the ones that need construction ships is nearly impossible if it's more than 5 jumps away
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# ¿ Feb 22, 2018 18:45 |