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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1677354 times)

ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1155 on: March 27, 2016, 09:44:33 pm »

Do Stellaris pops really have traits, or is that just the officers? Do they actually rebel individually? I thought that kind of thing happend on a per-faction basis.

I'll look about for it but no, pops aren't that simple. Pops have the traits of their races, with variations. Pops of the same species living in different environments will diverge over time and become different pops of different (sub)species. There's also the possibility for sentient robot pops from technology or something. Pops of the same race can belong to different factions as well - on the stream there were some radical pacifist separatists who rioted, and wanted their own state. That's on a per-pop basis, I think?

It's not quite Vicky 2 in space, no, since we don't have as much of the economic side of things. But it's certainly more complicated than Civ citizens. (Specialist jobs in Civ are really just a kind of tile.) And it's certainly much more complicated than MoO2 pops, still.
« Last Edit: March 27, 2016, 09:47:31 pm by ZeroGravitas »
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Biowraith

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1156 on: March 28, 2016, 02:43:31 am »

Fwiw, on the 2nd Blorg video, at 1:49:50 you can see the happiness modifiers for a particular pop that's joined a faction, and at 1:50:03 you can see the traits and ethics for that same pop.  Ethics can change on its own - and in this case it has, from the racial default Militarist to Fanatic Pacifist - with some government types and racial traits affecting how likely that is to happen (e.g. Conformist makes it less likely).

We've not seen traits changing yet, but in a number of places the devs have mentioned that you'll be able to use genetic manipulation tech to add (possibly remove?) traits from a pop/race and as mentioned by others, pops might decide to genetically manipulate themselves to better suit their environment (presumably that just means changing from e.g. Tropical preference to e.g. Arid preference) and while they're at it might decide to make other changes and potentially end up declaring themselves a separate species.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1157 on: March 28, 2016, 02:29:52 pm »

I've been playing Polaris Sector to pass the time till Stellaris.

If you're interested, I put my impressions in the spoiler.
Spoiler (click to show/hide)

There's also this mod:
Spoiler (click to show/hide)

gimli

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1158 on: March 28, 2016, 03:29:35 pm »

Well...not the most interesting DD, but it is worth a read: Stellaris Dev Diary #27 - Music & Sound

"Next entry will be an interesting one when the Project Lead speaks about Stellaris."
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Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1159 on: March 28, 2016, 03:38:48 pm »

The first sample song reminds me of Mass Effect. The music has a strong 1980s scifi flick vibe, which is not necessarily a bad thing. It reminds me of all the hours spent playing Traveller as tabletop RPG with friends.
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1160 on: March 28, 2016, 03:48:05 pm »

I've been playing Polaris Sector to pass the time till Stellaris.

I followed it on this forum (under it's old name) and it looks really good - a shame it hasn't got more coverage, but I'll definitely get it at some point. Unfortunately the price point is just too high at the moment for me to justify it - especially as it is definitely 100% indie in production values.
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Persus13

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1161 on: March 28, 2016, 04:12:28 pm »

I'm a little disappointed in the music samples. The music just sounds like generic epic sci-fi music instead of finding some way to stand out from the rest of the pack of sci-fi game/film scores. I really liked Waldetoft's historically appropriate music for CKII and EUIV, and they managed to stand out from other historical video game scores, but here his music just sounds bland and barely melodic. I hope the full soundtrack will prove me wrong.

Also, the synth beat in the second track is too loud, and makes me feel like I'm in some sort of club instead of doing grand exploration.

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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1162 on: March 28, 2016, 04:14:37 pm »

I've been playing Polaris Sector to pass the time till Stellaris.

I followed it on this forum (under it's old name) and it looks really good - a shame it hasn't got more coverage, but I'll definitely get it at some point. Unfortunately the price point is just too high at the moment for me to justify it - especially as it is definitely 100% indie in production values.
Yeah. It's actually very similar to Distant Space actually in terms of production, except Distant Space has way better automation. The combat is way more fun in Polaris though.

If I were to rank recent Space 4X's, it'd be...

1. Sword of the Stars
2. Distant Worlds
3. Polaris
4. Star Ruler 2
5. Master of Orion (The new one)

Edit: Wait fuck that. Aurora is number 1.

Glloyd

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1163 on: March 28, 2016, 04:44:22 pm »

If I were to rank recent Space 4X's, it'd be...

1. Sword of the Stars
2. Distant Worlds
3. Polaris
4. Star Ruler 2
5. Master of Orion (The new one)

Edit: Wait fuck that. Aurora is number 1.

I really want to get into Aurora, but I can never seem to find the time and figure out how to play it well enough to enjoy it. It's just so obtuse, even compared to DF and SS13, two of my favourite games.

Orange Wizard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1164 on: March 28, 2016, 04:49:21 pm »

Well...not the most interesting DD, but it is worth a read: Stellaris Dev Diary #27 - Music & Sound
That was underwhelming.
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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1165 on: March 28, 2016, 04:54:05 pm »

This music is great.
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Greenbane

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1166 on: March 28, 2016, 05:25:48 pm »

Music's alright, but could be better. I realize it's hard to compose sci-fi instrumental of the "epic" variety, but considering Waldetoft's record (EU4's music is awesome), he shouldn't be afraid of trying.

I really want to get into Aurora, but I can never seem to find the time and figure out how to play it well enough to enjoy it. It's just so obtuse, even compared to DF and SS13, two of my favourite games.

Aurora is really in need of an overhaul (Where's Aurora II?). I really enjoyed it a good while ago, around version 5.42, but the game just crumbles under its own weight within 100 game years due to the way it's coded. It's essentially a bunch of VisualBasic (I think?) code duct-taped to a Microsoft Access database. I believe the new versions keep adding features, but the structural foundations of the game are still just a rickety bunch of sticks tied together, and that can't be fixed without redoing everything in a new, better-suited environment.
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Culise

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1167 on: March 28, 2016, 06:13:56 pm »

Music's alright, but could be better. I realize it's hard to compose sci-fi instrumental of the "epic" variety, but considering Waldetoft's record (EU4's music is awesome), he shouldn't be afraid of trying.

I really want to get into Aurora, but I can never seem to find the time and figure out how to play it well enough to enjoy it. It's just so obtuse, even compared to DF and SS13, two of my favourite games.

Aurora is really in need of an overhaul (Where's Aurora II?). I really enjoyed it a good while ago, around version 5.42, but the game just crumbles under its own weight within 100 game years due to the way it's coded. It's essentially a bunch of VisualBasic (I think?) code duct-taped to a Microsoft Access database. I believe the new versions keep adding features, but the structural foundations of the game are still just a rickety bunch of sticks tied together, and that can't be fixed without redoing everything in a new, better-suited environment.
Like C#? ^_^
((Honestly, just the revamped class design window is enough to make me wish for its release.  Color choices could be chosen much better for legibility, though.))
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Greenbane

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1168 on: March 28, 2016, 06:33:13 pm »

Like C#? ^_^
((Honestly, just the revamped class design window is enough to make me wish for its release.  Color choices could be chosen much better for legibility, though.))

Yeah, found that checking out the Aurora forums just after posting here. If it stabilizes and optimizes the game's running, it'll be a godsend.

Well, it's still taped to the Access database, which contains 90% of the game, so time will tell just how much of an improvement it would be.
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1169 on: March 29, 2016, 04:38:32 pm »

http://aurora2.pentarch.org/index.php?board=234.0]C#[/url]? ^_^
OH MY GAWWWD!!!!! It's finally happened!!!!!! I thought the day would never, ever come.

Aurora is one of my absolute all time favorite things which I also really hate. I just can't deal with playing a game I know will collapse after a certain amount of time, no matter what I do. Even with the most careful play, it just ends up folding after a few hundred years unless you sort of basically cheat. It's also infuriatingly clunky - even when you've gotten to grips with it.

I literally could not be more excited.

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With enough work and polish, it could have been a forgettable flash game on Kongregate.
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