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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1678121 times)

PTTG??

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3000 on: July 05, 2016, 07:40:31 pm »

They don't pay an excess percentage. They take a 25, 50, or 75% of gross. Which makes them either starve themselves or waste huge quantities of resources in an unaccessible bank.
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Interus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3001 on: July 05, 2016, 08:48:47 pm »

I'm pretty sure that it does calculate it first, because I can't take anything if their production is negative due to costs.  And I usually take the 75% and feed it back into them.
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Putnam

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3002 on: July 05, 2016, 08:53:07 pm »

They don't pay an excess percentage. They take a 25, 50, or 75% of gross. Which makes them either starve themselves or waste huge quantities of resources in an unaccessible bank.

They definitely do pay a percentage of the excess, you get no resources from them if they're at a deficit even if they have energy being mined.

Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3003 on: July 06, 2016, 08:46:22 pm »

I don't really know what to say if you play a game for 150 hours before realizing you don't like it. Even for a Paradox game that's kind of insane (not the hours played, but hours played without enjoying it). Most games you'll know whether you like it within an hour or so. I think for games like CK2/Victoria 2 you could probably know whether it's your thing within 10 hours.
I can sympathize with this rationality. I found Stellaris pleasing at first, hitting some promising starts. As I replayed I started seeing more flaws, but still had hope - after all, if it could grab my attention for this long it must be doing something. The more and more I played though, the more I realized I was not having fun, I was getting sick of the game. So I turned to modding, started personalizing the common files, started creating custom races to interact with in an attempt to inject life and vibrancy into the game. I found more often than not, I wanted the game to be fun and work more than I wanted to play the game. After trying to balance combat, sort out crisis glitches, make carriers useful without making them OP, make traits meaningful, terraforming not shit, colonization proper sci-fi... It's all the same, after so long, it's just all the same, not even modding could save it - it's too unfinished.
I genuinely think Stellaris will one day be finished and will be quite solid after gorillions of DLC, but I shut down Stellaris and picked Alpha Centauri back up again, and even the worst urban sprawl terraforming was more enjoyable than Stellaris

Part I: Sectors:
-Needs auto assignment of governors so that short lived races do not become micromanage nonsense every time one dies over hundreds of planets
I don't know why, but I find micromanaging dwarf labours to be less annoying than that bloody skull icon telling me some fucking someone somewhere has died, it's like being an omniscient god trying to filter out endless spam that you can't ignore because the spam is vital to the functioning of your peoples

  • It is possible to bind combat ships with non-combat ships to create escorts.
  • Non-combat ships without escorts automatically use emergency jump to retreat.
In regards to the first, selecting military ships and right clicking on other ships will cause the former to follow the latter. This can be used to make military ships follow civvy ships or other military ships, and is a good approximation of this idea
In regards to the second I'm surprised that evasive doesn't auto trigger that when civvy ships aren't allowed weapons. Civvy ships can't self destruct or use themselves as kinetic torpedoes against enemy ships, so you can't even do some mad gambit where you place your science vessel in the middle of an enemy fleet and rupture its vacuum point generator to cause maximum damage or something :p

  • Remove the dramatic advantages of wormholes. I'm thinking increase range of Warp and speed of lanes.
Or make them really awesome (there is no warp drive that makes travel distance = 0, what the hell, if it's too OP at least make it dangerous tech available or something), but linked to gates controlled by Fallen Empires, black hole singularities and warm hole anomalies found throughout the galaxy

I'm quite annoyed altogether that each solar system doesn't feel like a solar system, it's one of those things where it's better the more ignorant you are, the thing it inspires you to learn more about breaks immersion when you learn of it D:
Also for that matter, space isn't treated like space, this is thoroughly annoying. The galaxy is 2d, solar system is 2d, this is a very fundamental flaw to the game

Orange Wizard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3004 on: July 06, 2016, 09:59:19 pm »

Stellaris does have a 3d galaxy, stars are spread across the vertical plane as well. It's not as 3d as it could be, but that'd make navigation a nightmare.
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Neonivek

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3005 on: July 06, 2016, 11:40:32 pm »

Stellaris does have a 3d galaxy, stars are spread across the vertical plane as well. It's not as 3d as it could be, but that'd make navigation a nightmare.

Yeah... Often times making space 2d is a HUGE mercy

I've already played Space games where it was 3d and the nightmare that was the logistics of moving them.
« Last Edit: July 07, 2016, 08:27:03 am by Neonivek »
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Shadowlord

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3006 on: July 07, 2016, 08:10:51 am »

3d sphere shaped galaxies were so confusing in Sword of the Stars that I preferred the flat map choices instead.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3007 on: July 07, 2016, 09:25:00 am »

Does lead to rather 2d interpretations of territorial holding though, so that notion of holding a planet blocking space to other spacefaring species even if they could go around it

Shadowlord

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3008 on: July 07, 2016, 09:40:59 am »

I think that's more of a problem with the travel system restricting you to systems no matter your drive tech. Moo2 lets you fly to any system in range of one of your colonies, passing through space between, rather than systems. Star ruler 2 additionally lets you fly fleets into the space between systems and sit there, if you want too. Both work well.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3009 on: July 07, 2016, 10:05:03 am »

One other thing I'd like would be that ANY FTL method can get jump drives, rather than it being restricted to lucky people that aren't materialist, spiritualists, and people with wormholes.
Technically its possible for anyone to develop the psi jump drives, you just have a lower chance to get it if not spiritualist and materialists pretty much need a psionic adept scientist to make it show up
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Orange Wizard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3010 on: July 07, 2016, 10:05:29 am »

I think that's more of a problem with the travel system restricting you to systems no matter your drive tech. Moo2 lets you fly to any system in range of one of your colonies, passing through space between, rather than systems. Star ruler 2 additionally lets you fly fleets into the space between systems and sit there, if you want too. Both work well.
AFAIK it's a limitation of the Clausewitz engine dividing the map into discrete points, rather than a design decision per se.

I'm pretty happy with the movement system as-is though, going between systems might be kinda neat but it'd also undermine what are supposed to be the limitations of the different methods.

One other thing I'd like would be that ANY FTL method can get jump drives, rather than it being restricted to lucky people that aren't materialist, spiritualists, and people with wormholes.
Disagreed. I want the opposite: more techs and mechanics that are limited by ethos/trait/etc. Would go a long way towards making differences more different.
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NullForceOmega

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3011 on: July 07, 2016, 09:44:28 pm »

Today and yesterday I've been having a very successful run, everything has been nice and smooth, the new politics is much more involved (tho' not any easier, some transparency about making deals has been lost here.)  Then The Unbidden arrive.

The bad: the mod I have that disables the stupid endgame events is obviously not working.
The good: My tech and economy are up to the job.
The Worst: I shut down the second portal, then build up a massive 450K battlefleet, and go downtown stomp the main portal.  But instead of registering this fact, it just acts like nothing has happened, no more fleets, but thousands of stupid space stations littering half the galaxy.

I've cleared like 50 systems or more, and it is just an asinine slog, why am I playing galactic garbageman instead of ruling my empire?
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Neonivek

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3012 on: July 07, 2016, 10:10:19 pm »

One other thing I'd like would be that ANY FTL method can get jump drives, rather than it being restricted to lucky people that aren't materialist, spiritualists, and people with wormholes.
Disagreed. I want the opposite: more techs and mechanics that are limited by ethos/trait/etc. Would go a long way towards making differences more different.

I should say though... to be fair... In "Huge maps"... not having the Jump Drive is freeken unbearable.

Even if they had to invent other forms of long distance transportation it is practically absolutely necessary. Even if those methods take longer or are more expensive then the current Jump Drive.
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Putnam

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3013 on: July 07, 2016, 10:22:15 pm »

I think lots of things should be limited, but yeah, either keep jump drives unlimited or add other endgame movement options (probably with more endgame crises to go with, so that those aren't objectively better lol)

Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3014 on: July 07, 2016, 10:40:55 pm »

It would help if the FTL methods were even remotely balanced, either within the aegis of FTL or alongside other empire traits (one of the downfalls of rand-genning all the species). Restricting jump drives as-is just plain doesn't work, since they're essentially upgrades on almost every point.
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