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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1659306 times)

gimli

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8040 on: April 13, 2019, 06:43:40 am »

Whoa. :o

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MCreeper

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8041 on: April 13, 2019, 10:56:37 am »

Reason for "whoa" is the Sun or ridicolously large screen?  :P
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gimli

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8042 on: April 13, 2019, 12:18:02 pm »

Well, the super ultra-wide curved screen is just perfect to play a game like Stellaris I guess.  ;D

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« Last Edit: April 13, 2019, 12:24:52 pm by gimli »
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8043 on: April 13, 2019, 01:26:47 pm »

Well, the super ultra-wide curved screen is just perfect to play a game like Stellaris I guess.  ;D

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Not really. UI elements go to the edges of the screen so you'll just have to be turning your head all the time.
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gimli

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8044 on: April 13, 2019, 03:39:51 pm »

3 words. Optimal viewing distance. :)
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LoSboccacc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8045 on: April 15, 2019, 02:21:11 am »

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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8046 on: April 18, 2019, 08:56:35 am »

New dev diary looks really nice: Dev Diary

Looks like habitats and ring worlds will finally be useful again, and I really like that mega engineering is going to be a more common tech as you build more high level starbases and habitats.  Even better is that Master Builders will let you build / upgrade two megastructures at once, finally, like people have been requesting forever.

My only fear is that they're already talking about another DLC, so I guess the dev cycle really didn't change at all after the Megacorp quality disaster.
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Kanil

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8047 on: April 18, 2019, 10:55:58 pm »

Habitat changes look great.

Ring worlds, well... it's a little silly of them to say they're not gonna be farms anymore, then just show us a screenshot of the farm. Hopefully the other districts that aren't farms are interesting.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

QuakeIV

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8048 on: April 18, 2019, 11:09:27 pm »

I'm not too sure about hugely reducing the granularity of ringworlds being an improvement.  Seems like a small step backwards and otherwise changes nothing.
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Kanil

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8049 on: April 19, 2019, 12:55:59 am »

It could potentially be the first step towards unifying the four segments into a single colony. In which case 20 super sized districts is better than 200 regular sized ones.

No idea if they'll actually do that, but it seems like a step in that direction.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

EuchreJack

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8050 on: April 19, 2019, 02:17:04 am »

Those new accession perks suck, I doubt I would ever choose them.

But good job on not locking away megastructures behind both research and accession perks.

Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8051 on: April 19, 2019, 04:45:28 pm »

I'm not too sure about hugely reducing the granularity of ringworlds being an improvement.  Seems like a small step backwards and otherwise changes nothing.

It helps with empire sprawl, which was one reason to not use them.  Adding research districts allows them to contribute a proportional amount of research to your empire too instead of being limited by buildings.

I think the way they're handling it could use a lot of refinement (namely, the whole 16 buildings per planet thing no matter the size), but it's a little better than spending like 50K alloys on something that really only excels at farm space.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8052 on: April 19, 2019, 09:10:20 pm »

Those new accession perks suck, I doubt I would ever choose them.
That puts them on the same level as most of the other ascension perks which are also quite disappointing, really. Aside from unlocking mega constructions which is all but mandatory in the current version of the game, and the three pairs that are actually ascendant, they all sort of have the effect of making you wish you could pick something better.
« Last Edit: April 19, 2019, 09:12:25 pm by Cruxador »
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8053 on: April 25, 2019, 12:09:32 pm »

Looks like archaeology will be part of the next DLC: Dev Diary.

That's kind of cool I guess, but I'd honestly just like to see all of the special projects redone this way.  At least it looks like we may get some kind of overarching narrative now, like people have been asking for.  Probably not very deep though, since grekulf mentioned it still being an emergent narrative.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8054 on: April 25, 2019, 12:20:44 pm »

My initial reaction is that replacing Wiz was the right choice.
« Last Edit: April 25, 2019, 12:22:39 pm by Cruxador »
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