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Stellaris: GOAT 4x? Stellaris: GOAT 4x?

05-16-2016 , 12:33 PM
I guess you have to integrate and sectorise them.
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05-16-2016 , 03:27 PM
Quote:
Originally Posted by Nonfiction
Yeah, I did not play though, was busy moving

Theres been some AARs and a map posted though here, looks like they played ~30 years?

http://failheap-challenge.com/showth...CE-SALT/page22
Thanks - when you do get into MP, post some AARs here, I've enjoyed the EU multiplayer reports.
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05-16-2016 , 04:38 PM
Really enjoying this game a lot. Seems like it may lack replayability until we get DLCs
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05-16-2016 , 05:02 PM
Development Roadmap:

Quote:
"CLARKE" HIGHLIGHTS
Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
Myriads of bug fixes and smaller GUI improvements.
Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
EDIT: Corvettes are too good.

"ASIMOV" HIGHLIGHTS (NOT SET IN STONE!)
Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.)
Tributaries: New diplomatic status and corresponding war goals.
Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target.
Defensive Pacts.
Harder to form and maintain proper Alliances.
More war goals: Humiliate, Open Borders, Make Tributary, etc.
Emancipation Faction. We had to cut this one at the last minute. Needs redesign.
Diplomatic Map Mode. Much requested!
Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!):

CURRENT "HEINLEIN" INTENTIONS
Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example...
Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc.
Giving Directions to Allies and Subject States.
Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important.
Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships.
Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed.
Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc.
Living Solar Systems: Little civilian ships moving around, etc.
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05-18-2016 , 07:45 PM
Anyone playing this much? I'm gonna give it a try again in a couple expansions.
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05-18-2016 , 10:24 PM
I am - it still needs work imo. I got my dollar an hour entertainment out of it, so I'm not upset. It'll be great in a couple of expansions.
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05-19-2016 , 11:12 AM
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Recommend Beautiful Battles mod. Spreads ships out and makes fighters actually useful. I don't really min max but go for a lolRP setup that feels right cos more fun. I think they need to increase the time it takes until you research cruisers and battleships though. You get them super early on.
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before



after

Haven't tried myself but supposedly its gr8
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05-20-2016 , 05:06 AM
Does it work with saved games?
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05-21-2016 , 10:50 AM
Quote:
Originally Posted by Krayz
I am - it still needs work imo. I got my dollar an hour entertainment out of it, so I'm not upset. It'll be great in a couple of expansions.
This is the conclusion I'm reaching. Not only expansions, but mods by the playerbase.

Still playing a bit, but think revisiting it in six months or so is the best bet.
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05-24-2016 , 10:21 AM
devblog with early insights into new patch

Quote:
Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because the team has been extremely busy working on the first free patch for the game, which we have named Clarke. Clarke is currently undergoing internal QA testing, and we hope to have a beta version of the patch out for you before the end of the week. Therefore, we decided to do a dev diary after all, detailing some of the fixes, changes and improvements coming in the patch.

Please note that the highlights below are just highlights, NOT exhaustive patch notes!

UI IMPROVEMENTS
A major target area for Clarke was the UI, particularly in regards to sectors and diplomacy. A few highlights:
  • Sectors can now be managed directly from the outliner.

  • Diplomatic Notifications are now much more detailed.

  • End of Combat interface has received a major face-lift.

  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.

AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
  • Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
  • Fixes for AI in end game crises.
  • Improvements and fixes to AI handling of its fleets.
  • Less restrictions on what the AI will trade and with who, especially in regards to border access.
  • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.

We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.


EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).



BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
  • War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
  • The ability to stack evasion on Corvettes was nerfed.
  • Strike craft had their range substantially increased.
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
  • It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
  • Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.

BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
  • Military Station maintenance is now correctly calculated (was far too high previously).
  • Numerous fixes to events, including fixing up the Old Gods event chain.
  • Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
  • Democracies that don't allow slavery will no longer get the Slaver mandate.
  • Difficulty settings are now available in multiplayer setup.

With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer.

link for dev comments which states quite a few of the bugs that are being fixed
https://forum.paradoxplaza.com/forum...&sdpDevPosts=1
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05-27-2016 , 09:29 AM
So in most my games, it seems I expand much quicker than other civs up until i have 4ish planets. At that point, there are no close planets that are same type as homeworld, and i stop expanding and start consolidating. This is (in theory) until i research some additional planet types i can colonize. Usually this opens up only 1 or 2 additional planets within colonization range. It seems in this period between colonizing my close homeworld planet types, and getting to the next phase of expansion, the AI catches and/or passes me in empire size.
Any tips or alternate strategies to what i'm doing.
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05-27-2016 , 11:43 AM
I would colonize planets further out - there isn't a huge reason to avoid farther out planets. There isn't a colonization range so to speak really. Use Frontier Outposts to bridge the gap if necessary.



Like this is completely fine, and that's on the small side of going further out.
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05-29-2016 , 11:25 PM
This game gets more and more on my nerves every time I play a game. How can a game that's procedurally generated be pretty much the same every damn time? After about hour 20, unless you start wars it's the equivalent of a mobile base game. Terribly disappointed and ready to shelve.


Sent from my iPad using Tapatalk
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05-30-2016 , 03:28 AM
I totally get you, though I do find playing Civs with very different ethos and warp tech help to keep things relatively fresh.

But yeah, its Warhammer time.
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05-30-2016 , 07:12 AM
Might have been a bit harsh last night as I was waiting two hours to get seen at an 'urgent' care facility. Still, the game has promise but I don't think one or two patches is going to fix anything this systemic.
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05-31-2016 , 01:17 PM
Think Stellaris 2 will be great. I was really excited for this but haven't touched it in 2 weeks. Just dull.
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05-31-2016 , 02:41 PM
Wtf, this game hasn't had it's first DLC yet and you are already talking about a second game? Haha Learn2Paradox and embrace the DLC.
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06-01-2016 , 11:41 PM
Started a new game after the patch and after a couple hours I like everything they did.
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06-27-2016 , 03:06 PM
Is this new patch really great or should I wait for the next one before digging in?
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06-27-2016 , 04:13 PM
read the changelog, everything sounds good. There were actually some things that really annoyed me in the game i played yesterday that this patch fixes.

I've given this game a pretty good run over the last few weeks, and I think the biggest problem is the lack of interesting decisions. The early game, you're exploring and colonizing, and thats cool, but its not really an interesting decision.
As the game goes on, you decide to expand this way or that, but its not really an interesting decision. The mid and late games need a lot more options.
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06-30-2016 , 07:27 PM
I still think the diplomacy model needs a lot of work. It's not really interesting and it seems to me, much harder to get alliances going with AI. I've guaranteed independence and formed NA pacts with a bunch of civs and they still won't ally with me.

The early game is still fun and I've put way more time into this game than I initially thought I would
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07-02-2016 , 03:59 PM
I did put some hours into this game, but once I had that might play something else moment I have felt zero compulsion to go back.
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07-02-2016 , 08:05 PM
Quote:
Originally Posted by O.A.F.K.1.1
I did put some hours into this game, but once I had that might play something else moment I have felt zero compulsion to go back.
Ya this is pretty much me too. Same thing with hoi4 fwiw
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07-02-2016 , 08:38 PM
Quote:
Originally Posted by Nonfiction
Ya this is pretty much me too. Same thing with hoi4 fwiw
Even worse with hoi4 for me. I just found the game not fun, for the lack of better word. Total play time is prob. like 1.5h.
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07-03-2016 , 06:41 AM
I know its not sci fi but its 4X, I bought Age of Wonders 3 DLC in the steam sale.

Have booted this game up after a while of not playing and its just amazing how much more it has going on.

Stellaris just does not have that much content. There is just not that much game there.
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