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[PC]Stellaris - Page 16

Forum Index > General Games
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Prev 1 14 15 16 17 18 35 Next All
RvB
Profile Blog Joined December 2010
Netherlands6272 Posts
May 14 2016 10:16 GMT
#301
On May 14 2016 18:02 Startyr wrote:
I have created a scientific utopia, I am part of a federation of planets, the other major empires are also in an alliance and friendly with a high opinion of me, The aggressive empires do not have the power to threaten us. The people are happy, life is good, the galaxay is at peace..
what do you mean we have not yet achieved victory, fine then lets burn it all, this means war..

If I understand correctly it is technically possible to win peacefully by having a large enough federation. However empires in an alliance seem to automatically reject an invitation and I dont see any peaceful way of breaking their alliance in order to invite each of them into the federation?

I am having a lot of fun with this game so I might just start a new game. On the other hand the Prethoryn swarm has just invaded the galaxy and I kind of want to see where that goes.
Has anyone else encountered them yet?

You shouldn't get too hung up over win conditions. If you've achieved your initial goal you won. It's how every paradox title plays.
Dyme
Profile Joined November 2010
Germany523 Posts
Last Edited: 2016-05-14 15:48:57
May 14 2016 10:44 GMT
#302
My fantasy changelog:

- AI Empires are now way more aggressive
- Improved random map script to avoid big uncolonized spaces
- Increased the maximum number of AI starts
- Improved random map script to offer a more balanced start in regards to resources
- Rebalanced ship and weapon types
- Added and rebalanced many racial traits. Weak and Sedentary, for example, are now no longer free points.
- Sectors now give less resources if they are more powerful than the core worlds (to avoid just one huge sector and encourage many smaller ones)
- Slaves can now properly join factions
- Quest objectives no longer spawn within the borders of Fallen Empires
- Fallen Empires now notify you immediately when you are invading their space
- Reduced cost for resettlement
- Fixed several issues where the game wouldn't update resources and modifiers properly. It is, for example, no longer possible to stay over the limit for core worlds for long periods of time without getting the penalties.

That'd be a good start in my opinion. What do you think should be "fixed" or changed?


edit:

- Being bankrupt now also reduces your fleet strength by 50% (so money can't just be ignored)
Yurie
Profile Blog Joined August 2010
12079 Posts
Last Edited: 2016-05-14 11:36:53
May 14 2016 11:36 GMT
#303
On May 14 2016 19:44 Dyme wrote:
That'd be a good start in my opinion. What do you think should be "fixed" or changed?


Place ship under AI control which gives: Auto Survey, Auto Construction.
ShiaoPi
Profile Blog Joined October 2011
TAIWAN NUMBAH WAN5956 Posts
Last Edited: 2016-05-14 12:05:18
May 14 2016 12:04 GMT
#304
On May 14 2016 19:44 Dyme wrote:
My fantasy changelog:

- AI Empires are now way more aggressive
- Improved random map script to avoid big uncolonized spaces
- Increased the maximum number of AI starts
- Improved random map script to offer a more balanced start in regards to resources
- Rebalanced ship and weapon types
- Added and rebalanced many racial traits. Weak and Sedentary, for example, are now no longer free points.
- Sectors now give less resources if they are more powerful than the core worlds (to avoid just one huge sector and encourage many smaller ones)
- Slaves can now properly join factions
- Quest objectives no longer spawn within the borders of Fallen Empires
- Fallen Empires now notify you immediately when you are invading their space
- Reduced cost for resettlement
- Fixed several issues where the game wouldn't update resources and modifiers properly. It is, for example, no longer possible to stay over the limit for core worlds for long periods of time without getting the penalties.

That'd be a good start in my opinion. What do you think should be "fixed" or changed?


I agree with most but I do like the challenge of having a shitty resource starved start though makes the early game extra spicy
LiquidDota Staff@TW_ShiaoPi
TL+ Member
Salazarz
Profile Blog Joined April 2012
Korea (South)2591 Posts
May 14 2016 13:34 GMT
#305
Weak isnt as much of a free point as you think. If your species have some good army modifiers, invading a weak race becomes doable with no bombardment at all, making for interesting opportunities even when their fleet is far superior.
Velr
Profile Blog Joined July 2008
Switzerland10873 Posts
May 14 2016 16:19 GMT
#306
On May 14 2016 22:34 Salazarz wrote:
Weak isnt as much of a free point as you think. If your species have some good army modifiers, invading a weak race becomes doable with no bombardment at all, making for interesting opportunities even when their fleet is far superior.



I realised this once when i for the live of me couldn't actually invade a planet early in the game (bombarded it to 0) because the defenders just wouldn't die... I was too ressource starfed to just "spam him" so in the end it was white peace...
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 14 2016 17:57 GMT
#307
On May 14 2016 19:44 Dyme wrote:
That'd be a good start in my opinion. What do you think should be "fixed" or changed?

A 2D top-down view of the galaxy. I did not think that the stars in the galaxy had different height but when I tried to play a game with hyperlanes, it became very obvious
EZ4ENCE
Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
May 14 2016 19:53 GMT
#308
On May 15 2016 02:57 WindWolf wrote:
Show nested quote +
On May 14 2016 19:44 Dyme wrote:
That'd be a good start in my opinion. What do you think should be "fixed" or changed?

A 2D top-down view of the galaxy. I did not think that the stars in the galaxy had different height but when I tried to play a game with hyperlanes, it became very obvious


I think there is already a mod for that out there.
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 14 2016 20:47 GMT
#309
On May 14 2016 21:04 ShiaoPi wrote:
Show nested quote +
On May 14 2016 19:44 Dyme wrote:
My fantasy changelog:

- AI Empires are now way more aggressive
- Improved random map script to avoid big uncolonized spaces
- Increased the maximum number of AI starts
- Improved random map script to offer a more balanced start in regards to resources
- Rebalanced ship and weapon types
- Added and rebalanced many racial traits. Weak and Sedentary, for example, are now no longer free points.
- Sectors now give less resources if they are more powerful than the core worlds (to avoid just one huge sector and encourage many smaller ones)
- Slaves can now properly join factions
- Quest objectives no longer spawn within the borders of Fallen Empires
- Fallen Empires now notify you immediately when you are invading their space
- Reduced cost for resettlement
- Fixed several issues where the game wouldn't update resources and modifiers properly. It is, for example, no longer possible to stay over the limit for core worlds for long periods of time without getting the penalties.

That'd be a good start in my opinion. What do you think should be "fixed" or changed?


I agree with most but I do like the challenge of having a shitty resource starved start though makes the early game extra spicy

Resource starved starts almost seem like the core of Paradox gameplay, i mean fuck some countries on EU4 actually start with negative resource gain lol
Artillery spawned from the forges of Hell
chocorush
Profile Joined June 2009
694 Posts
May 14 2016 20:58 GMT
#310
Just won my first war, but kind of unexpectedly. Is there a purpose in building assaulting armies? The civ I attacked just gave up before my assaulting armies landed.
SKC
Profile Joined October 2010
Brazil18828 Posts
Last Edited: 2016-05-14 21:10:47
May 14 2016 21:09 GMT
#311
they are good to force highscore against a stronger opponnent. The AI is kinda dumb regarding invasions and if you have a strong army you can just instantly invade most planets. Also if they get stuck inside your empire because of wormholes.

and lategame when you are just painting the map its a lot quicker than trying to chase the fleets of huge federations.
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
May 14 2016 21:16 GMT
#312
Yes you need it because occupation gives more points than destroying a fleet.
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
RvB
Profile Blog Joined December 2010
Netherlands6272 Posts
May 14 2016 21:23 GMT
#313
On May 14 2016 20:36 Yurie wrote:
Show nested quote +
On May 14 2016 19:44 Dyme wrote:
That'd be a good start in my opinion. What do you think should be "fixed" or changed?


Place ship under AI control which gives: Auto Survey, Auto Construction.

That would be great. Surveying everything is very bothersome.
Yhamm
Profile Blog Joined December 2012
France7248 Posts
May 15 2016 00:12 GMT
#314
first time I'm fighting someone who is using wormhole... this shit is so fucking OP
He can teleport his army in any of my system close enough of his wormgate... I don't know where he's gonna be, and by the time I get there, he just wormhole away, even if some of my battleships got a Subspace snare
I can't attack either or he will just attack me before I get to his space
how the hell can I defend?
LiquipediaWe will have only each other at the last
Dyme
Profile Joined November 2010
Germany523 Posts
May 15 2016 01:33 GMT
#315
On May 15 2016 09:12 Yhamm wrote:
first time I'm fighting someone who is using wormhole... this shit is so fucking OP
He can teleport his army in any of my system close enough of his wormgate... I don't know where he's gonna be, and by the time I get there, he just wormhole away, even if some of my battleships got a Subspace snare
I can't attack either or he will just attack me before I get to his space
how the hell can I defend?

Two things have worked for me, but both suck.

1) Just go for his planets, at some point he will have to come back to defend. Things you lose can be rebuilt.
or
2) Exploit the awful AI by baiting him with a fleet that he thinks he can defeat and then reinforcing

But, yeah, I think wormhole is the strongest form of travel and catching fleets in general is really annoying.
Yurie
Profile Blog Joined August 2010
12079 Posts
Last Edited: 2016-05-15 09:20:18
May 15 2016 09:19 GMT
#316
You could also go for his wormhole generators with strike fleets. That way he can't move since his ships need those generators (at least at early techs). They show up on the minimap if you know about them.
xuanzue
Profile Joined October 2010
Colombia1747 Posts
May 15 2016 09:24 GMT
#317
the F8 screen from victoria 2 is useful.

I don't get why paradox didn't put that feature in stellaris.
Dominions 4: "Thrones of Ascension".
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
May 16 2016 06:22 GMT
#318
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"
EZ4ENCE
Yurie
Profile Blog Joined August 2010
12079 Posts
May 16 2016 06:38 GMT
#319
On May 16 2016 15:22 WindWolf wrote:
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"


Havn't seen a lot of complaints about it in this thread. The biggest combat complaint has been in weapons balance and the AI staying at range if even one weapon is ranged while the rest is short ranged.
hfglgg
Profile Joined December 2012
Germany5372 Posts
May 16 2016 06:38 GMT
#320
On May 16 2016 15:22 WindWolf wrote:
I see lots of people complaining about the combat in this game. Did people really expect XCOM-level of control over combat in a Paradox game?
During the pre-release MP event, Martin Anward confirmed what I was always suspecting by reading dev diaries: "You are leader the leader of the empire, not captain of the fleet"


the problem with combat so far is that there is 0 depths in it. other 4x games have a baseline of tactical choices like terrain or meaningful fortifications and sieging mechanics. stellaris has none of those, warfare is just running through the systems, bombarding and conquering every planet without any big effect and eventually getting what you want.
in theory they have the fleet design system in place but that is barely functional at the moment and needs a serious overhaul (as well as everything solar system related, every mechanic they have related to it is cool at the beginning, but gets old and tedious really quickly).
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