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Stellaris - Paradox new sci-fi grand strategy game

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Given their track record with CK2, the things Paradox adds can be quite different from the things the game needs ;)
From what I've seen in their dev diaries so far they listen to feedback. But we'll see, can't say I was ever into CK2, the setting didn't interest me a lot
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
I honestly don't know where I should go now. Fighting wars against my bigger neighours is really tedious, and I can't think of easy ways to weaken them otherwise. I'm bigger, more powerful, and more advanced than any of my neighbours, and probably the top dog or #2 at most in the entire galaxy, not counting fallen empires. Nobody wants to build a federation with me either. Now what?
I'm in the same situation. I'm the biggest dog in my corner of the galaxy but all my neighbours are in alliances or federations. I can take them out but due to the Wormhole portal opening delay, my doomstack cannot catch their fleets that use Warp and Hyperspace. I tried to force them to fight by attacking their homeworlds but the AI couldn't care less, just goes around blowing up my stations.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,537
Location
Russia
If you don't like how sector AI builds, you can delay giving them new planet until you fill all squares. Which is, of cause, worse than having non-idiot AI, but is a workable solution.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,537
Location
Russia
I honestly don't know where I should go now. Fighting wars against my bigger neighours is really tedious, and I can't think of easy ways to weaken them otherwise. I'm bigger, more powerful, and more advanced than any of my neighbours, and probably the top dog or #2 at most in the entire galaxy, not counting fallen empires. Nobody wants to build a federation with me either. Now what?
I'm in the same situation. I'm the biggest dog in my corner of the galaxy but all my neighbours are in alliances or federations. I can take them out but due to the Wormhole portal opening delay, my doomstack cannot catch their fleets that use Warp and Hyperspace. I tried to force them to fight by attacking their homeworlds but the AI couldn't care less, just goes around blowing up my stations.

There is a module for military stations and battleships that delays enemy movement and warping.
 

MoLAoS

Guest
I honestly don't know where I should go now. Fighting wars against my bigger neighours is really tedious, and I can't think of easy ways to weaken them otherwise. I'm bigger, more powerful, and more advanced than any of my neighbours, and probably the top dog or #2 at most in the entire galaxy, not counting fallen empires. Nobody wants to build a federation with me either. Now what?
I'm in the same situation. I'm the biggest dog in my corner of the galaxy but all my neighbours are in alliances or federations. I can take them out but due to the Wormhole portal opening delay, my doomstack cannot catch their fleets that use Warp and Hyperspace. I tried to force them to fight by attacking their homeworlds but the AI couldn't care less, just goes around blowing up my stations.

There is a module for military stations and battleships that delays enemy movement and warping.
Or you could play a game that isn't shit.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
https://archive.is/omFxh

15db714199.png
 

Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,327
At press time, it doesn't look like Paradox is attempting to purge other potentially controversial racial mods from the Steam Workshop Community. A mod promising "One Race Humans - Caucasians" is currently available, as are similar ones limiting in-game humans to Asians, Africans, and women, for instance.

Mystery solved.

Edit:

"We saw the mod, thought it wasn't in very good taste, but let it remain. Then the creator of the mod decided to update the description of the mod to promote an "agenda" not related to computer games at all, and this was being clearly displayed on our product page. We decided it was a step too far and removed it."

They should have just said he linked to his Youtube page in this description, which was pushing some political view or other. Or even better, told him he couldn't link to that channel on the Workshop mod page.
 
Last edited:

oneliner

Educated
Joined
Sep 26, 2014
Messages
59
Do you guy think it's possible to mod the characters (generals, admiral etc) with specific portrait and unique trait ? Basically create a "Nobunaga Ambition in space" type of game ?

The wiki used to have a placeholder "character modding" page but it's gone now so i guess it's not possible because all characters has to be randomized ?
 

Prime Junta

Guest
There is a module for military stations and battleships that delays enemy movement and warping.

I've got it and am using it, and I can in in fact catch and destroy the enemy stacks (split fleet into three, try to guess where the enemy is headed, engage, pile on with the others, rinse, repeat). It's just tedious as fuck.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
So, is there a way to deal with the Machine Consciousness? I mean is there a way to beat them completely? Or do I actually have to go around the galaxy and get all their planets back?
 

Prime Junta

Guest
BTW I figured out how to properly integrate alien planets, and from that, how to conquer things: one planet at a time. My mistake had been over-ambitious war goals which made the wars drag on and turn into these leapfrog-attrition campaigns. Set a limited goal, blitzkrieg the fuck out of the them, win. Repeat with another neighbour while the truce is in force. Rinse, repeat.

It is also, uh, kind of tedious. Plus the payoff is pretty limited compared to how easy it is to terraform and colonize. Guess when I'm out of Lebensraum that's the only way to go...
 

Polanski

Scholar
Joined
Dec 19, 2015
Messages
142
What a fucking wanker this guy. I hate to be on the side of censorship, but this has been blown completely out of proportions.

I tried to come on to find out if this is a decent game, but instead everyone is busy defending some Breivik-wannabe.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
i just dont give a fuck, but its a sad thing that they censoreship anything especially in a game where PURGING entire species is an option and playing as a male euro white is not..
 

Prime Junta

Guest
One thing that's really pissing me off is how long it takes to upgrade/refit. What you're carrying clearly makes a big difference in how effective your doomstack is against somebody else's doomstack. I'm losing doomstack-vs-doomstack fights again despite a 2:1 advantage in raw power in my current war. I can even figure out why. It would take, like, 10 years to refit my fleet to be more effective in that particular game of rock-paper-scissors. This is not fun.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,537
Location
Russia
One thing that's really pissing me off is how long it takes to upgrade/refit. What you're carrying clearly makes a big difference in how effective your doomstack is against somebody else's doomstack. I'm losing doomstack-vs-doomstack fights again despite a 2:1 advantage in raw power in my current war. I can even figure out why. It would take, like, 10 years to refit my fleet to be more effective in that particular game of rock-paper-scissors. This is not fun.
Can't you, like, split refitting to several spaceports?
 

Prime Junta

Guest
One thing that's really pissing me off is how long it takes to upgrade/refit. What you're carrying clearly makes a big difference in how effective your doomstack is against somebody else's doomstack. I'm losing doomstack-vs-doomstack fights again despite a 2:1 advantage in raw power in my current war. I can even figure out why. It would take, like, 10 years to refit my fleet to be more effective in that particular game of rock-paper-scissors. This is not fun.
Can't you, like, split refitting to several spaceports?

True, I could. Good idea. Still more micro though... ugh.

I think I'll give this a rest and get back after a few patches; the midgame pace is sloooooow and it feels like all I'm doing is mechanically clicking on things; wars just make it worse whether I'm winning or losing.
 
Joined
Jan 7, 2012
Messages
14,267
BTW I figured out how to properly integrate alien planets, and from that, how to conquer things: one planet at a time. My mistake had been over-ambitious war goals which made the wars drag on and turn into these leapfrog-attrition campaigns. Set a limited goal, blitzkrieg the fuck out of the them, win. Repeat with another neighbour while the truce is in force. Rinse, repeat.

It is also, uh, kind of tedious. Plus the payoff is pretty limited compared to how easy it is to terraform and colonize. Guess when I'm out of Lebensraum that's the only way to go...

Yeah, once empires get so big that you can't win wars quickly it's better to simply take 1 or 2 at a time, sometimes fighting multiple wars at a time. The way warscore works the literal length of war is a big part of when they will give in, so simply declaring a war that you don't plan to fight for a year is a good thing.

I think that vassals count for the win condition though, so if you just want to win the game go vassal all the biggest empires.

They should cut fleet limit to, like, 50% or even more. Doomstacking is a cancer

MoO2 solved doomstacking problems so elegantly that I can't understand games that fail to learn from it. A small number of ships would also help battered opponents recover and potentially hard-counter the enemy designs with their new wave of ships.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
One thing that's really pissing me off is how long it takes to upgrade/refit. What you're carrying clearly makes a big difference in how effective your doomstack is against somebody else's doomstack. I'm losing doomstack-vs-doomstack fights again despite a 2:1 advantage in raw power in my current war. I can even figure out why. It would take, like, 10 years to refit my fleet to be more effective in that particular game of rock-paper-scissors. This is not fun.
Can't you, like, split refitting to several spaceports?

True, I could. Good idea. Still more micro though... ugh.

I think I'll give this a rest and get back after a few patches; the midgame pace is sloooooow and it feels like all I'm doing is mechanically clicking on things; wars just make it worse whether I'm winning or losing.
It's exactly like that. I don't complain though, I got 60 hours of playtime already and I'll probably get more in the future
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Beta patch is out
##############################################################
######################## VERSION 1.1.0 #########################
##############################################################

###################
# Features
###################

* Strike Craft attack behavior was changed
* It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
* It is now possible to set a custom ruler/heir title for your custom empires
* It is now possible to write a biography for your custom empire
* Added an Influence reward for establishing communications, or conversely being contacted
* Collection of strategic resources on planet tiles is no longer suppressed by buildings
* Added settings for AI aggressiveness in the galaxy setup screen
* "Shipwright" mandate for democractic empires has been reworked
* Added resource reward to Raid on Smugglers event
* Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
* Slaver mandate no longer possible if slavery is outlawed
* It is now possible to set difficulty in multiplayer
* Symbols of Domination is now available for everyone
* Platypus species portrait and Paradox empire flag is now available for everyone

###################
# Balance
###################

# Technology
* Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +3%)
* Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
* Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales

# Ethics
Fanatic Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence

Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence

Fanatic Xenophobe
* Rivalries now provide 50% more Influence

Xenophobe
* Rivalries now provide 25% more Influence

Fanatic Xenophile
* Alliance Influence cost reduced by 100%
* Maximum number of embassies increased by 2

Xenophile
* Alliance Influence cost reduced by 50%
* Maximum number of embassies increased by 1

Fanatic Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance

Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance

Fanatic Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 30%

Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 15%

# Components
* Strike Craft engagement range was significantly increased
* Strike Craft launch time reduced from 5 to 3 days
* Fighter movement speed increased from ~2 to 3.5
* Bomber movement speed increased from 1.5 to 3
* Chemical Thrusters Chance to Evade reduced from +10 to +5
* Ion Thrusters Chance to Evade reduced from +20 to +10
* Plasma Thrusters Chance to Evade reduced from +30 to +15
* Impulse Thrusters Chance to Evade reduced from +40 to +20

# Buildings
* Research Institute modifier to research speed reduced from +10% to +5%
* Colony Shelter modifier to ethics divergence reduced from +20% to +10%

# Government forms
Theocratic Republic
* Additional Core Planets reduced from +2 to +1

Transcendent Republic
* Additional Core Planets reduced from +4 to +2

# Traits
* Aggressive - fire rate bonus reduced from +20% to +10%
* Butcher - army damage bonus reduced from +20% to +10%
* Glory Seeker - army morale damage bonus reduced from +10% to +5%

# Modifiers
* Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years

###################
# AI
###################

# Misc.
* Computer-controlled Empires will start outlawing AI over time during a certain Crisis
* Increased negative opinion scaling for relative power of subjects
* AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
* Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
* Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
* Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
* Fixed a bug where military focused sectors would not build military stations
* Fixed an issue where the AI would not enslave any Pops

# Diplomacy
* AI will no longer accept a white peace when they are winning in warscore
* AI is now more open to trading access, migration rights and (for some personalities) research treaties
* Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
* Fixed AI spamming the player with military access offers
* AI is now more aggressive against easily defeated targets

# Economy
* Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit

# Sector
* Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
* Improved the way sectors determine which resources the country needs when constructing buildings
* Fixed a bug where sector AI would move Pops back and forth
* Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships

# Warfare
* Improved military tactics and handling of units
* Improved handling of military fleets vs. transport fleets
* AI now fights Crises
* Fixed issues where military fleets would not move
* AI should be better at trying to regain control of occupied planets
* AI should be better at trying to invade planets taken by ""AI uprisings"

###################
# User Interface
###################

* Diplomatic notifications and pop-ups have been improved
* End of combat UI has been improved
* Colony Ships now show which Pop it is carrying
* Localization of armor/shield penetration updated
* If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
* Habitability icons in galaxy map and systems view have been improved
* (BETA) Added a new experimental option for GUI-scaling in the options menu

###################
# User modding
###################

* Ported system for weights/triggers on songs from HoI4/EU4
* Fixed so that effect set_name can use localization system
* Moved Domination victory condition into defines
* Added NOR operator
* Species Appearance screen is now moddable
* Species City Appearance screen is now moddable
* Ship Appearance screen is now moddable
* Added num_energy trigger
* Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
* Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start

###################
# Performance
###################

* Optimized daily AI calculations

###################
# Graphics
###################
* Lighting for ship preview images has been improved
* 8 new event images added to the game
* Textures for Massive Reptilians have been improved
* Improved textures for space event assets
* Optimized textures for event assets
* Increased texture resolution for ancient drone station
* Optimized textures for pirate ships
* Updated textures for generic station
* Increased texture resolution for AI Core
* Optimized textures for AI ships
* Improved texture for Arthropoid colony ship
* Added cover art for Digital OST

###################
# Bugfixes
###################
* Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
* Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
* Extradimensional Invaders should no longer spawn inside Fallen Empire borders
* Reduced chance of generating the Improbable Orbit anomaly
* Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
* Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
* Fixed an issue with the VO not triggering for the mining station tutorial mission
* Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
* Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
* Species Procurement event chain descriptions now correctly refer to planet names
* Various localization bugs have been fixed
* Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
* Fixed some faction events not printing planet names properly
* Loyalist-affiliated candidates now display proper faction names in Election view
* Fixed observation post events sometimes not printing planet name correctly
* Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
* Fixed a bug where missiles could appear on the galaxy map
* Ring World habitability-trait now has proper localization
* Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
* Fixed an issue where trait randomization didn't respect opposing traits
* Fallen Empires are now able to build armies
* Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
* Newly enlightened countries should no longer be despicable neutrals
* Fixed right click not working to give additional orders while in FTL transit
* Fixed an issue where embassies and rivalries could remain after an empire was annexed
* Fixed an issue where you could always enable edicts
* Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
* Robot Pops should no longer get shuffled ethics from divergence
* Heirs now keep the dynasty name of the ruler in monarchies
* Added missing localization strings for leaders who gained the arrested development trait
* Fixed Power Overwhelming achievement
* Fixed Domo Arigato achievement
* Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
* Fixed Living Metal deposits not being minable
* Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
* Fixed being unable to change speed with (-) and (+) on American keyboard
 

Prime Junta

Guest
^
Looks good. Gotta opt into the beta it seems.
 

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