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Stellaris - Paradox new sci-fi grand strategy game

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
645
Vassals are busted. All you need is to get them to like you through bribes/trust + have a decent navy and rather than invade people you just give them the most lenient vassalage agreement and they'll just accept. Then you get them to support you in wars and later on you get them to give you 75% of their research/resources, which includes the busted higher difficulty bonuses now. Fanatic Xenophile is probably the best build in the game now but I was able to do this with a hugs and kisses machine empire, my first 4 vassals just accepted the agreement without a fight despite them being massively stronger than me.

I saw some absolute idiot praising the game because a military society accepted to be their Bulwark but wouldn't accept other vassal types. "Haha Paradox such good game design". Like bro the AI is dumb as shit they all accept being any vassal type with like 5 seconds of work.
 
Joined
May 11, 2007
Messages
1,874,627
Location
Belém do Pará, Império Brasileiro
Sounds like this release is, as usual paradox fare, full of bugs.
This is why the wise man always waits a few patches before getting those.
 

Alienman

Lord magnificent of the Red Wastes
Patron
Joined
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Messages
13,993
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Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Shadorwun: Hong Kong Divinity: Original Sin 2
Just read this on the official forums by user Igrek:

Yep, it is good in making the situation on the map less stale - however - it can lead to some funny shenanigans if you're unlucky and not careful.

I had a terraforming event after tf'ing Mars, encountered a subterenean primitives. Of course I invaded and proceded to purge them. Revolt situation came up, could not do much about it (pop numbers? Giving them consumer goods didint do much), so they revolted and yeah, lo and behold, they got Earth and Alpha Centauri with planets for free, couldn't declare war straight away. I had AI rebellion developing at that time, so after they got my planets, they kinda inherited it too, and they had a full blown rebellion of their own just weeks after declaring independence from me. Fun times.

While funny, it seems like a pretty damn broken mechanic. Also, apparently, it's auto truce for 10 years, you can't do anything military against the uprising. Say wut?
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
645
Just imagine being this shit at game design. You know the trade stuff is exploitable. You know all the effects that impact trade value. Just fucking test new things that are added to trade options wtf.
 

Alienman

Lord magnificent of the Red Wastes
Patron
Joined
Sep 10, 2014
Messages
13,993
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Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Shadorwun: Hong Kong Divinity: Original Sin 2
I suspect all these mechanics were designed only for multiplayer in mind, at least from what I have read about how vassalisation and such works.
 

Ravielsk

Prophet
Joined
Feb 20, 2021
Messages
733
My idea was more of a "Full Species Customization".
You are asking for too much considering the messed up framework that is Stellaris. The best that could be done is to make traits into an actual gameplay mechanic where each trait has some sort of benefit and detriment. Because in the current game anything that does not boost pop growth or research speed is a secondary pick and anything that decreases them is just straight up worthless. It could be easily reworked by giving detriments to all traits and if you wanted to be a bit more adventurous add hidden benefits and interactions to said traits. For example you could have the "traditional" trait boost unity but at the same time increase the cost of any reform by 0.1% per pop that has it. Or the "docile" trait might cause you occasionally to auto-accept certain deals. Or you could make certain species variants that replace other pops like necroids which could then be abused to sabotage enemy empires by shipping a bunch of undesirable pops to ruin them from inside(the ideal xenophilic counter).
All of that was more or less done by mods so PDX could literary copy paste the code with some tweaks but that would require them to actually know a thing or two about their own game.
And the wiser ditch Parashit all-together because it's been on a downward fucking spiral for years now.
I am gonna be honest with you boss. If it was not for the mods I would have done that ages ago.
 

Ravielsk

Prophet
Joined
Feb 20, 2021
Messages
733
There is something about these new portraits but I just cant put my finger on it. Maybe you guys could help.
jqNtc7J.png
 
Joined
Nov 6, 2020
Messages
3,965
Strap Yourselves In
Has someone made a mod to fix this garbage yet, or are my skills required again?

3jLaUTQ.png
 
Joined
May 11, 2007
Messages
1,874,627
Location
Belém do Pará, Império Brasileiro
This is why the wise man always waits a few patches before getting those.
And the wiser ditch Parashit all-together because it's been on a downward fucking spiral for years now.

The problem is that Paradox is the only real GSG game in town. Only recent non-Paradox GSG that really me stand up and look was Field of Glory: Empires, which got like one or two DLCs and now they're making a sequel.


There is something about these new portraits but I just cant put my finger on it. Maybe you guys could help.
jqNtc7J.png



Imagine quality is better but from what I saw, most of the portraits feel homogenous as fuck.

Not for humans but I prefer Project Xenotype, my Humanoid 3 baldy brainy beauties are cute. They're doing really good work on the existing portraits.
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
760
Location
Itaca
New patch to fix a few of the bugs:

  • Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
  • AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
  • Rebalance trade weights for specialist subject leaders.
  • Legacy Human portraits have been re-added as an option in empire creation.
  • Fixed a bug with Tracking not countering Evasion properly.
  • Subjects should no longer flip-flop between regular subject types and protectorate.
  • Subjects should no longer be able to cause their Overlord to declare war against themselves.
  • Fix for trade deals that are accepted and then canceled immediately.
  • Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt)
  • Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets.
  • Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it) (This only affects English localization until the next patch.)
  • Diplomatic weight can no longer go negative.
  • Fix a crash connected with resettling last pop of species.
  • Fixed an issue where planet automation could not use resources from their local sector stockpile.
  • Planet automation will now check that the unemployed pops can work the jobs that the automation would build, e.g. preventing specialist job creation for slave pops.
  • Amenity job management can now activate even when there are no resources available for planet automation.
  • Progenitor Nest is no longer removed when terraforming a planet into a hive-world.
  • All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
  • Adjusted the amount of research given by merc dividends.
 

Kruno

Arcane
Village Idiot Zionist Agent Shitposter
Joined
Jan 2, 2012
Messages
9,620
 
Joined
May 11, 2007
Messages
1,874,627
Location
Belém do Pará, Império Brasileiro
New patch to fix a few of the bugs:

  • Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
  • AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
  • Rebalance trade weights for specialist subject leaders.
  • Legacy Human portraits have been re-added as an option in empire creation.
  • Fixed a bug with Tracking not countering Evasion properly.
  • Subjects should no longer flip-flop between regular subject types and protectorate.
  • Subjects should no longer be able to cause their Overlord to declare war against themselves.
  • Fix for trade deals that are accepted and then canceled immediately.
  • Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt)
  • Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets.
  • Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it) (This only affects English localization until the next patch.)
  • Diplomatic weight can no longer go negative.
  • Fix a crash connected with resettling last pop of species.
  • Fixed an issue where planet automation could not use resources from their local sector stockpile.
  • Planet automation will now check that the unemployed pops can work the jobs that the automation would build, e.g. preventing specialist job creation for slave pops.
  • Amenity job management can now activate even when there are no resources available for planet automation.
  • Progenitor Nest is no longer removed when terraforming a planet into a hive-world.
  • All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
  • Adjusted the amount of research given by merc dividends.


Yeah, this seems nice.
I'm going to wait up on the one after that, tho.

Btw, did anyone play it so far? I am curious about the Performance, did it improve?
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,464
Location
Summer

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
17,173
Criminal Megacorp is pretty funny. Destabilising all your neighbors with high tech meth labs and strip clubs.
 
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