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Stellaris - Paradox new sci-fi grand strategy game

Thane Solus

Arcane
Joined
Apr 29, 2012
Messages
1,687
Location
X-COM Base
mediocre, like a proof of concept, or somebody first game... While the start of the game to middleish shows promise, after that is barebones. I think even Star Drive I, was more active with less events tho, than this. And that one was made by one man. MOO 2 is still the king even with some of its flaws. Fuck Paradox. It might be decent in a year or two. I hope EA buys them and kills the company. Their lack of polish in their games, and release them unfinished when they have funds and men. Their shitty combat in every of their games. Their shity grognard design, besides the political/social connections between families and empires which is probably the only good think they ever did well and thats why some fanboys like them. CIV V was a fucking masterpiece at launch compared to this. 90% on Steam...

Research, find out about a pointless event, survevy a new system, watch the monitor for 10 mins without interacting with the game unless 3x speed, build some things, and ocasionally go fight/diplomacy which are very simple and dumb down. Rinse and repeat, and then kill yourself and wait for 20 DLCs, they only had 4 ? on launch. Fucking fanboys man. Glad i didnt bought it. they are better indie games out there made by one man teams, than this alpha
 
Joined
Jan 7, 2012
Messages
15,273
1. Anyone ever pushed the game and messed with the INIs and graphics to see how low the sysreqs can be to run it? This is important to my interests.

2. Any way to enforce race/nation limitations? I would love to do a human-only game.

3. How big can the galaxy get? Is there a limit? Does it taxes the computer?

4. How many players as rule? I wanted a Pdox-style game with hundreds of nations per game.

It's not the graphics that are the problem, the game just chugs eventually. I have an i7 2700k @ 4GHz and it starts chugging in the late game on medium size, eventually fleets bug out and ships don't even move while in battle. Had a 150 ship fleet massacred to the last ship by a fallen empire without being able to fire a shot because they literally sat there and took it like chumps from their exceedingly long range weaponry. Probably something that will be fixed with a patch in the upcoming maps, but for now I certainly wouldn't buy if you have an underpowered system.

You can create your own races and have the game set to always use those races rather than generate random ones. Presumable if you created enough races and did this then every game would be only using races from your pre-made pool.

1000 star limit normally, pretty sure you could mod it to whatever you like. Also caps at 39 AI empires but that's probably moddable as well.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Why cant I terraform this planet. I have the resources :(

11111111.png
Because it says
MISSING resources


And you're missing a brain it seems because you never wondered why the pic is a composite
Those missing resources (terraforming gases and liquids) can be clearly seen as present.
Man it says you are missing 1 of each. That means you need 2 of each in total to do it(since you already have 1 of each).
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
1. Anyone ever pushed the game and messed with the INIs and graphics to see how low the sysreqs can be to run it? This is important to my interests.

2. Any way to enforce race/nation limitations? I would love to do a human-only game.

3. How big can the galaxy get? Is there a limit? Does it taxes the computer?

4. How many players as rule? I wanted a Pdox-style game with hundreds of nations per game.

It's not the graphics that are the problem, the game just chugs eventually. I have an i7 2700k @ 4GHz and it starts chugging in the late game on medium size, eventually fleets bug out and ships don't even move while in battle. Had a 150 ship fleet massacred to the last ship by a fallen empire without being able to fire a shot because they literally sat there and took it like chumps from their exceedingly long range weaponry.

1000 star limit normally, pretty sure you could mod it to whatever you like. Also caps at 39 AI empires but that's probably moddable as well.

That certainly has nothing to do with performance. Either it's a bug or more probably a Stance issue.
Performance would affect the AI too.
 

Whiran

Magister
Joined
Feb 3, 2014
Messages
641
It's not the graphics that are the problem, the game just chugs eventually. I have an i7 2700k @ 4GHz and it starts chugging in the late game on medium size, eventually fleets bug out and ships don't even move while in battle. Had a 150 ship fleet massacred to the last ship by a fallen empire without being able to fire a shot because they literally sat there and took it like chumps from their exceedingly long range weaponry.
I was wondering what was going on with some of my ships that were doing the same thing.

Turns out that it had to do with the combat computer component - I had a "defensive" computer component in for the +evasion. However, I didn't realize that it also meant that the ship would attempt to stand off from the enemy and be reluctant to engage in actual combat. The tool tip of "the ship will attempt to stay in formation" is a little confusing since it pretty much really means: the ship will not move forward to engage and will be blasted out of space by long range weaponry. I'd like to think of that as a bug but it may be a "design feature" of the three types (that I am aware of) of combat computers - defensive, aggressive, and balanced.
 
Joined
Jan 7, 2012
Messages
15,273
Nah, it was definitely a bug. About 5% of the ships would run at the enemy while the rest stayed back, then when they died the next 5% would run forward, etc etc. It's like the game could only handle moving so many ships at once. The whole map was chugging and taking several second pauses at the end of year, UI was going unresponsive, etc.

Performance would affect the AI too.

It did affect them, but the AI greatly outranged me such that the small trickle of ships never got a chance to fire a shot.
 

MoLAoS

Guest
Well I am absolutely destroying in my current game. I unfortunately cannot get the end game stacking border expansion tech. Or fortunately since it would piss off the fallen empire I'm slightly bordering currently. I have 10 planets, all in my core sector because sectors are fucking stupid. I am pursuing my standard strategy of maxing Society research but also holding a larger fleet than I'd normally have due to my problems in previous games. I've got a solid 4.5 net influence even with a lot of frontier outposts that I can't afford to get rid of until I get that fucking border tech to make up the difference. Aside from my homeworld all my planets have 22+ in tiles. Got a SHIT TON of genius scientists. Due to my 4 and then 3 and then 4 Observation posts I got a steady 24 point bonus to society research and a whopping 3 abducted 5 star genius scientists. That research boost damn son. I finally dealt with every single anomaly in my absolutely huge empire. I've never been this big and solid before. Maybe the size of 3 fallen empires. So many research bonuses hot damn. I am at the phase where my ~100 Society research from research stations is finally getting surpassed by my legion of biolab spammed research planets. I've got 3 max power worlds including my homeworld 3 biolab research worlds and one physics research world and then 3 other worlds I am still figuring out. Probably 1 more physics world and 2 engineering worlds. Probably have to make another power world next. Fucking energy credits are a pain in the ass.
 

MoLAoS

Guest
Be careful, it almost sounds like you're enjoying yourself.
When I was a kid I played Starcraft in the sandy lot by the once tennis courts outside my elementary school cause I my parents were jerks and wouldn't buy cool computer games and I could only play the actual game at my friend's house.

Sure I can have fun but its inferior fun. I could be having better fun if the game were less shit.
 

Lone Wolf

Arcane
Vatnik
Joined
Apr 17, 2014
Messages
3,703
Why would you punish yourself by playing shit games? Stop. Starcraft is still there.
 

MoLAoS

Guest
Why would you punish yourself by playing shit games? Stop. Starcraft is still there.
Oh, I've played enough Starcraft. The fact is that all the games are shit, its why I have to make my own. I don't have the money to buy every game ever. I but 4x and tbs games in bundles and play them until its not worth it anymore. Currently I haven't burned out on Stellaris as hard as the other games. I'm planning to play this one game all the way till I can kill the fallen empires and get a win condition and then be done.
 

MoLAoS

Guest
Just when I am starting to do well and with me not being involved at all the stupid sub space echoes extra galactic threat event chain kicks in. Gonna have to build armies fast and pray.
 
Joined
Jan 11, 2015
Messages
629
I don't understand this game except as being a cynical framework for DLC. Ships lack morale or crew or component health or anything so space combat is just two doomstacks grinding away at eachother until one dies, planetary invasions are just a matter of zerg rusing, pops are just building activators with some buffs and debuffs, sectors are all fucked up, management of your empire is hamstrung by fucking rulermana, revolts follow the shitty eu4 design, diplomacy is so screwed up the ai will refuse you offering them money for nothing, the ai is ridiculously passive, government type is half-meaningless except for some unique buildings and buffs and so on and so on. The only decent thing this game does is that if you play a progressive confederacy of individualist materialist pacifists and open your borders your people will quickly radicalize to the far right because of the increased ethics divergence and you'll be overrun by revolutionary spacegibs.
 

MoLAoS

Guest
Well yes, the game is shit. Without the gloss of history all Paradox games are shit. In fact even with it.

Also, the super invaders landed right on the edge of the galaxy surrounded by the only non fallen empire nation that was supposedly as strong as me. Well, they aren't anymore. Of course I can't get at the space monsters either. Don't even know how strong they are. I'm just totally ignoring them and doing my thing because its all I can do.
 
Joined
Jan 11, 2015
Messages
629
This is shit even by the standards of paradox games, it lacks basic features that every stupid game they've put has ever had let alone basic features 4xs have always had.
 

MoLAoS

Guest
This is shit even by the standards of paradox games, it lacks basic features that every stupid game they've put has ever had let alone basic features 4xs have always had.
True, true. It looks snazzy and has the high quality writing for anomalies and shit. But the pure gameplay is shit. I'd trade the graphics/Ui/writing for much more involved gameplay but sadly Paradox is going decline and doing the Civ style appeal to the masses so fuck me right? I bought and played their stupid DLC for years but fuck me because I'm not a filthy casual.
 
Joined
Jan 12, 2012
Messages
46
Location
Finland
Does anyone think research tech optimized race is a bit op now?
This is shit even by the standards of paradox games, it lacks basic features that every stupid game they've put has ever had let alone basic features 4xs have always had.
True, true. It looks snazzy and has the high quality writing for anomalies and shit. But the pure gameplay is shit. I'd trade the graphics/Ui/writing for much more involved gameplay but sadly Paradox is going decline and doing the Civ style appeal to the masses so fuck me right? I bought and played their stupid DLC for years but fuck me because I'm not a filthy casual.

The thing is, that the game should have enough material in it's gaming mechanics to keep things interesting even if you completely skipped reading all the anomalities descriptions and just quick-glanced the effect of each - the strategy aspect on other areas. At the moment it's quite shaky in several other areas, or more like the lack of them (for example combat, politics, espionage/sabotage, too faceless races without backgrounds affecting too much; which ties much into lack of politics, and political options & events). I like some areas of the game, but some are frustratingly incomplete. I've still played tens of hours, so it cannot be a total disaster as a game imo. Just frustrates you while playing, when you notice so wide of range of things that seriously should had been in the game at the minimum, which just ain't there (yet?).

There's need for major additions. Just hoping that Paradox won't try to fill the gap with dozens of same'y anomality-events which all give you 50-200 of Science points of type A, B, or C; which you cannot spend any other ways than previously, anyway.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
How does evasion actually work anyway? Is it a flat chance to dodge any attack, does it reduce accuracy, or something else entirely?
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
I don't know why I keep coming to this thread. It just makes me mad.

There was MoO, and of course MoOII, the genre pinnacle; Ascendancy; Space Empires 3 & 4; branching out a bit, there's SMAC. GalCiv (mostly II), Distant Worlds, and Endless Space get honorable mentions. I'm probably forgetting a couple of notables tickling the back of my brain.

And that's more-or-less it. Why? Why, Lord? Why do we get wall-to-wall garbage?

Well, there's hope. Factorio and some other independently-produced simulation games prove that excellent simulations are still possible.

I dimly recall this one space 4x that's been in open-source development for fifty years, can't quite recall the name... AH, FreeOrion. I think there's another one, too. Please let them be good, I want to LARP Ender Wiggin.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,787
Location
Roanoke, VA
Grab the Codex by the pussy
Nah, I'll just play a good game from another genre, or at worst replay one of the good oldies from this genre, like I always have. The decline of RPGs and adventure games in the early 2000s forced me to branch out into other genres that I ended up enjoying, so there's usually a silver lining.

My disappointment is temporary, unlike the post-purchase rationalization that desperate people who nabbed this turd in the hopes they were getting real MoOIII will soon be feeling, if they aren't already. Enjoy your two years waiting for more than one and a half victory conditions, combat with more than one dimension, in fact any feature with more than one dimension unless half the Codexers in this thread are just completely full of shit.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,507
I don't know why I keep coming to this thread. It just makes me mad.

There was MoO, and of course MoOII, the genre pinnacle; Ascendancy; Space Empires 3 & 4; branching out a bit, there's SMAC. GalCiv (mostly II), Distant Worlds, and Endless Space get honorable mentions. I'm probably forgetting a couple of notables tickling the back of my brain.

And that's more-or-less it. Why? Why, Lord? Why do we get wall-to-wall garbage?

Well, there's hope. Factorio and some other independently-produced simulation games prove that excellent simulations are still possible.

I dimly recall this one space 4x that's been in open-source development for fifty years, can't quite recall the name... AH, FreeOrion. I think there's another one, too. Please let them be good, I want to LARP Ender Wiggin.

Because you would like to see someone posting we are completely wrong and why but thats not going to happen, or you maybe want to find an alternative as sci fi game keep being disapointing. On other forums people are trying star ruler 2 with its expansion, and i read quite positive feedback.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
Hi everyone!

Well folks, here we are again, one week later… The development team has mostly weathered the release jitters and nerves are starting to calm down. The ship we worked so hard on for the last three years has been successfully launched and is currently on its maiden voyage. The crew seems mostly happy but some of the inspectors have raised concerns about mid-ship structural issues. As chief architect, I am not entirely surprised, but the reports will allow us to commence upgrades as soon as HMS Stellaris returns from its round-trip to Alpha Centauri. Alright, enough with the metaphor, let’s talk about our future plans for Stellaris!

First off, for those of you who are unfamiliar with our post-release policies, we will release a lot of expansions over the coming years. Each expansion will be accompanied by a major update (for Stellaris, these free updates will be named after famous science fiction authors) containing a whole bunch of completely free upgrades and improvements to the game in addition to regular bug fixes. As long as enough players keep buying paid content for the game, we promise to keep improving the game for everyone, almost like an MMO.

Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.

We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:

"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.

Stellaris_new_Diplo_Notification_Mockup.png
New Diplomatic Notification. This is a mock-up, not an actual screenshot!

Stellaris_End_of_Combat_Mockup.png
New Fleet Combat Summary. This is a mock-up, not an actual screenshot!


After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered:

"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.
Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming!

Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries!
 

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