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Stellaris - Paradox new sci-fi grand strategy game

Joined
Jan 12, 2012
Messages
46
Location
Finland
Many good things on the Paradox's future update list (of which several should had been on the vanilla already, though).
Still missing espionage/sabotage factor; the subtle ways. That would really make things more interesting. Send a spy to cause uproar by infiltrating rival empire, such as: mess up alliance, assassinate general, scientist, governor etc. (if you have enough of points x (something) to do it + time + success rate %x), cause slaves/workers to revolt, steal tech, steal creds/minerals, poison planet sector, cause hazard on planet sector x, sabotage starport/wormhole generator etc. whatever, bribe pirates to attack the rival empire, steal a portion of enemy fleet, destroy a random/target research. There would be just several cool things to do. Maybe it could require influence + time + success rate to accomplish, or a new resource created alongside influence. The bigger the scale of the deed, more time, lesser success rate, and higher price it should have - as well as the bigger consequences if getting caught (perhaps universal, even, not just between you and the infiltrated empire relations). Maybe with options for sabotage of failure+getting caught / failure+not getting caught / success+getting caught / success+not getting caught. Of course empires who would pick traits, or build buildings to increase espionage/sabotage success rate, would then be worse on some other areas of the game.

I'd really would love to see that happen.

Also (on the update list, sadly one of the longer term goals):
"Sector and Faction Politics
Federation and Alliance Politics"
So, no mention to expand political options and events "as whole"? I hope they aim largely to expand politics between non-allied races, as well. Not just the allied side of things.

How about something corresponding "artifacts" on many strategy games? Rewards that would be permanent for the holder of the item, and could be acquired by other empires by defeating the artifact's holder. These could be found when surveying or colonizing planets, defeating pirates etc. An ancient ship/weapon/robot militia to fight on your side (would be destroyed upon defeat, of course), a medal of some sort that would boost charisma, an item that could be added to power plant, mine, etc. to grant more output (could be stolen by conqueror). These would be game-unique items, and there could be something like 20 of them for example in the biggest galaxy type game. Paradox should just create them so that they aren't overpowered, but powerful enough to be rewarding to be found; and to be wanted by rival empires (if a sort which can be acquired by conquering a planet which holds it).
 
Last edited:
Joined
Jan 7, 2012
Messages
15,273
"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.

Are you fucking kidding me Paradox? You admit there are nasty bugs that completely fuck the lategame, but you're gonna wait with patching them until you're done prettying up UI?

:dead:

One of these is noticed by reviewers, the other after 6 hours of playing the game.
 

MoLAoS

Guest
So there is a mod out to set the core sector planet limit to 995. This mod is insanely broken. I'm going to play a game with it now instead of finishing my current game. I expect that compared to the 350 pop I have now 150 years in I will have a whopping 1100 pop by the same time in the planet cap removed game. So broken.
 
Joined
Jan 7, 2012
Messages
15,273
It's more a symptom of how broken the sector AI. Even a basic bare-bones AI should be able to approach something like 75-90% efficiency compared to a player in terms of basic build orders and getting lots of resources in general, in which case having much more core planets wouldn't see a huge jump in performance (considering all the micro you'd need). Instead due to the fact that sector AI in Stellaris seems 100% randomized in what they build, where, and what pop they put on it, you're looking at something like 25-33% efficiency compared to a player, so extra core planets are worth their weight in gold.

Of course the game was balanced with the Sector AI sucking away huge amounts of resources to inefficiency, so if/when it's fixed the game is going to need a massive empire-wide resource nerf or resource sinkhole of some kind.
 

MoLAoS

Guest
No man, even if the AI worked not using it would still be better due to being able to coordinate. How is the sector AI supposed to realize you need power and max out a power planet?
 
Joined
Jan 7, 2012
Messages
15,273
Presumably by ticking the "give me power" option in sectors.

Obviously it would still be better to micro things yourself, but given an AI that is decent the magnitude of "better" would be 10-20%, not 100-200% like it is now, where I can literally turn off sector AI, swap pops around, and the system outputs twice as much resources by having the pops in the right place on the next monthly tick. Then you put it back to AI and it reshuffles the pops to screw it up again.
 

MoLAoS

Guest
Presumably by ticking the "give me power" option in sectors.

Obviously it would still be better to micro things yourself, but given an AI that is decent the magnitude of "better" would be 10-20%, not 100-200% like it is now, where I can literally turn off sector AI, swap pops around, and the system outputs twice as much resources by having the pops in the right place on the next monthly tick. Then you put it back to AI and it reshuffles the pops to screw it up again.
Sorry, did you tick the setting to respect tile resources?
 
Joined
Jan 7, 2012
Messages
15,273
Always, but as far as I can tell it doesn't work. And there is nothing that can be done to stop the AI from randomly shuffling pops around.
 

Talby

Arcane
Patron
Joined
Mar 15, 2008
Messages
5,598
Codex USB, 2014
I had to install the planet limit mod too because the sector AI kept fucking up the slave planets I'd made. Don't force me to hand over control to the AI if the AI can't even be marginally effective within the game's own rules.
 

a cut of domestic sheep prime

Guest
He is one of the only watchable let's players when it comes to MOO, so there's that.
That said, still don't understand why watch let's plays unless you just want some background noise
yeah, for a slow game like this, a let's play is probably not going to be very interesting, but it's kind of like having someone else to play with without actually having to deal with some newb wrecking your gaming time.
 

MoLAoS

Guest
I had to install the planet limit mod too because the sector AI kept fucking up the slave planets I'd made. Don't force me to hand over control to the AI if the AI can't even be marginally effective within the game's own rules.

I've finally got a decent starting game and I'm almost positive I'm gonna wreck fucking face. Due to unfortunate circumstances I was forced to drop 2 frontier outposts but as I'm about to drop my 2nd new colony I don't foresee having to do that anymore. I got some very good resource systems and partially blocked one of the nearby AI by building those two stations so it wasn't a total loss but sadly there are no good planets nearby so at least one of those is going to end up being a permanent 1 influence a tick drain on my resources. Still I have the ability to expand in say 5/8 directions without too much worry. I found 3 guys clumped up to my left and a fallen empire, thankfully the friendliest kind, just beyond them. I'm hoping to slowly wall up the land from core to rim on my left so those empires can't really do much. I suspect they will form an alliance since I rivaled them all but it was worth it for the early +3 influence. The only other empire I managed to locate before my starting vettes crashed and burned is unfortunately on the other side of me but a pretty good distance away and since the no planet cap mod allows me some serious planet spam capability I'm not too worried about them taking strategically valuable words or worlds with a lot of tiles before I can sort of cut them off. Sadly they have an arid preference to my desert so they enjoy colonizing my 2 major planet types. Tropical will be safe at least.

Still compared to my previous game where I managed to get a pretty massive empire their position is about equivalent and this time I can expand much more easily and more quickly. I plan to drop tons of planets without spending too many resources developing them since I have no colony limit. I'll kick them into gear more seriously once I'm done walling off a large chunk of space.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Holy crap, just had a game in which one race was totally dominating like no tomorrow despite having only a few planets. I was second place from what I could tell and still far behind. Something was wrong there.
 

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,645
Location
Mazovia
Holy crap, just had a game in which one race was totally dominating like no tomorrow despite having only a few planets. I was second place from what I could tell and still far behind. Something was wrong there.

Maybe they had a cluster of 25 tile planets and got really lucky on technology roulette.
 

a cut of domestic sheep prime

Guest
Holy crap, just had a game in which one race was totally dominating like no tomorrow despite having only a few planets. I was second place from what I could tell and still far behind. Something was wrong there.
Maybe one of the Fallen Empires had awoken...
 

a cut of domestic sheep prime

Guest
Many good things on the Paradox's future update list (of which several should had been on the vanilla already, though).
Still missing espionage/sabotage factor; the subtle ways. That would really make things more interesting. Send a spy to cause uproar by infiltrating rival empire, such as: mess up alliance, assassinate general, scientist, governor etc. (if you have enough of points x (something) to do it + time + success rate %x), cause slaves/workers to revolt, steal tech, steal creds/minerals, poison planet sector, cause hazard on planet sector x, sabotage starport/wormhole generator etc. whatever, bribe pirates to attack the rival empire, steal a portion of enemy fleet, destroy a random/target research. There would be just several cool things to do. Maybe it could require influence + time + success rate to accomplish, or a new resource created alongside influence. The bigger the scale of the deed, more time, lesser success rate, and higher price it should have - as well as the bigger consequences if getting caught (perhaps universal, even, not just between you and the infiltrated empire relations). Maybe with options for sabotage of failure+getting caught / failure+not getting caught / success+getting caught / success+not getting caught. Of course empires who would pick traits, or build buildings to increase espionage/sabotage success rate, would then be worse on some other areas of the game.

I'd really would love to see that happen.

Also (on the update list, sadly one of the longer term goals):
"Sector and Faction Politics
Federation and Alliance Politics"
So, no mention to expand political options and events "as whole"? I hope they aim largely to expand politics between non-allied races, as well. Not just the allied side of things.

How about something corresponding "artifacts" on many strategy games? Rewards that would be permanent for the holder of the item, and could be acquired by other empires by defeating the artifact's holder. These could be found when surveying or colonizing planets, defeating pirates etc. An ancient ship/weapon/robot militia to fight on your side (would be destroyed upon defeat, of course), a medal of some sort that would boost charisma, an item that could be added to power plant, mine, etc. to grant more output (could be stolen by conqueror). These would be game-unique items, and there could be something like 20 of them for example in the biggest galaxy type game. Paradox should just create them so that they aren't overpowered, but powerful enough to be rewarding to be found; and to be wanted by rival empires (if a sort which can be acquired by conquering a planet which holds it).
I really want to see a political system similar to Crusader Kings implemented - with succession for monarchies etc. I want as much intra-empire faction politics as possible in order to make the late game less OP and boring.
 

MoLAoS

Guest
Your mod is super offensive but the people who commented on the Steam page about it are automatically pathetic losers for doing so.

On a more positive note, colonizing the shit out of things is as effect as I'd hoped. I didn't get as many good Society bonuses early so that is a pain but I expect to overcome that easily with my massive colony spam.
 

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,645
Location
Mazovia
Your mod is super offensive

Yeah, no. You're just thin skinned dumbfuck.
There isn't anything offensive about wanting to play the way you want to play it.
I don't see this mod calling for genocide, having slurs or even making fun of anyone. There isn't anything that could offend a normal person. It's a mod if you don't like it, don't download it.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
Be careful with colonizing planets with 40-60% habitability, entire planets for me altered their genes and turned into a new species to adapt to new conditions. So it is better to drop an outpost and terraform. Terraforming already colonized planets is a pain as entire population becomes outraged
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
So that Alien race that comes from outside the Tyranid lite guys have this annoying fucking background noise in every one of their areas that is on the effects sound tab so either have fun going insane every single time you fight them or have no sound effect sounds ever again when you fight them, some of the sound design choices in this game are fucking terrible.

Also Corvette evasion rating is what seems to make them so broken, combined with the torpedo tech tree of massive range, 65% chance to evade and 100% to hit at 40 range is brutal.
 

Orobis

Arcane
Sychophantic Noob
Joined
Aug 8, 2015
Messages
1,066
Your mod is super offensive but the people who commented on the Steam page about it are automatically pathetic losers for doing so.

It's ok guys i got my moralfag spray.
Hold+on+it+s+alright+i+_716cd51d14215b5f6c337d30211729a3.gif
 

MoLAoS

Guest
You guys sure are pissy about this mod. I don't care that much but it is offensive. Its not like I spend my day thinking about how offensive you are. I saw mod, I was like "lol codex", and moved on.

Anyways I am having a bit of a downside from my colonizing strategy. There is a moderate penalty to research because I have so many planets having ~5 pop that don't make research and higher pop increases research costs. Still not countering colony spam but it might become a pain later if I can't get research planets up and running and I'm sitting on a bunch of planets I can't afford the minerals to upgrade. Will have to be careful.
 

a cut of domestic sheep prime

Guest
Those Steam comments... Marxist tears

Might get this in a few years after the first hundred or so DLC's
true space nazis are recommend to also use these:

More flag colors including white for white/red combo:
https://steamcommunity.com/sharedfiles/filedetails/?id=682090850

Nazi flag symbol mod (apart from the troll factor, there are some really good looking flag symbols in there):
https://steamcommunity.com/sharedfiles/filedetails/?id=682993941

edit: I tried to make a trump custom leader, but if I'm going to do it, I'd like to make it animated and I haven't figured it out quite yet.

Theoretically though, it shouldn't be too hard for an expert photoshop guy (which I doubt I'm anywhere near that). Very moddable.
 
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