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Stellaris - Paradox new sci-fi grand strategy game

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
New alien pictures
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it seems vast majority will be antrophomorphic.
 

Dead Guy

Cipher
Joined
Sep 12, 2012
Messages
281
Would it be so hard to take a page from Ascendancy or similar here? It's not that difficult to get creative with alien species, it's sad if you can only imagine intelligent life being bipedal with arms and a head with the only variation basically being skin/fur/feathers and wow 4 eyes can you beleive it!? Where are my mosquito hivemind and my blobs of sentient energy?
 

Space Satan

Arcane
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Joined
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Messages
6,241
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When someone does nn-antrophomorphic species, they always end up naked. Like, spacefaring race clinging to their roots and walking without protection.
 

DwarvenFood

Arcane
Patron
Joined
Jan 5, 2009
Messages
6,408
Location
Atlantic Accelerator
Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Who let those space owls get approved and actually thought it was a good idea ? As least get them to have avian bodies as well, and also with laying of eggs preferably.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
When someone does nn-antrophomorphic species, they always end up naked. Like, spacefaring race clinging to their roots and walking without protection.
Well, that would make some amount of sense, if not for the fact that evolution doesn't act to give a species pockets quickly enough when they take up tool use. So I'm pretty sure the mark of any sapient species will likely be clothes of SOME kind, so that they can have pockets and whatnot.
 
Joined
Mar 3, 2010
Messages
8,876
Location
Italy
humanoid races are to appeal the average joe who has to identify himself in them.
an avatar can be extremely easily modded away.
if the game is going to be solid, i couldn't care less, even if i am an avid silicoid and klackon player.
 

Space Satan

Arcane
Vatnik
Joined
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New dev diary. Galaxy generation
Good news everyone!

Today we are going to share some details with you on how the galaxy is generated in Stellaris. When discussing this we will also touch on some of the different features of the galaxy and how we try to anticipate what modders will want to do with the galaxy generation in this game and making sure that they will be able to.

When you start a new game you can specify the size and shape of the galaxy as well as the number of (normal) AI empires. Sizes currently range from 200 - 1000 stars. The amount of AI empires only affects how many AI controlled empires that are generated from the start, a lot more will spring into existence during your game. Currently we have three different types of shapes for the galaxy; spiral, elliptical and ring. Spiral galaxies have the stars placed in arms that extend out in a spiral pattern (see “Pinwheel Galaxy”). A spiral galaxy provides an interesting geography, with voids between the arms that might be difficult to pass in a straight line. Elliptical galaxies have the stars placed in a ellipsoidal pattern (see Wikipedia), resulting in a more evenly distributed geography. Ring galaxies have the stars placed in a ring shape around the galaxy core (see “Hoag's Object”). If you play with a ring galaxy you know that other empires have to approach you either clockwise or counterclockwise within the ring, making it easier to cut other empires off from the rest of the galaxy than it is with any other shape. All of these options are of course moddable, both in regards to looks and available options.

Once you are satisfied with your options and decide to start the game, we begin the process of generating the galaxy. When we generate the stars we also decide what class each star should be. Most stars will be star classes with the different spectral types B,A,F,G,K,M. Some star systems can however be more special, like a black hole, pulsar or a neutron star. Every system with a certain star class has a given set of rules that controls how the star system is generated; you will, for example, have a hard time finding habitable planets close to a black hole. All of this is very moddable, you can add your own star classes and remove the existing ones if you want to.

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We also generate some galactic features other than stars. One of these are nebulas. Nebulas are visible on the galaxy map and often contain a bunch of interesting star systems with special rare resources. In a nebula you can expect to encounter some special events and experience certain penalties and bonuses that may impact your decisions when it comes to colonization and fleet movement.

When we generate the contents of each star system we use different system initializers depending on what the system is being used for. If you, for example, were to start as a pre-scripted human you will be placed in our solar system, on Earth. Yes, all of this is moddable also. These initializers allow us to make sure that you, as a player, will always have something interesting to do within a system. They also provide us with ways to create a more balanced start, by being able to affect the content of your star system and systems that are neighboring to yours. It is worth knowing that these initializers have a certain random factor attached to them, so you should never expect the exact same setup between game sessions.

We generate a lot of interesting special content in the different systems, including the ones that no empire is controlling. This content ranges from debris to ships of unknown origin, that could be friendly or not so friendly... Speaking from personal experience when it comes to the “not so friendly” ships, I recommend all players to scout systems before going there with their science ships to survey a potential future colony. It is not fun having your science ship blown out of existence with your most skilled scientist aboard.

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Next week we will talk about the different FTL types.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,093
Location
Azores Islands
Funny thing is, I wanted a Paradox Space Game... but what I wanted was a more hard-sci fi solar system thing, with nations, corporations and other groups colonizing the solar system and duking it out on Earth and elsewhere. Start at 2050 or 2100. Realistic (TM) space travel with rockets, ion engines and solar sails, no FTL, etc. Building habitats or colonizing planets, mining asteroids with robots, extracting solar power from orbit and fusion hydrogen from gas planets, waging great power politics on Earth, possibly even causing nuclear war and surviving in its aftermath. Maybe with aliens as the optional end-game "mongols" coming from beyond.

This is just space opera. Hard to innovate.
Exactly, ck2 in space would be fucking awesome.
 

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