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Stellaris - Paradox new sci-fi grand strategy game

Discussion in 'Strategy and Simulation' started by Perkel, Aug 6, 2015.

  1. Raghar Arcane

    Raghar
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    Looks like it's from game.
     
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  2. potatojohn Arcane

    potatojohn
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    MOO3 only ran in 800x600
     
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  3. Space Satan Arcane

    Space Satan
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    • Only single-sun systems for now. I would like to see binary systems in the game some day, but it would require some work on how the orbits of their planets are handled.
    • This game isn't as character-driven as CK2, so you won't see as many of them here. The numbers are probably closer to Distant Worlds, but having an admiral for each of your fleets shouldn't be a problem unless you create a zillion of them for some reason.
      Leaders have lifespans, which will depend on their species, and you can have leaders from several different species within your empire, where it makes sense (their species can actually be found within your empire, a special event, etc).
      If you want, you can of course also go down the Galactic Empire-route and restrict leadership roles to your own species.
    • Currently each gun chooses its own target, depending on whats in range and optimal for its damage. As for the entire fleet, might not be in range of the same target. Also it would look sort of boring and unrealistic if the entire fleet was focus firing at one target at a time.
    • If the shield is to close to the ship, it can be hard to tell if the laser hit the ship or not. Hear you can easily see that the laser was stopped, because of the gap between the shield and the ship.
    • Each class of alien has an appearance, so mammalien has one, arthropoids another.The each modules within a race has a unique appearance within this style.
    • Barnard's Star and Sirius are generated near sol system, the and some other, the rest of the galaxy is randomly generated.The game supports having both prescripted thing and randomization at the same time.
    • we want as much illustrations as we can fit into the game, it helps a lot with immesion. But UI and mechanics has to come first.
    • We will have a number of ways of seeing the planet surface, beyond what you see from space. Nothing super fancy, but hopefully something to get your immersion going.
    • A lot of effort has gone into the 3d, because we want so much diversity. But we have not exactly been lacy on the illustrations side either.
    • The size of the stars are very easily modded. I completely agree about the size of stars. We do have different sizes on the stars, roughly corresponding to the actual classes of stars. And this is something we haven't fully solved yet.
      The thing about large stars are, if they are bigger, for the ships not to pass through them when flying, they either have to be far above them. At which point the ships looks really weird in respect to all the other planets. Or, you have to code something for the ships to avoid the sun, for which there are many solutions. Though all of them are relatively time consuming.
      Right now we are focusing on gameplay, so it something we hopefully will have time to revisit before release.
     
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  4. WhiteGuts Arcane

    WhiteGuts
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    gay ass bullshit
     
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  5. MadMaxHellfire Arcane

    MadMaxHellfire
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    it's master of orion 3.
     
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  6. coldcrow Prophet Patron

    coldcrow
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    No 4x as good as moo3 (tropical).
     
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  7. Space Satan Arcane

    Space Satan
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    New alien pictures
    Show Spoiler

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

    it seems vast majority will be antrophomorphic.
     
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  8. keppj0nes Educated

    keppj0nes
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    Aw yeah Space Parrot race all the way. I am completely interested in this game.
     
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  9. Multiple Sarcasm Arcane

    Multiple Sarcasm
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    Ayup. Wouldn't be Paradox without a healthy load of horse shit.
    And there go my last shreds of interest in this game.
     
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  10. Dead Guy Arbiter

    Dead Guy
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    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?
     
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  11. Space Satan Arcane

    Space Satan
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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.
     
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  12. Kem0sabe Arcane

    Kem0sabe
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    I like the concept art of the landscapes but the race art looks quite bad, fuzzy and with little to no originality.
     
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  13. Alienman Arcane Patron

    Alienman
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Shadorwun: Hong Kong Divinity: Original Sin 2
    That is some butt-ugly aliens
     
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  14. DwarvenFood Arcane Patron

    DwarvenFood
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    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.
     
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  15. TZ3K Arcane Patron

    TZ3K
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    I WANNA BE A SPACE LLAMA.
     
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  16. Norfleet Moderator

    Norfleet
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    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.
     
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  17. MadMaxHellfire Arcane

    MadMaxHellfire
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    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.
     
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  18. Galdred Studio Draconis Patron Developer

    Galdred
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    You can already play against them :

    or as one :
     
    Last edited: Oct 1, 2015
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  19. Space Satan Arcane

    Space Satan
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    New dev diary. Galaxy generation
    Show Spoiler

    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.

    [​IMG]

    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.

    [​IMG]

    Next week we will talk about the different FTL types.
     
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  20. RhodokMasterRaceOfficial Arbiter

    RhodokMasterRaceOfficial
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    If this game doesn't end up being a superior version of Distant Worlds then it's shit 0/10.

    I still wanted them to make another Rome game, only properly this time. Still pretty upset that they didn't.
     
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  21. MasterSmithFandango Arcane

    MasterSmithFandango
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    I wouldn't mind a new Vicky game, but still.

    And yeah - this has to be better than Distant Worlds.
     
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  22. whatevername Arcane

    whatevername
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  23. RhodokMasterRaceOfficial Arbiter

    RhodokMasterRaceOfficial
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    If they make Victoria 3 it better come with an EU4 converter.
     
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  24. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    Divinity: Original Sin Divinity: Original Sin 2
    Last edited: Oct 8, 2015
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  25. Joined on the 4th of July Arcane

    Joined on the 4th of July
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    Will this have converter for HOI3/4 saves?
     
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