Stellaris grand strategy space game by Paradox discussy thingy thready thingy


#3473

Will this game allow me to track my head as an in game avatar like starcitizen?

If not, no buy!

More seriously, are these changes coming to the Base game, which is what I have?


#3474

Yes, to everyone.


#3475

They turned it into a reverse etch-a-sketch?


#3476

Bugs are fucking weird sometimes. I think moving the window forces a redraw, but they should fix it soon.


#3477

Years ago, I started a thread “patched games worth a second look”. One of the top candidates was a SOTS. So I started playing the game with all the expansions and all the major patches. It is in virtual tie with MOO2 as my favorite 4x Space game. In asking QT3 and reading other comments, it seems like the well-polished gem that I started playing, started off as a lump of coal.

I think Tom’s review was quite fair to Stellaris at is launch.

But what seems to separate Paradox from most game companies is to put in a lot of work after the fact to improve their games. Some like EU IV and HO IV, simply need polishing and bug fixes. Other like Stellaris need to be reforged.

Once people here start saying I’m seeing some shine on this game, I’ll give it another shot.


#3478

you do know the original designer of stellaris is NOT the designer today?

wiz and him have MAJOR differences of how the game should be…ergo, wiz is gonna create ‘his’ vision of the game

just an fyi


#3479

Probably a good thing then!


#3480

Agree with KC. (Hmm… If I call him Kevin F’ing C, then his initials become KFC).

Stellaris can be a much better game (I have 1100 hours in according to Steam), and Paradox has a history of making these kind of changes.


#3481

Fleet Manager DD

Fleet templates and one-click building and dispatching of reinforcements should take a lot of the pain out of building and managing fleets.

Also intrigued that every fleet has a home base, and is “intended to tie into other fleet mechanics planned for Cherryh that we are not quite ready to talk about yet.” Maybe some kind of supply model after all?

The scope of the changes for this update is pretty huge and they haven’t even talked about DLC features yet.


#3482

The Fleet Manager might be a minor addition compared to the scope of the other changes, but it is going to be such a huge improvement for me. Trying to keep a fleet composition intact was such a giant pain in the ass and having multiple designs of a hull type could be really annoying to deal with.

I know, right? I’m really looking forward to this expansion. I haven’t even bothered picking up Synthetic Dawn because I’m wanting to play with all these overhauls.


#3483

I am also looking forward to the changes.

I have over 1100 hours in this game according to steam.


#3484

Another move in the right direction:


#3485

I wish Scifi 4x games would drop the planet tile building and shipbuilding completely - That should really not be a focus for a 4x game in my ideal game.

Which is strange, because I still think Master of Magic is the pinnacle of the 4x genre, and that has the same kind of city planning as Stellaris has planet planning, but for some reason, it just works there and is not a chore in the same way.


#3486

Huh? I don’t really see the similarity between cities in MoM and planets in Stellaris?


#3487

I disagree, making combos and utilizing designs to gain advantage is the meat of any 4x, combat however could be less hands on than even Stellaris and I think it would be a blast


#3488

I don’t like tiles and I wish they went with a more scalable way of representing the tradeoffs in developing a planet. Ship design and building is definitely something that I want in a space 4x, but it can be done in good versus bad ways. They are making ship construction a lot less painful in the next release.


#3489

I don’t get whats so painful about it, most 4x games gets dragged down by endless wars in endgame, a simpler combat where you more direct efforts could shave some sweat off that and leave you to optimizing your empire WHICH IS FUN :)


#3490

I mean that each city correspond to a planet, and you buy things for your city to use, kinda like how you purchase things for your planets, just on tiles.


#3491

I mentioned that ship construction could be painful (e.g. building 200 new corvettes at 20 different space ports) not that hands-off combat is painful.

Well, it can be painful if you lose due to some problem in auto-targeting or whatever, but hands-on combat would be a poor fit for Stellaris.


#3492

Each yo his own of course, but I find purchasing a quarry or a generator to be the most mind numbing of all stuff. I want to be emperor, not the municipal city planner.