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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1743795 times)

umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6330 on: April 23, 2018, 10:02:51 am »

I'm looking forward to it, if only because it will give more stuff for modders to work with.

---------

I'm playing a modded game where every single faction is some kind of human. There's 13 of them. Sadly while the game can track the same species for a race for like 2 - 3 factions for some reason it can't track it for 13 so it splits it into different species even if they're the same, but 2 - 3 will be considered the same species.

Anyway, I set it so their ethics are all about the unrest and deviation. What happens is that every faction constantly has rebellions and changes their ethos nonstop. Thus it becomes a game of CK2 in space.

Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6331 on: April 23, 2018, 11:05:32 am »

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6332 on: April 23, 2018, 11:09:41 am »

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ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6333 on: April 23, 2018, 11:28:16 am »

wow. haven't even finished fixing the last dlc, announced the next one already
They fixed the last dlc, it's just that they fucked things up in the more recent patches which is just plain embarassing at this point.

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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6334 on: April 23, 2018, 12:02:17 pm »

Ten bucks to paint a dragon pink...

I mean, they could have more, but this is how they chose to debut the DLC. And they called it Story Pack, which apparently is there term for something that doesn't actually alter mechanics but just does events and stuff - which is good, I guess, because it means their mechanics team can maybe work on actually fixing the game meanwhile.
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GiglameshDespair

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6335 on: April 23, 2018, 12:23:54 pm »

their mechanics team can maybe work on actually fixing the game meanwhile.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6336 on: April 23, 2018, 12:31:42 pm »

Behind Closed Doors: Discover hidden traces of an ancient gateway network unlocking a sealed path to a constellation outside our own galaxy. But is this door holding something out, or keeping something in?

Obviously that space-door is keeping me in here and also keeping me out of there. You can't trick me with your semantics, now fire up the world smashers. We shall greet the neighbors.
« Last Edit: April 23, 2018, 03:44:36 pm by Dunamisdeos »
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Baffler

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6337 on: April 23, 2018, 03:32:15 pm »

I'm looking forward to it, if only because it will give more stuff for modders to work with.

---------

I'm playing a modded game where every single faction is some kind of human. There's 13 of them. Sadly while the game can track the same species for a race for like 2 - 3 factions for some reason it can't track it for 13 so it splits it into different species even if they're the same, but 2 - 3 will be considered the same species.

Anyway, I set it so their ethics are all about the unrest and deviation. What happens is that every faction constantly has rebellions and changes their ethos nonstop. Thus it becomes a game of CK2 in space.

I did this too, although I did it with Fermi Paradox and let myself explode organically, and I didn't have that problem. Did the game start with all those factions separate?

Anyway I almost wish it had happened in my game. Space racism would've really greased some wheels to keep the galaxy interesting. As-is they rebelled but always ended up drifting to fanatic egalitarian / pacifist, having peaceful relations with everyone forever, and finally federating. Still a good story I guess, but not the one I was expecting, and probably not as fun to play through either.
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Chiefwaffles

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6338 on: April 23, 2018, 03:43:48 pm »

From the video description:
Quote
Behind Closed Doors: Discover hidden traces of an ancient gateway network unlocking a sealed path to a constellation outside our own galaxy. But is this door holding something out, or keeping something in?
 
Sensors are Picking up… That Can’t be Right: Encounter dozens of new anomalies and events for your intrepid scientists to observe and analyze, and a galaxy of wonders for them to discover.

Brave New Worlds: Plot unexplored unique solar systems, each with their own story to tell. Gain technology, resources, and valuable worlds to colonize.

There’s Always a Bigger Fish: Come face to face with a number of unique gargantuan creatures that exist and thrive in the vacuum of space. But approach with caution, because whether gentle giants or something more sinister, these legendary behemoths have existed long before you and will do what it takes to survive long after.

I'm moderately excited for the story pack. Stuff like the hidden constellation and unique solar systems are pretty cool already, but I've always felt that the game desperately needed more anomalies. Especially now that with the latest devlog they've said that anomalies are no longer going to be repeatable.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6339 on: April 23, 2018, 03:57:35 pm »

wow. haven't even finished fixing the last dlc, announced the next one already
The people who generate content aren't the same people who fix bugs? Unless you expect writers and artists to go coding. Story packs rarely require new mechanics, they're mostly new events and art assets.
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Mephansteras

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6340 on: April 23, 2018, 04:10:58 pm »

wow. haven't even finished fixing the last dlc, announced the next one already
The people who generate content aren't the same people who fix bugs? Unless you expect writers and artists to go coding. Story packs rarely require new mechanics, they're mostly new events and art assets.

Agreed. It makes a lot of sense to do a story pack expansion after a major mechanic change expansion for this exact reason. Give the coders time to work on bugs while still having the rest of the teams work on a project.
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ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6341 on: April 23, 2018, 05:54:15 pm »

wow. haven't even finished fixing the last dlc, announced the next one already
The people who generate content aren't the same people who fix bugs? Unless you expect writers and artists to go coding. Story packs rarely require new mechanics, they're mostly new events and art assets.

artists sure, but the story pack is being accompanied by a complete rewrite of anomalies as a mechanic, so it's not as clear cut for the guys who do nothing but write events and scripts.
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USEC_OFFICER

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6342 on: April 23, 2018, 06:04:54 pm »

Isn't updating anomalies part of generating/tweaking mechanics to make the game more enjoyable to play?
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Mephansteras

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6343 on: April 23, 2018, 06:12:07 pm »

Is it reworking how anomalies work? I just got the impression they're adding in a bunch of new anomalies to the existing ones so that it's not the same set of stuff.

I'm not sure on exactly how anomaly stuff is coded in Stellaris, but in most games this sort of thing is done using scripting. So you'd have a team that does content generation that includes people who know how to script things but aren't full-on programmers. This sort of thing is quite common in games that have level designers, for example. The level design team is very different from the game engine team.

Granted, Stellaris could work quite differently as a company than the Game company I worked at or the ones I've had friends work for. But that division of labor is at least very common.
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