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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1747283 times)

Dostoevsky

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1410 on: April 16, 2016, 02:30:14 pm »

25% off at greenmangaming with the watch25 code. Probably won't get much deeper than that for us north american folks.

Many thanks. Lets one pick up the Nova edition for less than $40 (for that OST).
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JacenHanLovesLegos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1411 on: April 16, 2016, 04:17:37 pm »

I don't know if anyone has done this yet, but since Johan gave us the rules for making a name list, I tried my hand at making a dwarven one. It still doesn't contain names for warships, science ships, frontier outposts, or regnal names, due to the fact I made this in about 20 minutes and I have very little creativity. Feel free to add and post any changes you like.

The dwarf names and fleet names I just took from one of my own fortresses, and the planet names are mostly from community or succession fortresses. Some of the army names are pretty generic, and could probably be better. The generic ship names are just various pieces of clothing and equipment in DF. Anyway, here it is:

Code: [Select]
DWA1 = {
   selectable = yes

   ship_names = {
     generic = {
       "Battleaxe" "Warhammer" "Shield" "Buckler" "Shortsword"
       "Spear" "Helm" "Crossbow" "Mace" "Breastplate"
       "Lash" "Dagger" "Pick" "Sock" "Gauntlet"
       "Glove" "Cloak" "Boot"
     }

     corvette = {
       "Sharp" "Quick" "Frenzy" "Bloodstain" "Scar"
       "Gore" "Maim" "Maul" "Wound" "Hurt"
       "Slash" "Scratch" "Cut" "Mutilate" "Injury"
       "Crippler" "Disfigure" "Griever" "Deformer" "Piercer"
     }

     constructor = {
       "Fortress Maker" "Fortress Builder" "Fortress Creator" "Fortress Producer" "Fortress Manufacturer"
       "Mountainhome Maker" "Mountainhome Builder" "Mountainhome Creator" "Mountainhome Producer" "Mountainhome Manufacturer"
     }

     colonizer = {
       "Wagon I" "Wagon II" "Wagon III" "Wagon IV" "Wagon V"
       "Wagon VI" "Wagon VII" "Wagon VIII" "Wagon IX" "Wagon X"
       "Wagon XI" "Wagon XII" "Wagon XIII" "Wagon XIV" "Wagon XV"
       "Wagon XVI" "Wagon XVII" "Wagon XVIII" "Wagon XIX" "Wagon XX"
     }

     science = {
       "Inner Eye" "Third Eye" "Viewing Eye" "Examining Eye" "Analysing Eye"
       "Contemplating Eye" "Considering Eye" "Evaluating Eye" "Thinking Eye"
       "Appraising Eye" "Assessing Eye"  "Classifying Eye" "Estimating Eye" "Determening Eye"
       "Inspecting Eye" "Studying Eye" "Investigating Eye" "Probing Eye" "Observing Eye"
     }

     destroyer = {
       "Sharp Claw" "Quick Claw" "Frenzied Claw" "Bloodstained Claw" "Scarring Claw"
       "Gory Claw" "Grisly Claw" "Maiming Claw" "Mauling Claw" "Wounding Claw"
       "Slashing Claw" "Scratching Claw" "Cutting Claw" "Mutilating Claw" "Injuring Claw"
       "Crippling Claw" "Disfiguring Claw" "Grieving Claw" "Deforming Claw" "Piercing Claw"
     }

     cruiser = {
       "Sharp Beak" "Quick Beak" "Frenzied Beak" "Bloodstained Beak" "Scarring Beak"
       "Gory Beak" "Grisly Beak" "Maiming Beak" "Mauling Beak" "Wounding Beak"
       "Slashing Beak" "Scratching Beak" "Cutting Beak" "Mutilating Beak" "Injuring Beak"
       "Crippling Beak" "Disfiguring Beak" "Grieving Beak" "Deforming Beak" "Piercing Beak"
     }

     battleship = {
       "Glorious Massacre" "Glorious Bloodbath" "Glorious Carnage" "Glorious Slaughter" "Glorious Bloodshed"
       "Gorgeous Massacre" "Gorgeous Bloodbath" "Gorgeous Carnage" "Gorgeous Slaughter" "Gorgeous Bloodshed"
       "Inspiring Massacre" "Inspiring Bloodbath" "Inspiring Carnage" "Inspiring Slaughter" "Inspiring Bloodshed"
       "Delightful Massacre" "Delightful Bloodbath" "Delightful Carnage" "Delightful Slaughter" "Delightful Bloodshed"
     }

     orbital_station = { }
     mining_station = { }
     research_station = { }
     wormhole_station = { }
     terraform_station = {
       "Megaproject Worker" "Megaproject Builder"
     }
     observation_station = { }
     outpost_station = {
       random_names = {
         "Attentive Eye" "Watchful Eye" "Resting Eye" "Sharp Eye" "Scornful Eye" "Oblivious Eye" "Cunning Eye" "Zealous Eye" "Dauntless Eye" "Stubborn Eye"
       }
       sequential_name = "%O% Frontier Outpost"
     }

     transport = {
     }

     military_station_small = {}
     military_station_medium = {}
     military_station_large = {}
   }

   fleet_names = {
     random_names = {
       "The Gloved Lightnings" "The Laborious Stones" "The Barricaded Doctrines" "The Elevated Rocks" "The Mechanical Planets" "The Turquoise Tusks" "The Laborious Nourishment" "The Hopeful Pages" "The Savage Merchants" "The Honest Rags" "The Messianic Papers" "The Creative Robustness" "The Infinite Clasps" "The Indigo Fortresses"
     }
     sequential_name = "%O% Squadron"
   }

   ### ARMIES
   army_names = {
     defense_army = {
       sequential_name = "%O% Dwarven Militia"
     }

     assault_army = {
       sequential_name = "%O% Dwarven Berserkers"
     }

     slave_army = {
       sequential_name = "%O% Subjected Army"
     }

     clone_army = {
       sequential_name = "%O% Hauler Brigade"
     }

     robotic_army = {
       sequential_name = "Mecha-Dwarf Forces %R%"
     }

     android_army = {
       sequential_name = "Proto-Dwarf Forces %R"
     }

     psionic_army = {
       sequential_name = "%O% Mind Dwarves"
     }

     xenomorph_army = {
       sequential_name = "%O% Xeno Squad"
     }

     gene_warrior_army = {
       sequential_name = "%O% Experimental Forces"
     }
   }

   planet_names = {

     # Names that can be assigned to all planet types
     generic = {
       names = {
         "Boatmurderd" "Ironhold" "Icehold" "Headshoots" "Battlefailed" "Gemclod" "Ardentdikes" "Skyscrapes" "Necrothreat" "Spearbreakers" "Nist Akath" "Oceanbridge" "Brightwater" "Bronzemurder" "Flarechannel" "Copperblazes" "Soaplanterns" "Sparkgear" "Syrupleaf" "Deathgate" "Moltenchannels" "Breadbowl" "Murdermachines" "Towersoared" "Amberjewel" "Doomforest" "Cowpastures" "Watergate" "Breadbowl"
       }
     }

     pc_desert = {
       names = {
       }
     }

     pc_arid = {
       names = {
       }
     }

     pc_tropical = {
       names = {
       }
     }

     pc_continental = {
       names = {
       }
     }

     pc_ocean = {
       names = {
       }
     }

     pc_tundra = {
       names = {
       }
     }

     pc_arctic = {
       names = {
       }
     }
   }


   ### CHARACTERS

   character_names = {
     default = {
       # A complete name
       full_names = {
       }

       # Always combined with a second name
       first_names = {
        "Urist"
         "Cog"
         "Zon"
         "Ral"
         "Zuntir"
         "Lokum"
"Udib"
"Udil"
"Deduk"
"Rakust"
       }

       # Always combined with a first name
       second_names = {
         Olondatur Mamotmosus Athamoltar Idust Olonmuzish Momuzdodok Thakdoren Kubukatol Lelumshem Nikotdastot Athelrab Estunkogan Mamotlogem Omristoddom Osodas Limulreg Sakzulral Rallorsith Riraskubuk Sazirsezuk Lirukakrul
         Estunkogan Tusungmorul Idokmorul Urdimuker Thobritan
       }

       regnal_first_names = {
         "Black Wing" "White Wing" "Red Wing" "Star Wing" "Sky Wing" "Cloud Wing"
       }

       regnal_second_names = {
         Extak
       }
     }
   }
}
« Last Edit: April 16, 2016, 04:24:46 pm by JacenHanLovesLegos »
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Cicero

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1412 on: April 16, 2016, 04:28:52 pm »

So this Stellaris race maker is a thing: http://kaisersly.github.io/stellaris_race_maker/
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Puzzlemaker

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1413 on: April 16, 2016, 07:26:58 pm »

So if I had to say, I would say humans are Adaptive, Communal, and Weak.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1414 on: April 16, 2016, 07:33:48 pm »

Is it just me, or is Collectivism outright better than Xenophobia? I guess the idea is that this is balanced by xenophobia unlocking laws which let you deal with dissident aliens better.
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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1415 on: April 16, 2016, 08:15:47 pm »

Collectivism also doesn't allow you to pass laws to exclusively enslave aliens, if you want that.
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Orange Wizard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1416 on: April 16, 2016, 08:17:47 pm »

So if I had to say, I would say humans are Adaptive, Communal, and Weak.
We're pretty militaristic too
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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1417 on: April 16, 2016, 08:21:26 pm »

Without anything to compare to, humans could be pretty much anything.
One HFY story I like is about how humans are Very Strong, so who knows? :P
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Dostoevsky

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1418 on: April 16, 2016, 08:23:10 pm »

Collectivism (and individualism) also seem to block a number of government types, for what that's worth.
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Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1419 on: April 16, 2016, 08:44:53 pm »

Collectivism (and individualism) also seem to block a number of government types, for what that's worth.
Pretty much. If you are a fanatic individualist, you can only be democracies.

So if I had to say, I would say humans are Adaptive, Communal, and Weak.
Resilient plus whatever else. Seriously, if there is one thing we are truly good at is at moving onward nonstop. Which translates to stubbornness and I guess in this case aptitude for guerrilla (since it does involve a lot of moving around and waiting for the right moment).
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Puzzlemaker

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1420 on: April 16, 2016, 08:57:34 pm »

So my reasoning was:

We adapted to climate areas nothing like where we evolved (Near the equator in Africa)
Some of our closest relatives are stronger then us by a long shot (Gorillas) and many other animals often have stronger muscles
We are naturally social animals that form groups and currently we live in large populated cities

Resilient I would say is also true, but again there is nothing to compare it with so it's hard to say. 
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1421 on: April 16, 2016, 09:07:41 pm »

if there is one thing we are truly good at is at moving onward nonstop.
This is only true if you assume that all the social and cognitive behaviors we've got going on, though exceptional on our own world, are the requisite baseline for species to get into space.
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MrWiggles

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1422 on: April 16, 2016, 09:55:22 pm »

Blorg for Party Committee Executive.
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Shadowlord

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1423 on: April 16, 2016, 10:25:20 pm »

Hydral for Party Committee Executive.
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Dansmithers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #1424 on: April 17, 2016, 01:08:03 am »

I made Blackwatch in the race creator:


Admirals/generals are eligible for rulership

+75% Alliance cost
+40% Army damage
+5% Engineering output
+1 Leader skill levels
+5% Minerals
+5% Physics output
-10% Resource output without slaves
+50% Rivalry influence gain
-10% Ship cost
-25% Ship upgrade cost
+5% Society output
+10% War happiness
+75% War tolerance
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