Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 208 209 [210] 211 212 ... 632

Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1743532 times)

kilakan

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3135 on: July 23, 2016, 03:51:53 pm »

You wouldn't want to use weapons like those if you wanted to take a planet for yourself, though. Even a barrage of conventional WMDs would render much of the place uninhabitable.

And since you can't seem to destroy planets in Stellaris, we can assume that even the most warlike species with the most liberal bombardment policies avoids the use of God Rods and the like.
I really do wish you could destroy worlds ala Distant worlds.  The closest thing you can do in stellaris is capture them and then purge all the population....
Logged
Nom nom nom

Persus13

  • Bay Watcher
  • 6th King of the Mafia
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3136 on: July 23, 2016, 05:15:43 pm »

Space combat certainly would fit Mahan's naval theories well.
Logged
Congratulations Persus, now you are forced to have the same personal text for an entire year!
Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
Sigtext

inteuniso

  • Bay Watcher
  • Functionalized carbon is the source.
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3137 on: July 23, 2016, 06:49:33 pm »

You wouldn't want to use weapons like those if you wanted to take a planet for yourself, though. Even a barrage of conventional WMDs would render much of the place uninhabitable.

And since you can't seem to destroy planets in Stellaris, we can assume that even the most warlike species with the most liberal bombardment policies avoids the use of God Rods and the like.
I really do wish you could destroy worlds ala Distant worlds.  The closest thing you can do in stellaris is capture them and then purge all the population....

You can't release all of the expansions with vanilla... even vanilla DW didn't have world destroyers.
Logged
Lol scratch that I'm building a marijuana factory.

Shadowlord

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3138 on: July 23, 2016, 06:58:24 pm »

Vanilla Master of Orion II did. :V
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

Culise

  • Bay Watcher
  • General Nuisance
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3139 on: July 23, 2016, 07:06:22 pm »

I'm fairly sure Death Terror Stars were in the very first GalCiv1, too, but it's been a long while since I played.  I do know they ended up being pushed to expansion packs in 2, though, so it may not be the best example.
Logged

kilakan

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3140 on: July 24, 2016, 08:43:03 am »

You wouldn't want to use weapons like those if you wanted to take a planet for yourself, though. Even a barrage of conventional WMDs would render much of the place uninhabitable.

And since you can't seem to destroy planets in Stellaris, we can assume that even the most warlike species with the most liberal bombardment policies avoids the use of God Rods and the like.
I really do wish you could destroy worlds ala Distant worlds.  The closest thing you can do in stellaris is capture them and then purge all the population....

You can't release all of the expansions with vanilla... even vanilla DW didn't have world destroyers.
No but vanilla DW did have nuclear weapons you could use for bombardment that destroyed habitability/population fairly fast.... at least I think it did.
Logged
Nom nom nom

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3141 on: July 26, 2016, 03:31:59 am »

The snare seems like a stupid mechanic to me.  Just means you have to send one ship ahead of the rest of the fleet all the time.  Added layer of tedium and all that.

I'm not sure what you mean - do you mean when you're attacking? I guess that never really bothers me, because I just sort of treat it like fighting another fleet that happens to be stationary. I normally don't attack unless I have overwhelming odds anyway, and instead draw the attackers to my front lines where I can fight them on my terms if I don't think I can beat a big fleet + fortress.

For me, any tedium it causes is far outweighed by the tedium of having to do endless cat and mouse with the enemy.


I mean...when you have nearly infinite space to play around in, space warfare probably would end up being one massive cat-and-mouse game. The only time that would be an exception is when the objective is a large, relatively stationary object that fleets could condense around.


yes, and you'd get generals to help in the endless positioning required for defending. in stellaris instead you get ganged up by federations, using dozens splinter fleets you need to all track and follow and predict manually
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3142 on: July 26, 2016, 06:31:18 pm »

focus on power production and make fuckloads of interdicting defense platforms if they're small enough fleets (which, knowing federations, they damn well will be)

Also, fuck federations fleets. I made a 300 population fleet, 6 battleships, 24 cruisers, 42 destroyers, 72 corvettes, probably the second most powerful fleet in the entire galaxy outside my own personal fleet, perfectly designed to combat all of the federation's enemies (point defense on every corvette, fighters on every cruiser, 2 battleships had fighters, 4 had nothing but tachyon lances). They dismantled it the instant they got control of the federation and replaced it with a bunch of worthless fleets with some tiny amount of corvettes and cruisers each. The fuck's the point if they get rid of it all the instant they get control? I had to pay for all of it myself, goddamn, plus, 100 out of the 300 population involved in that was provided by me out of my own population, so come on, I'm rich and powerful and you people ain't, let me help you.

EDIT: And you know what, more AI complaining, I also had to personally destroy the entire prethoryn scourge myself despite the aforementioned federation fleet being perfectly prethoryn busting and getting into control of my allies, all of whom were getting completely walloped by the prethoryns with me being the only one with no risk associated, because for some reason they don't consider prethoryns an actual threat even though they're the only threat at all.

EDIT 2: Also, every time you delete a federation fleet design it resets to your standard fleet UI instead of the federation design UI. Completely awful. Don't bother with federations.
« Last Edit: July 26, 2016, 06:37:12 pm by Putnam »
Logged

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3143 on: July 26, 2016, 07:08:57 pm »

The AI is exactly as good or bad as it needs to be to fuck the player.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Orange Wizard

  • Bay Watcher
  • mou ii yo
    • View Profile
    • S M U G
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3144 on: August 01, 2016, 05:25:11 am »

New dev diary

1.3 patch notes aren't out yet, although apparently next week's diary will have more information. They've gone back on some of their earlier plans so as to add a bunch of community suggestions, hopefully they'll be enough to lift my self-imposed ban on looking at sector planets

There's also a small update being released on the 4th along with plantpack. Not sure what's in there yet.
Logged
Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3145 on: August 01, 2016, 09:35:48 pm »

jesus christ how horrifying

well okay i mean unless they fix federation fleets and such somewhat

Neonivek

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3146 on: August 01, 2016, 09:41:34 pm »

Well... I guess... that is... an improvement kind of?

But... how about, I dunno crazy idea, instead of having a Federation victory... instead you just allow Federations to qualify for the ordinary victory conditions?

Still isn't worth being in a federation though.
Logged

Orange Wizard

  • Bay Watcher
  • mou ii yo
    • View Profile
    • S M U G
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3147 on: August 01, 2016, 09:44:35 pm »

Weren't federations mostly intended for multiplayer groups?
Logged
Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Neonivek

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3148 on: August 01, 2016, 09:56:05 pm »

Weren't federations mostly intended for multiplayer groups?

That would certainly explain a lot...

But I'd think no...
Logged

ZeroGravitas

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3149 on: August 01, 2016, 09:58:10 pm »

Weren't federations mostly intended for multiplayer groups?

absolutely not. whatever gave you that idea?

in any case, the federation joint victory condition was touted in pre-release streams. so maybe at some point development will catch up to what was promised 6 months ago. interesting that it's now a separate case, though.
« Last Edit: August 01, 2016, 10:02:22 pm by ZeroGravitas »
Logged
Pages: 1 ... 208 209 [210] 211 212 ... 632