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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1742767 times)

umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3615 on: November 03, 2016, 04:19:49 pm »

You have to wonder if sometimes they play their own game.

Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3616 on: November 03, 2016, 04:26:01 pm »

Well, spawning additional artifacts is a step in the right direction. Now they just need a way to make events empire-unique.
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thegoatgod_pan

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3617 on: November 03, 2016, 04:54:33 pm »

Well, spawning additional artifacts is a step in the right direction. Now they just need a way to make events empire-unique.

Or just make it so scanning a planet strange to you, but previously scanned for someone else, is exactly the same as scanning a truly virgin world. Otherwise, about midgame, science vessels do nothing, or hover by cities increasing their science.
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Digital Hellhound

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3618 on: November 03, 2016, 05:19:29 pm »

The other-civs-surveying-first-issue isn't necessarily something they'd mention in a dev diary. I'd wait for patch notes to see if they're really ignoring it.
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3619 on: November 03, 2016, 06:36:32 pm »

Does anyone else feel that the probabilities on the anomaly successes are just a little bit off? I mean, I do understand probabilities for what they actually are, but doing absolutely anything about 7% seems to fail (I had 3 ships blow up in about 10 minutes). It's not that I'd mind, but the penalties for it going wrong are mostly much heavier than the gains of it going right.
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IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3620 on: November 03, 2016, 07:58:28 pm »

Well, spawning additional artifacts is a step in the right direction. Now they just need a way to make events empire-unique.

Or just make it so scanning a planet strange to you, but previously scanned for someone else, is exactly the same as scanning a truly virgin world. Otherwise, about midgame, science vessels do nothing, or hover by cities increasing their science.
They should really have an anomaly generation system in general, not just for precursors. Otherwise, as you say, science vessels run out of interesting things to do and become slotless buildings. They already try a bit with vessel-required events and battle debris, but anomalies have a lot more range to them at the moment.

That said, the whole system badly needs an overhaul. I heard it was intended to be a Star Trek minigame, which is a brilliant idea, but spamming "Leave Be For Now" because there's no point risking failure when you can just wait to hit level 5 is not very Star Trek like.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3621 on: November 03, 2016, 08:03:45 pm »

"Captain's Log. Stardate: 2261... We have... ENCOUNTERED... an extremely interesting... but deadly... species of pre-sentients... we have... DECIDED... to leave them... until we've achieved... our... dreams. Kirk out."
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Karnewarrior

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3622 on: November 04, 2016, 12:38:10 am »

"Captain's Log. Stardate: 2261... We have... ENCOUNTERED... an extremely interesting... but deadly... species of pre-sentients... we have... DECIDED... to leave them... until we've achieved... our... dreams. Kirk out."
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IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3623 on: November 04, 2016, 02:02:49 am »

It really does.

I do wish pops were a little more fluid, though. I totally appreciate the simplicity of keeping them as discrete, relatively static units, but I find the way planets clog up rather unfortunate.
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Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3624 on: November 04, 2016, 05:57:16 am »

Also how famine, bombardment and natural disasters can't wipe out a planet's population, you can't sterilize pops but keep them alive (short of slavery with reproductive rights disabled) yet somehow you are able to exterminate a pop even if that would cause the planet to become uninhabited (surely the last pop would take issue with self-extermination?). And it really, really is unfortunate that the cloning tanks do not let you clone pops :<

TempAcc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3625 on: November 04, 2016, 06:47:33 am »

Ye, its really sad that we don't have an option to purge pops with bombardments. You should really be able to get some sort of doom bomb that would wipe out a global population but end up turning the world into a radioactive wasteland that only robots or HEAVILY modified pops could live in. I mean, tomb worlds are a thing in the game already, crater included, so why not give the player the ability to do it?
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3626 on: November 04, 2016, 06:51:21 am »

Also how famine, bombardment and natural disasters can't wipe out a planet's population, you can't sterilize pops but keep them alive (short of slavery with reproductive rights disabled) yet somehow you are able to exterminate a pop even if that would cause the planet to become uninhabited (surely the last pop would take issue with self-extermination?). And it really, really is unfortunate that the cloning tanks do not let you clone pops :<
Hold on, since when does famine and bombardment not kill pops? I lost a colony once, it was being bombarded enough that the pops couldn't grow food. One day, every pop on the planet just...vanished. The enemy didn't capture it, it simply reverted to being an uninhabited world.

Also the famine modifier stuck around until I eventually recolonized. Was worried that the new pops would just instantly die >_>
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Flying Dice

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3627 on: November 04, 2016, 08:48:07 am »

The vanilla odds of a pop dying from bombardment are vanishingly low if you're trying to kill them all off. Usually the enemy will surrender before you get to that point.
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sprinkled chariot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3628 on: November 04, 2016, 09:26:32 am »

There was some string in devlog, that they are looking into planetbusters/ mass destruction weapons :)
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3629 on: November 04, 2016, 09:55:26 am »

The vanilla odds of a pop dying from bombardment are vanishingly low if you're trying to kill them all off. Usually the enemy will surrender before you get to that point.
Yeah, but this was 3 or 4 pops dying all at the same time and starvation was in effect. Either I got unbelievably unlucky with bombardment rolls or something screwy was going on.
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