Author Topic: Stellaris  (Read 24826 times)

Offline Aklyon

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Re: Stellaris
« Reply #60 on: May 10, 2016, 11:30:33 am »
You can set your civilian ships to passive instead of run away mode, then they'll not immediately flee from everything.

The problem is, they also won't notice the enemies if you tell them to survey the system in that mode.

Offline Draco18s

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Re: Stellaris
« Reply #61 on: May 10, 2016, 12:14:11 pm »
I randomly forget that I haven't been following this thread.  This is today's "first new post."

Apparently the game has several phases it goes through. Once you reach a certain planet limit, you need to start appointing districts and regions and you start managing the game that way. So the micromanagement overload you can get by the endgame seems to be handled neatly.

I may be more than OK with this.

Offline crazyroosterman

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Re: Stellaris
« Reply #62 on: May 10, 2016, 12:31:58 pm »
well I think I'm actually going to play this now sometime providing there's some pause mechanism  and that it responds properly.
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Offline Aklyon

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Re: Stellaris
« Reply #63 on: May 10, 2016, 12:44:12 pm »
well I think I'm actually going to play this now sometime providing there's some pause mechanism  and that it responds properly.
It works like Paradox's other games (not surprising, since its the same engine): Push space to pause. Push space to unpause.

Offline eRe4s3r

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Re: Stellaris
« Reply #64 on: May 10, 2016, 01:27:47 pm »
Btw, for anyone else falling in the same trap like me..

To get achievements in Steam you need to enable Ironman mode


Sooo... this game needs a few patches.. firstly I have the stutter bug (which is gonna be fixed I hear.. good) but more importantly let's talk about the mid-game.. the mid-game in this game is a great or let me rephrase this, huge mess.

The mess is not that it's too much micro management, the mess is that you get a system, called "sectors" that takes away "quick" control of planets from you... this is usually not a problem, except that to build ships in these sectors you have to manually select these planets by zooming in carefully, since these planets are no longer listed anywhere (no that is not a typo, you can no longer find or click on these planets easily when they are in a sector, clicking on the planets from the galaxy map takes you.. to your homeworld... );/

Why is this a problem you ask? Well, because building ships goes through the planet menu and the sector AI does NOT build combat ships nor can you tell it to. This means if you wanted to actually have all your 60 other planets ALSO produce ships, you know, in case of war, you have to manually select each of those 60 planets, and manually give a build order for ships.

This is a really strange design mishap imo...

Aside that one gameplay issue (And it really becomes a huge issue actually...) I actually really enjoy this game.. can't wait to see what modders can do. Especially combat and fleet balance may need a few.. fixes ;p
« Last Edit: May 10, 2016, 01:42:47 pm by eRe4s3r »
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Offline Draco18s

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Re: Stellaris
« Reply #65 on: May 10, 2016, 02:15:09 pm »
Sounds like something that should be posted on the Paradox forums with a big red flag going, "Hey, Paradox! Massive interface problem!"

Offline crazyroosterman

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Re: Stellaris
« Reply #66 on: May 10, 2016, 02:57:59 pm »
Btw, for anyone else falling in the same trap like me..

To get achievements in Steam you need to enable Ironman mode


Sooo... this game needs a few patches.. firstly I have the stutter bug (which is gonna be fixed I hear.. good) but more importantly let's talk about the mid-game.. the mid-game in this game is a great or let me rephrase this, huge mess.

The mess is not that it's too much micro management, the mess is that you get a system, called "sectors" that takes away "quick" control of planets from you... this is usually not a problem, except that to build ships in these sectors you have to manually select these planets by zooming in carefully, since these planets are no longer listed anywhere (no that is not a typo, you can no longer find or click on these planets easily when they are in a sector, clicking on the planets from the galaxy map takes you.. to your homeworld... );/

Why is this a problem you ask? Well, because building ships goes through the planet menu and the sector AI does NOT build combat ships nor can you tell it to. This means if you wanted to actually have all your 60 other planets ALSO produce ships, you know, in case of war, you have to manually select each of those 60 planets, and manually give a build order for ships.

This is a really strange design mishap imo...

Aside that one gameplay issue (And it really becomes a huge issue actually...) I actually really enjoy this game.. can't wait to see what modders can do. Especially combat and fleet balance may need a few.. fixes ;p
ahh in that case ill wait this out a bit then as patient as I am having to manually click through even 40 planets would make me go a little mad 20 or more I could cope with but 40 or more and nope nope nope.
c.r

Offline Aklyon

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Re: Stellaris
« Reply #67 on: May 10, 2016, 04:56:48 pm »
Well, what if you kept your major shipbuilders out of sectors?

Its not a pretty idea, but I bet it'd work until you need to build a lot of ships simultaneously.

Offline Misery

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Re: Stellaris
« Reply #68 on: May 10, 2016, 06:19:25 pm »
Well, what if you kept your major shipbuilders out of sectors?

Its not a pretty idea, but I bet it'd work until you need to build a lot of ships simultaneously.

You probably could do this.

I don't think the game FORCES you to stick everything into sectors or even use them at all.   And for more "important" areas you might be best retaining all control anyway.

Offline Aklyon

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Re: Stellaris
« Reply #69 on: May 10, 2016, 06:31:36 pm »
As is traditional with paradox force limits/demense size things, if you go over it you get a malus. Going too far over will probably ruin your economy, but won't literalyl stop you from running everything yourself.

And if you don't care about ironman achivements, there are already mods to defenestrate the direct control limit, making sectors purely optional.
« Last Edit: May 10, 2016, 06:33:23 pm by Aklyon »

Offline Cyborg

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Re: Stellaris
« Reply #70 on: May 10, 2016, 07:39:37 pm »
I also encountered the amoebas and the pirates. I was lucky to roll level 3 antimatter missiles and a better fusion core. Man was that fun! Got the warning message at the top, fleet roll out, obliteration and then the loot drop.

I did encounter a strange bug with the survey ship stuttering trying to reveal some mechanism that was crushing an asteroid. Generally, if you have a huge build up of materials, there's something you could be producing. One thing I haven't gotten the hang of yet is how to peacefully absorb other civilizations. I researched Federation, but I couldn't get them to join. Unlike Europa 4, there doesn't seem to be a requirements list.

Other than that, I'm having a wonderful time, and as a 4X, this is great. I have a feeling this will go down as one of the great 4x space games of its time. Can't wait to play right now!
« Last Edit: May 10, 2016, 07:41:08 pm by Cyborg »
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Offline chemical_art

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Re: Stellaris
« Reply #71 on: May 10, 2016, 08:46:15 pm »
Have no idea how this game is (but ceratinly interested have the drones slaves debuggers sort it out), but will attempt to explain the "Why are humans diplomats" idea.

If you read on older sci-fi where aliens attack (tm?) one of the most terrifying facts of the aliens is that they seem to be unified. Humans are divided while the aliens unite and manage to focus enough energy to attack other planets.

Humans sooner or later manage to attain space flight, but still retain that essence of division. That is precisely why they accept new ideas and race: they have to learn those skills just to survive as a species.

Similarly why humans may have militarist tendencies: Even while they try to use diplomacy to stay together, they still fight each other on occasion. It keeps them sharp.


It is an...optimistic view of humanity, but when you are facing races that have hive-mind efficiency you have to find something to balance it out. I doubt a space faring race of bees/ants are so good and negotiating trade deals...
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Offline Aklyon

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Re: Stellaris
« Reply #72 on: May 10, 2016, 10:03:06 pm »
And then you get things like this (from here), where diplomacy-fu is what gets us out of the mess in the first place.

Offline Draco18s

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Re: Stellaris
« Reply #73 on: May 10, 2016, 10:15:34 pm »
To pull a paraphrased quote from somewhere that I've now forgotten:

"What if humans are the abnormal ones in the universe, like we have a massive healing factor compared to the other aliens and we. Just. Won't. Die."

Stuff like that.

That said, one of my favorite fictional races was a race that had a culture of abhorring ranged combat.  So all fights were done with swords all the way up to the space age.  At which point their fighter craft are giant, ultra-hard bladed weapons that they fly with incredible precision (because in order to win a duel you had to hit the cockpit of the other guy).  Hmm, wonder if I can find that story now...oh sweet.  Bleeding Edge, that was easy.

Offline madcow

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Re: Stellaris
« Reply #74 on: May 11, 2016, 12:38:43 am »
Well. I just got this game and have played a little. Still learning how to play really.  It's been fun so far, but definitely is overwhelming even at the beginning to learn.


I've certainly been having issues with the UI in that there's some information I want to know that just doesn't feel presented. For instance. I figured out that you can see what resources a system has by going to the galaxy map and clicking a construction ship. But I can't tell what systems I've built in and which I haven't without clicking on them. It would be so nice to show collected vs available. That's incredibly frustrating to me. I also tend to lose track of anomalies, and getting my science vessels to them has been annoying I sometimes issue a move instead of an actual do something command. Which is again frustrating! I can't tell if there is a way to queue commands either. Which would be nice.

Is there a way to see a list of habitable planets btw? I haven't built a colony ship so I assume that will show them all.

Basically it's a lot of nit picky ways the interface works. It seems like a good game, but lots of little ways in how the information is conveyed that could be improved upon.  The civ style encyclopedia would have been pretty handy as well.  Some of the stats I don't know what they are and tool tips aren't the most helpful. Which to be fair is par the course for paradox games.

And don't get me wrong, I've enjoyed it all so far. Still quite early on though. But I see promise!