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Stellaris - Paradox new sci-fi grand strategy game

MoLAoS

Guest
Why would you ever take the option not to open the vault? Like, wtf Paradox?
 

crakkie

Arcane
Joined
Nov 20, 2004
Messages
1,608
Location
Louisiana
"Let's crack this thing open!"

"Greetings strange creatures! I am looking for my father, a middle-aged guy."

"It raises its appendage in an attack pose! Open fire!"
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,891
Location
Lulea, Sweden
Why would you ever take the option not to open the vault? Like, wtf Paradox?

Oh a treasure!
Mimic_by_BenWootten.jpg
 

kris

Arcane
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Oct 27, 2004
Messages
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Lulea, Sweden
the two obvious things here is events that bring death or treasure.

What I hope for is things that for example change your colonists making them into a new race. Suddenly they are no longer "human" and might want to break free, or even becoming their own factor. Or of course giving a unique something, like tech insight, benefits or scaring the rest of your people!
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,102
Next week Game Director Henrik "Doomdark" Fåhraeus will tell to you about War, Peace, Influence and Claims!

Claims in space. *Sniffs.*
For some reason I've got that specific feeling that this game is gonna suck balls.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,102
Well, yeah - claims could work in the situations you presented, between "Friendly" empires or in presence of something like coalitions/united planets thing. Altough, I would love to have an option to ignore them totally.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
I'm sure you'll be able to ignore or disregard them in some way. That's the kind of fascinating material that wars later get started over.
 

Space Satan

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Good news everyone!

This week we will talk about the Ship Designer. Last week we said that this week would be about “War, Peace, Influence and Claims”, but due to some really good (and secret) reasons we have decided to postpone that Dev Diary for a later date. Now let's continue with how you customize your ships in Stellaris...

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Customizing your ships is vital for making sure that your ships are equipped for any challenges that awaits them in the galaxy. Your ships have a build cost, build time and maintenance cost that is calculated from the different sections and components that your ship consists of. The ships also receive a wide range of different values; all these are affected by what sections and components you use on your ship. These values can be modified by, among other things, researching technologies and the traits of your leader.

Every ship consists of at least one section that you can place different components on. A Corvette, for example, has one only section but a Battleship has three. The number of slots on each section (slots to place components) may vary between different sections. You can choose all different sections by yourself. The sections are divided into categories based on where they are placed on the ship, so a stern section cannot be placed in the middle section position.

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Every section may have available weapons and utility slots. These slots can be of Small, Medium or Large sizes. The different sizes affect the size of the component you may place in the section; a large weapon component may, for example, do more damage but has a lower hit chance. Some sections also have a hangar slot, but more on those in a later dev diary...

Weapon components are, like the name suggests, different components that work as weapons of some kind. It could be something like a huge X-Ray Laser or some point-defenses that are great for when you encounter hostiles using missiles.

Utility modules are passive components that affect the properties of the ship. It could be different types of shield or improved power reactors. A reactor is vital for your ship to function; several different weapon and utility components drain power, and unless you have enough reactors providing the necessary power, your ship will not be able to function (it’s an invalid design).

We also have some required components depending on the class of ship you are trying to build. One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL. It is, however, only possible to have ships with the same type of FTL in the same fleet. You may also set what thruster to use, which affects the speed of your ships and their evasion chance. For military ships, you can also set what combat computer to use on the ship, which affects how they behave in combat. Different combat computers can be unlocked by technologies. There are a lot more types of components than the above, but this should give you a hint of the basic mechanics..

For those of you who really don’t like to fiddle around with designing your own ships (and we know that you are legion), we have the option to auto-generate new ship designs whenever you research a new technology with something that the game thinks you should use on your ships. This algorithm is very close to what the AI will use.

In the mid and late game you may also use the designer to customize your military defense stations and make sure that noone will ever be able to penetrate your solar system defenses.

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That is all for this week, I hope you enjoyed it despite the fact that I don’t write as well as Goosecreature! ;-)

Next week we will talk about fleet combat in Stellaris!
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,891
Location
Lulea, Sweden
i was hoping I could see whether this mention of "claims" would be great or shit.

Claims feel more like something out of an established universe with factions that know each other and have a galactic "UN".
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
Hopefully you can tell the space UN to go fuck itself and agro everyone who cares about it.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
I wonder if the AI will be smarter about this one specific thing every AI fumbles on: They ALWAYS decide that you don't have a military and declare war on you, despite having no actual invasion plan, and things then go horribly pear-shaped when they forgot about the fact that you're more advanced and have fuckhuge industrial capacity, so in the 4 or 5 turns it takes them to decide to try to invade something, a giant armada of ships each individually capable of obliterating their entire fleet materializes from your war factories. Whoops.
 
Joined
Mar 3, 2010
Messages
9,270
Location
Italy
eu games already solved that problem. get big enough and nobody will dare to declare war on you, for as bad as they can hate you.

("i hate your guts" or "i hate you guts"? the former makes sense but i've heard the latter much more often)
 
Joined
Mar 3, 2010
Messages
9,270
Location
Italy
if you know what you're doing, coalitions aren't even going to be formed against you. if you know only half of what you're doing, once a coalition forms you'll seek targets elsewhere. if you don't know what you're doing, you deserve to die to coalitions.
 

Space Satan

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Space Hell
Good news everyone!

Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Like always it is important for you to remember that things are subject to change.

In Stellaris we have a number of different types of weapons that the player may choose to equip his/her ships with. All weapons can be grouped into either energy, projectiles (kinetic), missiles, point-defenses and strike craft. Their individual effects and stats vary somewhat, so let’s bring up a few examples. One type of energy-weapon is the laser, using focused beams to penetrate the armor of a target dealing a medium amount of damage. Mass Drivers and Autocannons are both projectile-weapons with high damage output and fast attack-speed, but quite low armor-penetration. This makes them ideal for chewing through shields and unarmored ships quickly, but are far worse against heavily armored targets. Missiles weapons are space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems. There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.

Strike crafts are different from the other weapon types since they are actually smaller ships that leave their mothership. Cruisers and Battleships can in some cases have a Hangar weapon slot available, in which you may place a type of strike craft. Currently, we have two types of craft; fighters and bombers. Fighters will fire upon ships, missiles and other strike craft. Bombers however may not fire on other strike craft or missiles, but they will do more damage than fighters against capital ships. Point-defense weapons can detect incoming missiles and strike-crafts and shoot them down. These weapons may also damage hostile ships, if they are close enough, but will do significantly less damage against those.

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When it comes to defenses, you may increase the durability of your fleet in combat by placing armor and shield components in the utility slots on your ships. Armor components will reduce the incoming damage and can’t be depleted during combat. Shields work much more like an extra health bar to your ships and will be depleted if they take too much damage. Shields will automatically regenerate after combat, unless you have certain components that allow your shields to regenerate during combat. Both shields and armor can have their efficiency reduced if the enemy uses armor and/or shield penetrating weapons.

The different components you place on your ships will also affect certain other key combat values:… Hull points is a value corresponding to the “hit points” or health of your ship. Evasion affects the chance for your ship to evade a weapon firing at it. You may also affect the overall stats (values) of your fleet by assigning an Admiral to it. The stats of your fleet will both be affected by the skill and the traits of your leader. But be aware that traits will not always have a positive effect. I would recommend everyone to always have good admirals assigned to their military fleets since they can really improve your stats, like +20% fire rate and +10% evasion.

Once the combat has begun, you very few options to control what happens, much like it works in our other grand strategy games. For this reason it is really important not to engage in a battle that you are not ready for. As a fallback, it is possible to order a full retreat through the “Emergency FTL Jump” option, this will basically cause your fleet to attempt to jump to the closest system. However, during the windup for the EFTL jump your ships will not be able fire back at the hostile ships, so you put yourself in an exposed situation. Depending on what type of fleet you have, you might want them to always engage in combat or always try to avoid it; for this purpose we have different fleet stances. The evasive stance will try to avoid combat and the fleet will leave a system if a hostile arrives. Civilian fleets have this stance on per default. Aggressive stance will actively make your fleet attempt to attack any hostile that enters the same system as them. Passive stance will, like the name suggest, make your fleet only engage in combat when enemies are within weapon range.

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The combat might be off-hand, but you can still indirectly affect how each individual ship will behave. When you design your ship you may specify what combat computer to use on the ship. These computers range from making your ship super aggressive, and basically charge the enemy, or be really defensive and keep formation. At the start of the game only the default combat computer is available, but more are unlocked through normal research or reverse engineering.

It is very possible that your fleet might end up in combat with multiple fleets. This means that you can have a combat with three different empires that are all hostile to each other. To help you keep track of everything that happens we have a combat view, which will appear as soon as a combat is initiated. This view will list you (and any other friendlies or neutrals) on the left side and every hostile on the right side. The combat view is currently being reworked, so you will get to see that interface at a later date, but the idea is to provide you with crucial feedback on how effective your weapons and defenses are.

Once the battle is over, you may want to investigate any debris left from destroyed vessels. If you weren’t the one being wiped out, perhaps you can salvage something?

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Sadly, neither the “Picard Maneuver” nor the “Crazy Ivan” are currently possible in the game, but who knows what the future might hold…
 

ArchAngel

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Joined
Mar 16, 2015
Messages
21,303
So they designed all ships in 3d with full fire and shield animations and everything else that comes along but then made it so it is basically a show you watch until one side wins or decides to withdraw?!?!
Talk about waste of development time.
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,891
Location
Lulea, Sweden
So they designed all ships in 3d with full fire and shield animations and everything else that comes along but then made it so it is basically a show you watch until one side wins or decides to withdraw?!?!
Talk about waste of development time.

It is in fact just like Galactic civilizations. I didn't expect much more from a company that never really done even a shown battle like they do now.

I am disappointed you can't even give your fleet some orders, even simple ones like "hold back and send fighters" or "surround". "retreat when at 50% health". Not even formation?

at least compared to GC there seems to be a bit more variety in weapons, especially having included fighters/bombers, how well that is implemented is to be seen.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,102
So they designed all ships in 3d with full fire and shield animations and everything else that comes along but then made it so it is basically a show you watch until one side wins or decides to withdraw?!?!
Talk about waste of development time.

GalCiv2 and GalCiv3 did the same, and most players actually had nothing against it. I don't get it either, still hoping that someone will create thing like GalCiv3 with space battles like Stardrive2 on much bigger battle maps. I guess Paradox is too casual for implementing this sort of thing.

Still, giving us at least those few orders like abillity to deploy fighters at will, breaking line of sight with enemy ships or launching that huge cloaked nuke load - would make space combat much more acceptable. Some options are better than simple "retreat" option ._.

Lets see what people think on their boards.
 

Space Satan

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Q: Can components take damage and be destroyed until they are repaired?
A: No, we don't track individual component-damage.
Q: Will we be able to customise strike craft?
A: No, we've decided not to go in to such detail. Strike Craft come in sets of units (or Wings) that can be placed on ships with hangar-capabilities.

  • It's more of a cost-efficiency thing. Lasers will still do decent damage against shields, but it will not be the perfect choice. If you know an enemy fleet has gone 100% missile-weapons and you can get full point-defense coverage you'll do very well (though not win unharmed).
  • The speed of the ship is mainly dependent on the Thruster, which can be upgraded. In rare cases there might be other components that improve speed as well (such as a Combat Computer). Strike Craft do have a range-limit. We're still tuning that so not sure on range just yet, what do you all think makes more sense?
    Also, there might just be a thing called Swarm Missiles that do overwhelm point-defenses (somewhat).
  • Efficiency-wise we'd like it to be Corvette < Destroyer < Cruiser < Battleship < Corvette. This is of course an over-simplification but that's the general idea. We do a few things to try and achieve this, such as Corvettes gaining full Evasion from all sources while Battleships only gain 25% (Destroyers and Cruisers gain 75% and 50% respectively). This in combination with the fact that the larger weapons used by Battleships have lower attack speed, higher damage per attack and somewhat lower hit-chance should make it less cost-efficient to overkill small corvettes with huge weapons (lots of missed shots, those that do hit deal far more damage than needed). Corvettes in turn will struggle with the higher armor and shields of a Destroyer etc. up the chain.
  • All fleets having some type of FTL-capability can use EFTL. Ships relying on Wormholes to travel will need a functional Wormhole Station within range. If there is no station in range, the fleet is stranded and can not EFTL
  • Strike Craft use their own type of weapons and are not dependent on what type of lasers etc. you've researched. Any Strike Craft lost during a battle slowly regenerate over time automatically. They can be upgraded should a new rank of them be researched and the design of the carrier-ship updated.
  • Armor subtracts a set amount of damage from each hit, up to a limit. Armor can never reduce damage taken to zero. Armor-penetration is percentage-based.
 

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