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Stellaris - Paradox new sci-fi grand strategy game

Olinser

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The main problem is the micro management. As soon as you reach like 8 planets it feels like a job...

I disagree. The micromanagement was already there in the previous version, but you could AVOID it. But the main problem is Paradox's total inability to actually balance their game, so they always knee jerk back to taking control AWAY from the player because it exposes how poorly balanced/programmed a lot of their systems are. It's not that the amount of micromanagement has really increased, it's that they forced you to have to do it constantly throughout the game rather than in big chunks.

The micromanagement is worse because at it's core, in the old system you could do it all at once for planets by laying down every single building, grouping them all into a single mega-sector, and coming back to do another single pass to upgrade them. This allowed you to bypass the sector AI that has been worthless since launch. Now you're stuck with the idiotic job system and can't pre-build anything so you have to constantly scan for new buildings. It's not that the system is actually that different, it's that instead of being able to do it in big chunks, it FORCES you to constantly monitor it.

Can't actually provide incentives or fix the AI so that players actually WANT to make more than 1 sector? Remove the ability to make sectors. Probably the single greatest example of how LITTLE the developers actually play their own game. Playing for an hour on default settings should have demonstrated how IDIOTIC the 2-jump sector idea was. But nope. Went live, took FOUR patches to increase it from 2 to 3 jumps, still refusing to acknowledge that it was stupid. There were multiple ways to tackle this 'problem', and they picked literally the worst one possible. They MOST OBVIOUS course of action would have been to have players designate each sector for a specific type of resource and provide % bonuses to chosen resources. The lazier approach would have just been to penalize sectors over a certain size. But nope. Auto-generated tiny ass sectors.

Par for the course for Paradox. They seem to be utterly incapable of actually understanding how their implemented systems WORK, so they keep trying to force players to play it the way Paradox wants, and it seems to always involve taking control AWAY from the player, rather than actually incentivizing behaviors.

Can't actually balance one of the core features of the game in the 3 different warp systems? Just get rid of the harder ones and force everybody to use the least complex (and least fun) version.

Finally wake up to the fact that outposts were total crap and are effectively worthless outside extreme niche cases? Force players to build one in every system.

Can't actually balance combat to stop doomstacking? Artificially limit size of player fleets. Accomplish nothing because they didn't actually CHANGE the combat. So now instead of 1 big fleet they have 1 big fleet that TECHNICALLY consists of 5-6 chunks that all travel on top of each other.

Players complain about lack of endgame building content? Make megastructures. Get laughed at because in an endgame empire generating 5000+ credits/minerals a month, you give them a structure that takes 50 years and produces.... 300 energy. Took.... 5? patches to finally increase the benefits of Dyson Sphere and Science Nexus to the point players would CONSIDER building them.

Which is the problem. They seem totally incapable of actually anticipating what changes work and what changes don't, because they don't actually seem to play their own game. The 'dev clashes' did a fantastic job of exposing just how little they actually understand about their own game and how BAD most of them are.
 

Vaarna_Aarne

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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Be careful with Xenocompatability. It can turn your empire into Sweden.
index.php
Has anyone tried the sex pervert ULTIMATE LIFEFORM caste empire yet?
 

Olinser

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So I played another fast game trying to farm the extreme RNG achievements for 100%.

I had just created a race of reptiles named the Tonguers, hailing from Planet 69.

As I was searching for the Sol sytem and black holes, I got an event notification that they had self-modified themselves.

The game autonamed them and they now called themselves the Trans Tonguers.

...I laughed.
 
Joined
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i finally had the chance to try the new stellaris and holy crappity crap what a disaster! the new interface is very very hard to decypher, important informations scattered everywhere, hidden, out of reach or pushed into a corner, useless buttons in plain view and foundamental functions tucked in nested menus, but the worst problem of them all is how fast the game slows down: 75 years into the game and it's much slower than an old 150 years in.
and this is supposed to be the optimized patch? ugh.
 

Stefan Vujovic

Educated
Joined
Feb 6, 2013
Messages
93
i finally had the chance to try the new stellaris and holy crappity crap what a disaster! the new interface is very very hard to decypher, important informations scattered everywhere, hidden, out of reach or pushed into a corner, useless buttons in plain view and foundamental functions tucked in nested menus, but the worst problem of them all is how fast the game slows down: 75 years into the game and it's much slower than an old 150 years in.
and this is supposed to be the optimized patch? ugh.

Unfortunately it seems like the Stellaris Clausewitz engine hit its limits. Game in its current form is on the verge of being unplayable. Broken AI, Broken sectors, unberable late game population managment. All of these issues to some extent can be fixed by pletoria of mods but the main issue at the moment is late game performance and stuttering. Almost everyday on steam forums a new thread is opened discussing if the game is broken or not. Broken game would insist that game in its current form can't be finished which is not the case, but if it's enjoyable thats another question.

Although i liked the direction of new Mega Corp expansion (Except for the tedious pop. managment) it seems like engine just cant handle adding more stuff, which is quite a shame because i would like to see atleast 2-3 more expansions focusing on Diplomacy/Espionage. One of the solutions would be switching to new engine or just making the game turn based, both of which are unlikely to happen. Imho 32bit / single thread engine just can't handle the complexity they are aiming for. Even Galactic Civilizations 3 which has more in common with Civilization series then a typical 4X space game was built around 64bit / multi-core support even before those were a thing in these kind of games.

New definitive patch for Mega Corp should be hitting in a few days, but its almost impossible to imagine that it wiill fix many of the glaring issues the game has been having for over 2 years now. On the bright side it seems like we'll be getting new Mammal Portrait DLC.

Stellaris on paper seems like a dream 4x game, but it totally fails in its mechanics execution, which is quite a shame because game is brimming with unrealized potential unlikely to ever be fulffiled unless Paradox comes out clean, confess their engine has failed, take new direction, start fixing stuff and stop adding meaningless cash grabbing DLC. I think this would get them support of every true Paradox/Stellaris fan but considering their past records one can only hope.
 
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Olinser

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I heard Stellaris' problem is something related to the multithreading. Seems like the game just does it in a sucky-ass way that dumps too much in one core.

It does make me pissed to see rich first-world gringos with cash to burn saying that "lol bro they fixed the performance" - he says on his 64gb i9 NASA super-computer.

I hope the Megacorp disaster has made Paradox wake up and pay attention to the horrible tech deficit their games have.

I mean... not really. That's just a frankly pathetic excuse, and anybody that actually believes it either has not actually played the game much before, or is buying Paradox's bullshit.

I have a supercomputer that can play basically any AAA game on ultra settings with no lag. Stellaris has ALWAYS started to turn lag past year 100 even on moderate settings. The engine is simply incapable of processing the game.

Even at launch starting off day 1 on fastest settings put a month on the board in a few seconds. After 100 years when you've explored the galaxy? Moving at MAYBE 1/4 of that speed on the same setting.

Even before patch 2.2 in the endgame there was no functional difference between 'normal' and 'fastest' setting, and playing in a large galaxy turned the game into a slideshow.
 
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By the way, I think "too much complexity" is bullshit. Stellaris AFAIK is a far simpler game than CKII, which has humongous numbers of provnces and accounts for ridiculous numbers of courtiers, barons, bishops, burghers, counts, dukes, kings, emperors, many of them with their own focuses and ambitions.
 
Joined
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I have a supercomputer that can play basically any AAA game on ultra settings with no lag. Stellaris has ALWAYS started to turn lag past year 100 even on moderate settings. The engine is simply incapable of processing the game.

You should have seen the massive shillage of Paradox going on Reddit after that mess of a release.
I did see some of the super-computer crowd complaining, through.

Even before patch 2.2 in the endgame there was no functional difference between 'normal' and 'fastest' setting, and playing in a large galaxy turned the game into a slideshow.

Some people say that pre-2.2 the game was fast, that's also bullshit, too.

Stellaris was ALWAYS a slow-ass game.
Hell, they sold the end of the tile system as increasing performance. Well, haven't seen any so far.
 
Joined
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At release the DLC looked good. I think everyone expected the performance issues to be fixed within a week or two, especially when better performance was a selling point of the whole change. Now its been 1/3rd of a year.
 

Stefan Vujovic

Educated
Joined
Feb 6, 2013
Messages
93
Another patch, another beta, never ending process of adding new stuff just to break old stuff. This game has been out for over 2 years and we are still treated like beta testers. Tried new patch, same old shit, still stutters like crazy on anything beyond normal, pop. managment still hasn't been fixed but you are sure welcome to test it in their new beta branch, not like their broken game is still in early access or something... Sigh... Time to give up...
 
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Well, the features are great, the economy actually matters now.
Its the performance that is less than Stellar.
Also the micro is just crap, they need to fix automation of planets. Then again, I suspect automated planets use the same AI as the AI planets, and AI planets are shit right now, so...
 

Vaarna_Aarne

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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
I'll still wait for another patch then. In the meanwhile I'll just wait for someone else to try that alien sex pervert empire idea and its viability.
 
Joined
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do you know any decent, working, pre-ftl mod? that's how i liked to play: no ftl but every ai had the advanced start. some where destined to become vassals/protectorates for those who were going to be the big players now with the added support.
 
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and/or it takes years to reach the closest stars.
works even much much better if you have set starting systems with multiple colonizable planets and/or advanced terraformings already unlocked. i doubt any civilization would try to reach for the stars without having fully controlled its own solar system.
 

Mark.L.Joy

Prophet
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Sep 11, 2016
Messages
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In Distant Worlds it had an impact on gameplay you could even choose to skip an ftl generation, would there be any purpose for this in Stellaris besides larping?
 

IDtenT

Menace to sobriety!
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Divinity: Original Sin
and/or it takes years to reach the closest stars.
works even much much better if you have set starting systems with multiple colonizable planets and/or advanced terraformings already unlocked. i doubt any civilization would try to reach for the stars without having fully controlled its own solar system.
You're right, but I don't think that works too well in this game, as tech would have to be completely redesigned to make megastructures an early game prerequisite.
 
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and/or it takes years to reach the closest stars.
works even much much better if you have set starting systems with multiple colonizable planets and/or advanced terraformings already unlocked. i doubt any civilization would try to reach for the stars without having fully controlled its own solar system.
You're right, but I don't think that works too well in this game, as tech would have to be completely redesigned to make megastructures an early game prerequisite.
absolutely not. there was plenty of pre-ftl mods up to last year, but all those i know/can find are either abandoned, bugged or incomplete.
 
Self-Ejected

TheDiceMustRoll

Game Analist
Joined
Apr 18, 2016
Messages
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how *fast* do you have to be in this game?
 

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