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Stellaris - Paradox new sci-fi grand strategy game

Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
Game seems to run GPU into the ground whenever you alt-tab (when you are running fullscreen, not borderless), though in-game it's barely used and sits at comfortable 30C
 

Xeon

Augur
Joined
Apr 9, 2013
Messages
1,858
What size of a galaxy were you playing? What difficulty? How many civilizations were you playing with? What proximity were these other civilizations in?
I played on default settings but changed the galaxy shape to spiral 4 arms. Medium 600/Spiral 4/17 AI/4 Advanced/Normal/Any/No.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Modders have been busy on steam workshop. 2 mods that will particularly appeal to the codex are;

1) planet limit raised from 5 to 995, for all your autistic micromanagement needs


2) Human race with only European names and white skin available for racial purists.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
10,011
Enslaved bronze age apes with the super strong trait, invincible slave shock troops hooo!
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
So what's the deal with wormhole stations? are you supposed to have one and gradually increase its radius through research or what? I can't seem to find a suitable system to build one more.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Fucking hyperspace using cheating bastards.

I'm using warp and cannot reach the planets of my enemy, so I figure he can't reach me either. OH NO, FORGOT ABOUT HYPERSPACE DID YOU?! There goes my homeworld.

Also, combat is fucked. Since the ships literally just ram at each other and then circle around shooting at random targets, the winner is always the one with more DPS. Yes, DPS. I created "sniper" ships and while they get couple of shots while out-ranging the enemy, they then close in just like the short-range combatants. Combine this with the fact that targeting seems to be completely random - there is no tech or doctrine or edict to influence it and closely watching multiple combats seems to confirm it - and it means that basically you want to create as many ships with as many guns that shoot as often as possible. Because long-range combatants cannot keep the range open, because there is no focus fire, because ships seems to switch targets randomly. It is saddening that the combat is basically a poor version of HOI3 naval combat - having shitty naval combat was acceptable when the ground combat was the main thing but jesus fucking christ, you're making a 4X space game with unbelievably retarded combat between space ships. There aren't even random combat events to spice things up. Compared to this, Space Empires combat is the pinnacle of strategic mastery.
 
Joined
Apr 3, 2013
Messages
2,071
Location
Siberia
Yeah combat is pretty shit, I was destroying mining station or something of the sort, when it had 70hp one of the smaller enemy fleets engaged mine (the one that was fighting with the station), so instead of finishing off the station it completely switched to a few measly ships, effectively losing time and sustaining unnecessary damage from a barely alive mining thing.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Im not sure the combat is so random. But I cant prove the opposite either.
There are combat AI technologies which later are installed to your ships but I don't really know what they do tbh
For sure the combat is obscure, that's certain. You have no real idea of whats up except some vague numbers and stats
 
Self-Ejected

Ulminati

Kamelåså!
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Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Fleets generally fight fleets first, and target the first ships that get in range. For this reason, I made 2 fleets in my empire. A punching bag fleet of cheap ships with minimal weapons and maximum defence goes in first. Once the first volleys have been traded, I fly in my more expensive sniper ships to deal damage.

So what's the deal with wormhole stations? are you supposed to have one and gradually increase its radius through research or what? I can't seem to find a suitable system to build one more.

You can fly to or from any system in wormhole range. You can build a new gate at the edge of your range to extend it. For your core system, you may want 2-3 wormhole generators, as they can only move one fleet at a time
 

mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
So what's the deal with wormhole stations? are you supposed to have one and gradually increase its radius through research or what? I can't seem to find a suitable system to build one more.

They cannot be built within a system gravity well so you need to place them way outside on the edge (outside the red bit), bit like your original station.
 

Quigs

Magister
Joined
Sep 16, 2003
Messages
1,392
Location
Jersey
Hit a hump last night. Capped on resources. Uplifted two civs that have since integrated (That's kinda cool). Neighbors like me. Random distant opponents that I go to war with tend to be of the "I show up and win" variety, as opposed to any back and forth interplay.

The biggest gripe I have is that there doesn't seem to be a reason to expand. There is no logical progression. In CK2 you take your county, you go for the duchy, then the country, then the empire. Once you're at empire, you start taking out other empires and comfortably steamroll as your little lordlings do all the work for you, responding to their own whims.

Here, your sector commanders seem content to do nothing, additional planets merely reduce the research times from 60 months to 58 months, and you're practically post-scarcity so the drive to get 'more' is meaningless. I've a fairly small faction, yet I'm gaining minerals faster than I can use them to build ships with. My credits are capped, with +34 coming in anyway, on top of a full fleet and a third civ I'm uplifting. This seems to be a universal problem, as no one will accept credits in trades.

Joining an alliance lowers your monthly influence, and in the early game can be enough to put you in negative income. I've thought about creating a grand federation, but again, why? There is no threat. Everyone has plenty. Gaining more is an annoying bother. I feel like I'm playing past the point the game gave me a "You Win" screen, but without the sense of accomplishment.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Research AI or jump drives. That should kick-start fun for you. Or taunt a fallen empire. Their fleets have some sweet tech you can salvage after a fight
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Or just try to win? Fastly? Federations and expansions in the end are the means to that. If you are so uberpowerful then go along and murder everyone, or capture 40% of the map and win
 

Quigs

Magister
Joined
Sep 16, 2003
Messages
1,392
Location
Jersey
Research AI or jump drives. That should kick-start fun for you. Or taunt a fallen empire. Their fleets have some sweet tech you can salvage after a fight

I researched robots hoping it would unlock something fun, it didn't. Same with droids. I've got a few AI techs already. I've got a fallen empire nearby, but they're friendly and powerful. I built for about 20 minutes and reduced their relative fleet strength from the most extreme rank to the second most extreme rank. So I guess I could just build for an hour, throw things at the empire and wait, but then I'd just have to deal with the inevitable annoyance of taking over their territory.

I'm not sure if CK2 spoiled me with how well it handled AI underlings, or if this game is just terrible at it. Since you literally have to click on each individual troop to give them their upgrades, I'm guessing it's the latter.
 

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