Interesting and somewhat witty introduction goes here.
Something that's always irked me about Stellaris is that it seems the developers were never totally sure what level of control and simulation they wanted on ships and warfare.
On one hand, you're designing and building ships individually, with individually tracked shields, hulls, weapons, tracking etc. But on the other hand you're throwing them into fleets and have zero control over anything except telling them where to go.
Are you guys sort of going with the flow on that one, or did you have plans to try and increase the importance of individual ships somehow?
Stellaris doesn't have nearly as satisfying ship flight and combat mechanics as Sins but certainly has so much more potential on the empire management side of things. Really looking forward to seeing where this goes.
I don't think it's the neutrals- the AI still seems to be a bit buggy on lower difficulties. On medium it will often refuse to build barely any ships. If you set them on hard, however, they do a much better job and seem to play as you'd expect they should.
So I'm curious, are you guys creating these classes yourselves to fill in the holes or are they canon?
Might try a non-random map then.
It seems like a bug though, a player with the same resources of the AI would be going completely fine. Something just straight up stops the AI from building.
Absolutely incredible work, somehow you've managed to polish something further even though I thought it was already as polished as it could get! And the new content is fantastic.
I must admit though, I've been a little dismayed to find that the AI still seems to struggle like it did in the previous version... had a game of myself + four normal difficulty AI, and none of them built fleets properly or offered any sort of threat at all. A few of the AIs only built their singular capital ship and refused to build any other warships- although all AI claimed worlds around them.
Not sure now whether there might be something up with my game, and I haven't tested it too extensively yet, but I'm curious to hear how others have experienced the AI. Is it working for you guys?
Google is your friend.
Oh no. That means I'll be playing this tonight (Australia). I have early work tomorrow. What have you done?! D:
Oh, it does? Cannot resist, must try.
Thought I'd pull out Armada 3 again for a play... I know the AI has known issues but it can get pretty bad. It's not so much too easy but rather it doesn't seem to work- Federation, Klingon and Cardassian AI seems to "freeze" after colonizing a few worlds and just doesn't seem to do barely anything. Romulan and Borg AI still capable of curb-stomping me.
Any tips for getting it to work better or am I going to have to wait until the 5th? :P
Out of curiosity... lore-wise, a Constitution class would be completely outmatched by virtually everything in the mod's time period wouldn't it?
Polycount wise how do these models stack up? I know Stellaris isn't anywhere near high detail levels for individual ships in comparison to Sins, so I'm curious how these models perform in-game.
That is one gorgeous model.
I've always been curious whether there's other Ferengi ships? Or do they solely use the Marauder?
I would damn well hope my helmsman goes under advanced training for any of the ships he's supposed to be driving. :P
You'd have to make up the majority of the faction though, which I'd say is the problem. They're as minor as minor species go in a science fiction.
Considering the very non-conventional way Borg "society" works, I think an End-Game event would probably be more suiting. IMO anyway.
It was a six player random map, with myself and one other Hard AI as the Federation, and Hard AI Klingon, Romulan, Cardassian and Borg players. Maybe it was just me, but the Fed AI just didn't expand or build anywhere near as smart as the other AI. I'm going to try another game with many allies to see if it happens again.
And that's awesome to hear about the Borg, that's just the way I was hoping they were intended. I'll just have to be smarter with my match ups in the future- my intended heroic last stand resulted in a thirty second massacre. :P
Had a couple of questions, hoping somebody could help me out:
- I've noticed that allies on the same team as myself seem to do an awful lot worse than a non-player-allied AI. Is this intentional? Sometimes they seem to end up flat out stuck and refuse to do anything.
- When it comes to the AI playing as the Borg, is it the same as playing against a human Borg player? What's the best difficulty to set it as? While I do love the Borg being so powerful in this mod, it did become a little demotivating to have a Borg fleet of a Cube, Trapezoid, four or five Spheres and many supporting ships decimate my seven capital + many supporting fleet while a Borg fleet of identical size was already mincing through my ally... :P
Try actually playing a game on it. Have fun when you get to the late stage...
Not entirely true- I suggest you check out ZBueatiful Battles on the steam workshop. You can get something that looks remarkably like SoaSE combat just by tweaking values. But weirdly despite Paradox putting the effort in to create this combat system, they don't give any control to the player. :P
You mean proton torpedoes?
Impressive, considering that I don't believe I've seen any delve into model importing yet.
I do wonder how you guys are going to approach ship segments. Must admit, a part of me is hoping that we'll be able to swap around saucer sections, engineering sections and nacelles to build our own Federation starships.
Well, yes, that's exactly what he's saying.
Not the best idea to have automatically playing music on a web-page.
Ah, thanks. :)
I'm curious, are starbase and outposts supposed to have no limit to the amount of upgrades you can perform on them?
I seem to be getting weird ship texture/material issues with 1.3... several ship types seem to render without any texture, while others only render with part of the texture (a few Klingon ships) while a few others appear super bright and glow.
Switching the graphics settings to low then back to high seems to fix a few but I seem to have to do that every time I encounter one of the problematic ships and a few refuse to change at all. Am I doing something wrong?