Not meaning to dis on Stellaris but 'Pausable Real Time' sounds a lot like how DW did things. I LOVE DW and would be very pleased if that game migrated to 64bit. Hell they could leave the graphix un updated and just allow for larger maps. That alone would be worth playing on.
I asked on several places but no word. Is Stellaris bound by 32 bit code (memorywise)?
paradox fanboys are very loyal..if this was a smaller studio..stellaris wouldn't even of had this great start realistically..anyone disagrees?
Yep, completely disagree, I'm having a ton of fun with it so far - more fun than I've had in any game since CK2 came out. No game will appeal to everyone, and I still haven't experienced the mid or end game yet, but so far no regrets, and I love the slow pacing of the early game (for reference, I play Distant Worlds with a pre-warp start, expensive tech and default speed, so that's how I'm inclined). I prefer 4X games where a single playthrough will last me weeks.
We live in a time of plenty when it comes to space 4X. We shouldn't be complaining that Game X isn't like Game Y, we should be celebrating that fact. Instead of us space 4X fans being thankful for whatever meagre table scraps fall our way, as was the case not too long ago, we should be thankful that there are now gourmet meals out there for all appetites and tastes.
Have you had any wars yet? My war against a superior power was when the game bit the dust for me, there basically wasn't any war in the war. They came, they left with no consequence, never invading the undefended and bombed down planet. I came, they ignored me and let me wipe them out and take half their empire in one go. If this was an anomaly experience, that would change things a bit, but it doesn't appear to be. The game is easy mode with only galactic doom events thrown in to end it in some way other than player victory.
Nope, haven't gotten that far yet. I've seen complaints that the AI is too weak and passive, and I've seen complaints that the game is too hard and needs an easy difficulty setting, so I'm not sure what to make of it yet.
Playing Stellaris. Liking Stellaris.
Still has a lot of work to do. Same as Masters of Orion. Lots of potential.
All still take a back seat to Sacrifice of Angels 2 Mod for Rebellion.
The "true" classics bring you to tears of joy and pain.
I can play SOA2 for hours everyday and still have a smile on my face.
Just sayin'...
backs out of the room slowly...
Masochist.
I'll probably give it another crack if they fix the AI, but Masters of Orion is a beta and Stellaris is already released. It should really have a better AI at this point. GalCiv3 was much better at waging war than that months before release.
I want to preface this that I really REALLY like some of the design ideas in Stellaris. But I don't want to hear one word about GalCiv III AI being "bad" by anyone praising Stelllaris. I'm not sure you can lose at Stellaris.
After spending 60 hours in Stellaris I am finding the following points in comparison with the RTS/4X games that Stardock makes.
Exploration
Expand
Exploit
Exterminate
I've now played Stellaris about 80 hours (ya, ya, I'm retired, and don't have a life, lol) The game has great potential - but its pretty lame right now. (remember the first elemental game?) I Never player Europa Universalis IV (also made by Paradox). I took a good look at how Paradox games has improved their games. I expect Stellaris to become a truly stellar game, if Paradox follows the same game plan they have with their other games. I'll just wait...
Yeah, the Stellaris AI is currently dumb as hell It cannot even be compared with Galciv AI.
Hope they will fix it soon.
I gotta say the galciv3 AI has come leaps and bounds since release. And I know there's still loads of room for improvement!
i think what galciv needs now is something to make the map more exciting. the space just feels so... Empty! Which is great for realism, but awful for engagement.
specialised and upgradable shipyards, anomalies, constructable planets or megastructures, more resources, gas collection, etc etc. Add some stuff to jazz up all those empty tiles
Totally agree.
A few things I think GalCiv III needs:
Totally agree. A few things I think GalCiv III needs:
Totally agree with the quest idea. Quests, quest chains, affecting your (or another's) civ.
And regarding resources, creating a system where player needs to build and maintain infrastructure, and specialized resources to research certain tech, plan, build, and maintain specialized naval 'ships,' trade, etc.
Paradox is about to fix some of the major tricks I think. You can get tons of free resources for trade deals that don't matter. There is a way to grow ~2-7 pop a turn on one planet and resettle it for 1 influence each. Corvettes are incredibly over powered. Several other issues.
As far as the random tech, its really only interesting if you haven't seen it before. Otherwise you know what you are likely to get and what techs to go for. And generally the important techs all appear with regularity. Sure you might not get them in the same order every time but you'll get them in a different order that still includes them all.
The events get old after a couple games. So I guess for people who don't play much or play slow and/or long campaigns they might not have an issue. The diplomacy is simplistic and limited. Most of the treaties have no real purpose. Fallen Empires are rather meaningless. You just avoid pissing them off until you can kill them and then get ring worlds and free tech. If you get Enigmatic Observers you can trade research agreements and later civilian access for piles and piles of minerals no one else can use.
The AI is utterly useless. Sector AI is the opposite of helpful, many people prefer to have the core sector planet cap modded and then ignore sectors. The extra planet penalties don't even make sense. -10% production per extra world? Its incredibly gamey to do it like that. Its barely even a choice like it would be if you using some sort of better scaling value. You are probably better off taking 6 or 7 planets though because you are often stuck with too many resources to use anyways so you can trade off credits or minerals for research or something. Meanwhile the sector AI is so bad you probably get more out of having 7 worlds than 5 and 2 in sectors.
The end game events are all broken. The AI empires don't care. If they spawn inside a fallen empire either they spawn in its fleet storage system and die horribly or inside another system and the AI ignores them even though it could kill them easily. Birth of piracy event is basically one shitty fleet and one station and then over. Grinding out the AI monsters to clear systems is boring as hell. All the fancy events and event chains end up giving you some research and maybe some influence at the end and they repeat identically every game. Well, sometimes they break when parts of them spawn in fallen empire territory.
There is almost no internal politics to speak of except hard coded stuff like the AI events which your own choices regarding AI often don't affect. Also some of the AI rebelled against themselves, but I think they may have patched that.
So you want to play on immense maps? It sounds like it. Or I don't understand
I feel the same about my new favorite game, Age of Wonders III. When you got large armies with no heroes in I tend to autoresolve those battles cause it gets so tedious to control EVERYTHING!
Gave you karma for that post btw.
By using your superior brain
Seriously, in Company of Heroes on Hard, the AI gets a manpower bonus and can ofcourse control EVERYTHING perfectly yet it still loses to good players on good maps (automatch maps that are used in tournaments) cause they don't adapt! They tech completely random and build like 6-7 squads of call-in infantry until they're popcapped!
You still need to be fast and be able to check up on everything you got to safely win though.
Havent played stelerous but in distant worlds they felt small empires were just as good as large empires wherevis the historical equivalent to that. I would give them kudos for their automation if you like that kind of thing. I like big galaxies but the documentation was useless as far as learning the game. I got lost in the charts since manual exploration was pointless.
I find the manual playout of combat to be the most fascinating aspect of that game, it's like chess but with more diversity & complexity. They put alot of good thinking & creativity into their combat system. The only thing I don't like is that the smaller units are stacked, mostly unrecognizably small, and some die when only wounded but resurrect when healed (?). Would've been better to do it like EADOR and just have a sole unit everytime.
But what really drives me nuts about this game is that units can be sent freely without a hero - the AI seems to be coded to misuse esp. the flying units to zerg the hell out of undefended cities, so you move your main armies back & forth, back & forth, back & forth -.-... HOMMV did it perfect in that regard
But how can gameing be fun if you NEED to be this & that etc reminds me of these SC2 e-sport folks who moved to Korea to train for 14 hours each day just to stay competetive... well, at least some of them make a living out of it... but for private fun I'm not letting myself be pressured by a game (!)
Well this is the advantage turn base haves over real time.
Well i just took a look at couple of walkthroughs snd it actually looks like a nice rts. Something along the lines of a game i wouldmake minus the random tech.
It's actually not much of an RTS at all. There's no real challenge and you basically just doomstack your entire armada into one fleet and watch it trade fire with the enemy doomstack. There are minor strategic considerations, zero tactical considerations beyond fleeing if a fight will be lost.
Its definitely not an RTS. SOSE was a RTS with 4X elements, this is a 4X with RT elements (the strategy is not dependent on the realtime nature, so I drop the S)
The AI is also pathetic right now, but the diplomacy model makes it less abusable in my opinion. Also the diplomacy model has a lot of nice features (alliances actually mean allies, vassals help with wars-dragging and micro, and the roleplay value of insults, species uplifting, species re-engineering and factions... oh and federations. Not all of that is useful but its fun.)
That being said, I'm enjoying it, and the range of features. It does a good job overall of having many features but being accessible. We will see how it develops, game has been out for a very short time. I would love to see GC's apply a similar design to Stellaris ethics and governments.
OH, three forms of interstellar travel is nice.
I remember people saying (and still say) that GC3 has "so much potential" and I see quite the same thing here with Stellaris. Its very feature rich, with some more time and even a modicum of balance and AI work I see it becoming a great game.
No - Not even close. I recently bought both games and they are very very different types of games. Stellaris plays more like a space board game, the closest game that comes to mind for me is CIV 3. I like the way it handles a lot of things, in particular the way every game involves different species of Aliens, The management of government and leaders, and the simplicity of using Energy as currency. However as I said it plays like a really cool strategy board game vs. fully immersing yourself in a fantasy space world.
Distant Worlds on the other hand is something very special, it is a fully automated persistent Universe that allows you to jump in and control a ship, a fleet, an entire federation, or .... just stand back and watch the whole thing unfold. The level of detail is insane .... all the way down to fighter fleets, trade ships, mining ships, etc .... . Certain aspects are overly complex for many .... like rather than resources being generic, you have to keep track of every resource down to the element .... however it can all be automated. Where distant worlds suffers a little is in the UI. I have heard they are coming out with a Distant Worlds 2 in 2018, and if its the same game with a cleaned up UI, updated graphics, and ease of building custom alien races that can be put into games (which is to me the big thing missing from the game as of now) .... it will be like no game I have ever seen. Even Distant Worlds 1 is like no game I have ever seen, it is incredible.
That's funny. People on the forum say that the A.I doesn't do that....but its good it does that so the challenge is up! You should try the same
You can make a doomstack but you need some defenders around cities as well. In Heroes V it's superhero vs superhero....I liked the campaigns there but I never started a custom map.
That depends on what people personally find fun I like DoW II Retribution which is damn stressful. Sure it's too much sometimes but that's the challenge. Are you faster than the other guy and do you engage correctly?
On the other hand, I would never play a game without challenge cause I need a challenge to overcome.
Well that map I lost due to it (and basically because I've not any effective spells available to go against the Shadow Stalker unit). Nevertheless I found out where the hostile target city was and just rushstormed that in a replay. The AI had already a near-invincible full army there but I just stayed adjacent to that city and bombarded it every turn with a spell taking away 10 or 15 HP from all units, until their combat strength was in acceptable levels ^^ AI could have offensively engaged me in a single turn with a sure defeat of me but instead decided to be bombarded... anyother flaw in the AI IMO.
The campaigns in HOMMV are ok except for the rather dull dialogues, some are too easy due to your heroes abilities (esp. Necromancer) some quests can be bugged and require a restart.
I found the Scenarios much more interesting and played all of them, successfully on heroic, although usually picking Necromancer & Dungeon faction which I find the two most powerful (under certain starting heroes). I'd venture to say that it's near impossible to win some of these scenarios on heroic under a weak setup.
I've also collected many fan-made scenarios but most of them aren't that well-balanced or professional than the one coming with the game. IIRC the 2 xpacs don't add any scenarios anymore but you can play the multiplayer ones solo against the AI having an AI ally.
In some of the larger one you can actually raise multiple heroes to max level, the rushstorm-the-AI tactic doesn't work there on heroic (the AI basically sacrifices all his power to get high-tier units as fast as possible and how you survive the first engagement against these units is the #1 thing to care about if you wanna survive in the long run).
The AI is very good in monitoring the placement of your offensive forces and the time it takes to retreat back to your fortress. So if you decide to go offensively against an adjacent AI another one will surely try to capture your own home before you can be back. So a lot of time you're forced to play in a stalemate. However, the AI against themselves will take their chances and one of them will emerge as victories --> which means that, by the time you get the message that one AI got obliterated from the map, the successor now got 2 fortresses to draw units from each week, which he could possible throw against you, so your position to just play defensively will gradually result in a defeat as more time passes. Thus you are forced to take risks.
I've found that the very best strategy to counter this is to have a number of own heroes, placing them in a row so you can move back your mainarmy in a turn or 2 from your expansion-front back to your castle.
That's why I'm basically fine with granting the AI hidden bonuses on higher diff levels. Lots of folks out there calling that "cheating" when they don't understand the necessary function of it (or they could simply play on normal/standard levels instead...)
Might be the turn based bias, never could sink my teeth into these Paradox games. Possibly with the exception of "Cities: Skylines", but that's besides any fair points here.
"Star Wars Rebellion", the old PC strategy game, was very fun though, even if not turn based. Maybe because you had all these agents doing stuff all over the place all the time? Wheels within wheels! ( After you won the big crucial battle, the AI tanked though. See how I carefully speak of other titles, while getting my arse handed to me in GalCiv III ) Stellaris got ( IMHO ) the best launcher music of any Sci-Fi game of late though. Never felt the groove going so good since... I don't know when! Credit where credit is due..! Stellaris feels big at first, but then suddenly very tiny, it's about the opposite of expectations here, which no doubt can be seen as overblown!
But then again I went instant Founder due to the 64-bit feature on GalCiv III. Main reason: Modded Civilization IV always running out of memory! Now I can play the next-to-largest GalCiv III map on a crappy PC, with tons of fancy Star Wars ships.... Stellaris looks more like a little brawl, in some distant corner of the universe, not a bad thing per se, but not the cup of tea for all Death Star builders, in all the possible multiverses!
Well, we can't technically build them in GalCiv III either I believe, so take it metaphorically. This is not a hidden request for one either, hehe...
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