Stellaris

Discuții axate pe jocurile de tactică și strategie.
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Doc
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Joined: 29 Jun 2015, 21:23

Re: Stellaris

Post by Doc »

Deci din ce observ simuleaza foarte bine realitatea :) nu vad de ce te plangi, AIul pare briliant :)
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sebas
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Joined: 2 Mar 2014, 15:50

Re: Stellaris

Post by sebas »

Clark patch e up pe Beta Steam branch. UI updates, balance changes, fixes. GREAT stuff!


##############################################################
######################## VERSION 1.1.0 #######################
##############################################################

###################
# Features
###################

* Strike Craft attack behavior was changed
* It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
* It is now possible to set a custom ruler/heir title for your custom empires
* It is now possible to write a biography for your custom empire
* Added an Influence reward for establishing communications, or conversely being contacted
* Collection of strategic resources on planet tiles is no longer suppressed by buildings
* Added settings for AI aggressiveness in the galaxy setup screen
* "Shipwright" mandate for democractic empires has been reworked
* Added resource reward to Raid on Smugglers event
* Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
* Slaver mandate no longer possible if slavery is outlawed
* It is now possible to set difficulty in multiplayer
* Symbols of Domination is now available for everyone
* Platypus species portrait and Paradox empire flag is now available for everyone

###################
# Balance
###################

# Technology
* Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
* Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
* Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales

# Ethics
Fanatic Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence

Individualist
* Pops are now more unhappy in collectivist empires
* No longer have increased ethics divergence

Fanatic Xenophobe
* Rivalries now provide 50% more Influence

Xenophobe
* Rivalries now provide 25% more Influence

Fanatic Xenophile
* Alliance Influence cost reduced by 100%
* Maximum number of embassies increased by 2

Xenophile
* Alliance Influence cost reduced by 50%
* Maximum number of embassies increased by 1

Fanatic Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance

Militarist
* No longer gains additional Influence from rivalries
* No longer have an increased Influence cost for being in an Alliance

Fanatic Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 30%

Pacifist
* Pops are now more unhappy in militarist empires
* No longer increases Food output, but rather reduces growth needed for a new Pop by 15%

# Components
* Strike Craft engagement range was significantly increased
* Strike Craft launch time reduced from 5 to 3 days
* Fighter movement speed increased from ~2 to 3.5
* Bomber movement speed increased from 1.5 to 3
* Chemical Thrusters Chance to Evade reduced from +10 to +5
* Ion Thrusters Chance to Evade reduced from +20 to +10
* Plasma Thrusters Chance to Evade reduced from +30 to +15
* Impulse Thrusters Chance to Evade reduced from +40 to +20

# Buildings
* Research Institute modifier to research speed reduced from +10% to +5%
* Colony Shelter modifier to ethics divergence reduced from +20% to +10%

# Government forms
Theocratic Republic
* Additional Core Planets reduced from +2 to +1

Transcendent Republic
* Additional Core Planets reduced from +4 to +2

# Traits
* Aggressive - fire rate bonus reduced from +20% to +10%
* Butcher - army damage bonus reduced from +20% to +10%
* Glory Seeker - army morale damage bonus reduced from +10% to +5%

# Modifiers
* Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years

###################
# AI
###################

# Misc.
* Computer-controlled Empires will start outlawing AI over time during a certain Crisis
* Increased negative opinion scaling for relative power of subjects
* AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
* Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
* Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
* Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
* Fixed a bug where military focused sectors would not build military stations
* Fixed an issue where the AI would not enslave any Pops

# Diplomacy
* AI will no longer accept a white peace when they are winning in warscore
* AI is now more open to trading access, migration rights and (for some personalities) research treaties
* Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
* Fixed AI spamming the player with military access offers
* AI is now more aggressive against easily defeated targets

# Economy
* Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit

# Sector
* Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
* Improved the way sectors determine which resources the country needs when constructing buildings
* Fixed a bug where sector AI would move Pops back and forth
* Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships

# Warfare
* Improved military tactics and handling of units
* Improved handling of military fleets vs. transport fleets
* AI now fights Crises
* Fixed issues where military fleets would not move
* AI should be better at trying to regain control of occupied planets
* AI should be better at trying to invade planets taken by ""AI uprisings"

###################
# User Interface
###################

* Diplomatic notifications and pop-ups have been improved
* End of combat UI has been improved
* Colony Ships now show which Pop it is carrying
* Localization of armor/shield penetration updated
* If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
* Habitability icons in galaxy map and systems view have been improved
* (BETA) Added a new experimental option for GUI-scaling in the options menu

###################
# User modding
###################

* Ported system for weights/triggers on songs from HoI4/EU4
* Fixed so that effect set_name can use localization system
* Moved Domination victory condition into defines
* Added NOR operator
* Species Appearance screen is now moddable
* Species City Appearance screen is now moddable
* Ship Appearance screen is now moddable
* Added num_energy trigger
* Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
* Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start

###################
# Performance
###################

* Optimized daily AI calculations
* Fixed frame rate drop when having one or more fleets selected

###################
# Graphics
###################
* Lighting for ship preview images has been improved
* 8 new event images added to the game
* Textures for Massive Reptilians have been improved
* Improved textures for space event assets
* Optimized textures for event assets
* Increased texture resolution for ancient drone station
* Optimized textures for pirate ships
* Updated textures for generic station
* Increased texture resolution for AI Core
* Optimized textures for AI ships
* Improved texture for Arthropoid colony ship
* Added cover art for Digital OST

###################
# Bugfixes
###################
* Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
* Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
* Extradimensional Invaders should no longer spawn inside Fallen Empire borders
* Reduced chance of generating the Improbable Orbit anomaly
* Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
* Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
* Fixed an issue with the VO not triggering for the mining station tutorial mission
* Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
* Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
* Species Procurement event chain descriptions now correctly refer to planet names
* Various localization bugs have been fixed
* Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
* Fixed some faction events not printing planet names properly
* Loyalist-affiliated candidates now display proper faction names in Election view
* Fixed observation post events sometimes not printing planet name correctly
* Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
* Fixed a bug where missiles could appear on the galaxy map
* Ring World habitability-trait now has proper localization
* Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
* Fixed an issue where trait randomization didn't respect opposing traits
* Fallen Empires are now able to build armies
* Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
* Newly enlightened countries should no longer be despicable neutrals
* Fixed right click not working to give additional orders while in FTL transit
* Fixed an issue where embassies and rivalries could remain after an empire was annexed
* Fixed an issue where you could always enable edicts
* Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
* Robot Pops should no longer get shuffled ethics from divergence
* Heirs now keep the dynasty name of the ruler in monarchies
* Added missing localization strings for leaders who gained the arrested development trait
* Fixed Power Overwhelming achievement
* Fixed Domo Arigato achievement
* Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
* Fixed Living Metal deposits not being minable
* Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
* Fixed being unable to change speed with (-) and (+) on American keyboard
* Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from
* Fixed a bug where Frontier Outposts in sectors would cost no influence maintenance
dump CHA
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Mafio
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Re: Stellaris

Post by Mafio »

So, mi l-am cumpărat și eu acum câteva zile. Ceva sfaturi pentru începători? Nu știu cât de mult contează, dar menționez că am ceva experiență cu jocurile Paradox prin Crusader Kings 2 (300 de ore sau ceva de genul).
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Waaagh!
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Re: Stellaris

Post by Waaagh! »

Fa-ne un let's play in care esti space mussolini.
NO COVER. ALL MAN.
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Doc
Hammer Haunt
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Joined: 29 Jun 2015, 21:23

Re: Stellaris

Post by Doc »

Galaxie inelara, 400-600 planete, 6 fallen empires, vreo 20 de oponenti normali. Eu sunt un fel de Turian din Mass Effect. Explorez vesel, in stanga un imperiu cazut benevolent, in dreapta unii ai dracu. Hai sa joc pana mor, ce naiba.
Aia rai tot voiau sa ma umileasca. Bine baieti, cum declarau razboi, ma predam, si aia imi omorau, la oha, cancelarul. Pe aia draguti i-am rontait cu out-posturi, incet incet, pana m-am creepuit pe langa ei (nu i-am desfiintat, in jocuri sunt baiat finut). Dincolo de ei, niste gandacei. Mai de seama mea. Incep sa pap gandacei.
Cu aia rai intai fac o remiza. Urmatorul razboi il castig. Inca 3 razboaie si ii termin. Am scapat? NU! Imperiul cazut de dupa ei devine Awakened si pune si ala ochii pe mine. La modul "Piciule, te dezvolti cam repede". "Da, bine, asa mi-a zis si mama". Intre timp, pap gandacei in partea cealalta. Doua remize cu astia sculati din adormeala.
Intre timp, iluminez pe toti maimutoii si melcii si meduzele intalnite, colonizez la blana tot ce pot cu tot felul de rase din imperiu, si ajung undeva la 190 de planete, iar conditia de victorie e la 250 parca. Iar gandacei mananc intr-un ritm de 4-5 sisteme/razboi. Dupa care 10 ani de armistitiu. Federatie n-am cu cine face, sa-mi convina. Prietenii au 40-50 de planete, iar conditia de victorie s-ar duce spre 400.
Bataliile de 3000-3000 sunt slide-show-uri, fastest e un fel de normal de la inceputul jocului... ma apuca dracii incet, incet, incet.
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Mafio
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Re: Stellaris

Post by Mafio »

Welp, tocmai ce am dat rage quit la cea mai frustrantă campanie.

Mi-am făcut o rasă de elfi corporatiști. Fanatic materialists + individualists la ethics, Thrifty, Intelligent, Solitary și Deviants la traits. Am început campania cu un bonus frumușel de energy credits și viteză de research. Mi-am construit 3 science ships foarte devreme, cum fac de obicei, ca să explorez cât mai mult din galaxie. Poziționarea sistemului de start nu putea să fie mai bună, undeva în sud, nu foarte departe de centrul galaxiei. La sud de mine s-a spawnat un imperiu xenofil care știam că nu o să-mi provoace niciodată probleme.

Am început să bat galaxia în lung și-n lat, construind avanposturi și clădiri de minerit pe parcurs. Am colonizat o planetă cu peste 20 de tile-uri. Am deblocat deblocat cam toate tehnologiile esențiale early game și mă pregăteam să colonizez cea de-a treia planetă.

Totul până când am stabilit primul contact cu o altă facțiune. Imperialiști xenofobi, 5 planete colonizate, superior la fleet power, naval capacity și research. Una din planetele lor se învecina cu sistemul meu capitală. samibagpulanguramea.gif

În fine, am început să construiesc avanposturi de frontieră în jurul graniței lor. În felul ăsta, am încercat să-i înconjor, prinzându-i într-un fel de menghină, împiedicându-i să se dezvolte în acea direcție Am încercat pe cât posibil să nu mă intersectez prea mult cu teritoriile lor. Un -50 la opinie pentru border friction era fix ce nu-mi trebuia.

Totul a fost de prisos, însă, pentru că în urma unui cereri de protectorat refuzate, mi-au declarat război. War goals-urile lor - humiliate și establish protectorate. Ale mele - humiliate, cede planet (planeta menționată mai sus) și make tributary. Aveau doar o flotă de 1500 de corvettes vs 400 câte aveam eu, și am sperat că o să-mi pot construi armata în timp util. Degeaba. Mi-au distrus întreaga infrastructură de producție înainte să recuperez. Am dat rage quit.

E vreo opțiune ascunsă în joc prin care pot împiedica imperii avansate să fie generate aproape de mine early game?
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Doc
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Re: Stellaris

Post by Doc »

De ce n-ai acceptat sa fii protectorat? Le tragi un sut in oo mai tarziu :)
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Mafio
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Re: Stellaris

Post by Mafio »

As fi acceptat mai tarziu in campanie, daca s-ar fi intamplat din prostia mea, dar nu ma puteam impaca cu gandul ca sunt o victima a circumstantelor, a ghinionului :lol: E bad game design imho.
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Doc
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Re: Stellaris

Post by Doc »

Optiunile interesante cred ca ar fi Advanced AI Starts , Fallen Empires si Advanced Neighbours, toate la zero. Mie mi s-au parut interesante, plus ca e game event cand iei o planeta de Fallen, atunci un (doar unu?) alt Fallen devine Awakened si incepe sa faca figuri.
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Mahdi
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Re: Stellaris

Post by Mahdi »

Pentru cei interesați, Stellaris e early unlock pentru următorul Humble Monthly:

https://www.humblebundle.com/monthly
REMEMBER CITADEL
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Cristan
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Re: Stellaris

Post by Cristan »

Done
Out into the foggy street. Turn your collar up.
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Mărar
Electro-Chemist
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Joined: 2 Mar 2014, 14:08

Re: Stellaris

Post by Mărar »

Mărar wrote: 22 Jul 2020, 17:27 Da, pai urmatorul playthrough o sa fie agresiv (desi nu prea imi place stiul asta de a juca 4x-uri), dar fara DLC-uri nu prea are rost sa-l mai joc.
Nevermind, am dat de asta:
phpBB [video]


Care m-a dus la lista asta:
https://steamcommunity.com/sharedfiles/ ... 2115369387

Am intrat iar in el :lol:.Pe o galaxie mai mica de data asta, cu end game crysis si victory date cu 50, respectiv 100 ani mai devreme, cu AI aggressiveness pe high si pe dificultatea commodore

edit: Am scos UI Overhaul Dynamic; e incompatibil cu multe din modurile din lista, si am adaugat Dynamic Political Events; pare interesant
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