Get Adobe Flash player
G!!!

Stellaris by Paradox

Recommended Posts

nije problem u peglanju postojecih opcija, barem meni problem je u nedostatku opcija koje mogu da uchine igru interesantnu u mid-late fazi posebno ako nisi u ratu

Share this post


Link to post
Share on other sites

Pa rekli su da će dodavati još stvari baš za mid-game u sledećim patch-evima. Svesni su i oni da trenutno nedostaje content.

Share this post


Link to post
Share on other sites

ne znam da li ce dodavanjem kontenta ista promeniti, ako se to odnosi na dodavanje eventova u situation logov-a ( jer to pomaze samo u izucavanju novih tehnologija i ponekad dobijes novi brod na pocetku. Veoma cesto je nemoguce zavrsiti event jer nemas pristup u potrebni sistem, osim ako ne porobis sistem ali onda mozesh jednostavno samo da ratujes). Na primer, u poslednjoj partiji, nakon koje sam obrisao igricu, dosao sam u situaciju, da sam sto ratom, sto prostom ekspanzijom (na huge mapi) imao oko 70-80 planeta u roku od 5 sati igre. I partija je bila apsolutno dosadna u tom periodu - ok, svakih 30 minuta sam uletao u rat, ali to se svodilo na stancovanje flota koje sam slao u orbite i bitke koje su negledljive (veoma brzo dosadi, malo sta moze da se utice). Kada nije bilo ratova ( a posle nekog vremena i ratovanje je dosadno jer je mind numbing grind) praktichno nema sta da se radi (kada nabudzis space portove na svim planetama, sto se jedino moze menjati na planetama u sektorima) nije imalo skoro nista da se radi.

Mora mnoogo vise da se promeni od samog kontenta. Koncepcija igre postane veoma dosadna i repetitivna super brzo, kada udjes u mid game i zadovoljih onaj element nostalgije "uf, ovo je isto kao Master of Orion 3"

 

Share this post


Link to post
Share on other sites

Јбга, мрзим кад на прву погодим да је у бити игра испразна , тј цео жанр мислим да пати од превише "грандиозности" и пребрзог упада у лол-гле-што-ми-је-велика-империја. Свемир то не заслужује и мора да се постигне прогрес у игри сличан старом добром Deuteros-у.

Могли су далеко боље и другачије, али нису. Више среће други пут са неким следећим насловом из бранше.

Edited by brue

Share this post


Link to post
Share on other sites

Igra je u potpunosti modabilna, tek će se pokazati koliki potencijal ima.

Video sam da već prave Star Wars i Star Trek modove :)

Nego, da ne ispadne da ja sad izigravam drvenog advokata za Paradox, ali ovo mi je omiljeni žanr igara i posle Master of Orion 2 i Sword of the Stars, ovo je prva igra iz tog miljea koja je u meni probudila onu groznicu koja me tera da zaglavim do ujutru, iako znam da ću posle da ispaštam zbog toga celog sledećeg dana. Definitivno su pogodili blizu mete njome i mislim da samo treba još malo da se doradi da bude baš kako treba.

Share this post


Link to post
Share on other sites


capsule.jpg

We are proud to release the first major update for Stellaris. The "Clarke" update comes with various UI improvements and bug fixes, see changelog below for details.

Spoiler

##############################################################
######################## 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%
* Empire Capital-Complex can now only be built on a capital world

# 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
* Added an alert to tell the player that a research field is missing a Scientist

###################
# 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
* Fixed a bug where ship_accuracy_add was not being calculated correctly
* Fixed a bug where assigning ethics to newly generated pops would cause incorrect ethics divergence.
* Custom ruler and heir titles will now be properly saved and loaded.
* Fixed armies being stuck on planets
* Planets recaptured from the AI empire will no longer randomly become Tundra worlds
* Fixed the AI empire having highly self-destructive ideas about AI legality

Spoiler: Changelog
 
 

Stellaris Dev Diary #34 - Clarke Patch outlines some of the highlights.

With this update we also decided to provide following contents for free:
Platypus species portrait
Paradox empire symbol
Symbols of Domination

 

HW7T33r.png 

The next major update (Asimov) is already in the works and we hope to release it late this month.

Edited by Dandy

Share this post


Link to post
Share on other sites

Igram betu v1.2, dostupna je na Steam-u.

Sviđa mi se u kom pravcu idu. Poboljšali su dosta toga, mada ima još mnogo da se pegla late game.

Share this post


Link to post
Share on other sites

Izašao full v1.2 patch.

Ne mogu da okačim full patch notes, jer forum umre od previše teksta :P

 

Stellaris_1_2_asimov_1920_2.jpg

Edited by Dandy

Share this post


Link to post
Share on other sites

hehe ja sam skinuo narodnu pre neki dan da probam da vidim kako ce raditi na starijoj masini, pa se polako upoznajem sa igrom... ako mi se svidi definitivno cu je uzeti za neki multiplayer :)

mada mi se i ovaj novi Master of Orion cini interesantnim

 

Share this post


Link to post
Share on other sites

Zdravo nov sam na ovom forumu.Ako ima zainteresovanih za igranje strategija multiplayer tipa Stellaris,Xcom,HOI 4 itd mogli bi da organizujemo neku partiju

Share this post


Link to post
Share on other sites

Malo da resujem thread :P

Moguce je igrati narodSku verziju sa svim DLCovima preko steama pomocu modifikovanog steamapi.dll-a, ali mora verzija igre da bude 1.6.1 ili ranija, je je u poslednjem patchu (1.7.0) za pristup multiplayeru u samoj igri trazen log-in na Paradoxov server :( Da napomenem da u 1.6.1 verziji ethics divergence je zabagovan i uopste ne radi, igrati spiritualiste je jako tesko jer ethosi popova lete na sve strane.

Pikam sa par ortaka, u glavnom igramo po nas dvojica vs the galaxy na Hardu sa Highly Aggresive AI-jem bez advanced startova.

Geeeneralno previse toga zavisi od spawna - ko su komsije,  i od random faktora - planeta u neposrednoj blizini, anomalija, pirata, da li je military isolationist fallen empire odma pored...itd.
MORA da se igra stekarski makar DO cruisera jer kompovi na hardu imaju +50% income na sve resurse (+100% na hardest) te overcapuju flotu jer imaju para da placaju maintenance. Samim tim u diplomacy screenu poredjenje fleet capacity-a je veoma neprecizno, jer ako pise da je equivalent, lupam ja imam 100, on ima 100, on ce graditi do 200 sto je i maksimum (2x current cap), i zbog toga ce uvek biti superiorniji u fleet poweru.

Endgame crisis moze da bude fun, osim ako se Prethoryn swarm spawnje u sred moje teritorije, u tom slucaju je instant gg.

Igru ocenjujem kao najkomplikovaniji simulator merenja ku**a koji postoji :) Beskonacno micromanagementa, techova, i gluposti da bi se na kraju uvek svelo na to ko ima vecu cifru nad flotom :)




 

Share this post


Link to post
Share on other sites

pre neki dan upalih igru po prvi put ikada :)

koliko sam citao sa ovim 2.0 apdejtom igra je drugacije balansirana, i ja nemam pojma kako je nekada bilo ali ovo sto sada pikam mi je fenomenalno za sada... nemam pojma prvo igranje mi je pa tek istrazujem ko sta gde kako, ali ovo svakako ispunjava prazninu za igranjem grand strategije koju je civ 6 ostavio

Share this post


Link to post
Share on other sites

Super je Stellaris. Igram ga redovno. Možda je i bolje što se nisi navikao na neke stvari od pre patch-a.

Sent from my S60 using Tapatalk

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now