[Dev Team] 2.0.3 Patch Released [checksum 6da2]

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Jorrhast

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Apr 24, 2017
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Imperial Prerogative (-20% influence cost for starbases and claims)
I think you meant to say Interstellar Dominion. IP is +5 core systems.
Just fought against my first automated dreadnought, expected glorious battle with lots of lasers, projectiles and missiles.... but after this patch I saw nothing. No weapons shooting effects at all, just ships flying, hitpoints going down on ships and that's it. No lasers, no projectiles, no missiles... no fun. :(
But very realistic. You couldn't possibly see laser rays and projectiles in space :p
 

Beimeith

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I could deal with 50% build speed if it also allowed you to build two at once.
 

Minuro

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Is a nice update, but when are you going to solve translation errors? Many texts and dialogues are missing or show typographical errors. For example, in the login screen the "clear user directory" button appears like this: "PDXL_CLEAR_USER_DIRECTORY_DESC". This problem is for all the translations.
 

Badesumofu

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You could, if they emit light, and "Laser" is an acronym for light amplification by stimulated emission of radiation. For projectiles, if they use tracers, then you would see them. ;)
Also I believe plasma emits light.

Laser light is meant to be a coherent beam, though. Unless it hits something that scatters it, you wouldn't see it, or at least won't see it move through the vacuum of space.
 

Acidmetal

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Laser light is meant to be a coherent beam, though. Unless it hits something that scatters it, you wouldn't see it, or at least won't see it move through the vacuum of space.
But it is a consistent beam in Stellaris. They shoot short bursts of beams. There are no Star Wars pew pew lol. (No offence to anyone)
 

James Fire

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Hmm I'm not so sure how I feel about this. On one hand, you actually want them to do this when fighting against massive opponent(s), but sometimes you just want them to backcap for you while your much larger fleet does the heavy lifting. Prior to this patch, they seemed to do a decent-ish job of balancing this behavior. Would it be possible implement some way to order them to do certain things? Not as in direct control (otherwise I'd just integrate them), but just a vague "follow me" vs "go cap stuff" order?

This also exacerbates the problem where if you are fighting a total war, your vassals can last-hit starbases and take the territory for themselves instead of it being yours.

On a positive note, I'm thrilled to see Colossus firing times be tuned down to something more reasonable. That's a fantastic and much-needed change.
So just don't tell them to follow you? There is a button for that.
 

Jorrhast

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Apr 24, 2017
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But it is a consistent beam in Stellaris. They shoot short bursts of beams.
So what? The whole point of laser weapons is to deliver all that energy (in the form of visible light or UV/gamma rays) to the target. There's no medium between emitter and target which can be illuminated by the ray, therefore you can't see the ray itself. Only the results of it colliding with target. The only reason for there to be visible rays is the Rule of Cool. Or maybe some debris from previous explosions.
...look what you got me into, talking about logic in video game where those "laser" "rays" travel instantly through half a solar system :D
 

Badesumofu

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But it is a consistent beam in Stellaris. They shoot short bursts of beams. There are no Star Wars pew pew lol. (No offence to anyone)

A laser is a beam of photons - it doesn't give off photons unless it is pointed at you. The 'pew pew' isn't the reason Star Wars lasers are not realistic, it's that you can see them at all (outside of when they are being fired in a smoky environment or there is something else to scatter some of the photons).
 

Sarno

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A laser is a beam of photons - it doesn't give off photons unless it is pointed at you. The 'pew pew' isn't the reason Star Wars lasers are not realistic, it's that you can see them at all (outside of when they are being fired in a smoky environment or there is something else to scatter some of the photons).
Also, Star Wars lasers are not "lasers", they are infact plasma projectiles.

From wiki:
"Instead of firing a coherent beam of light like the archaic laser, the blaster fired a compressed, focused, high-energy particle-beam that was very destructive, commonly referred to as a "bolt." Generating the bolt relied on two components: a gas cartridge filled with an energy-rich blaster gas (typically Tibanna) and a power pack."
 

Khyinn

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Good patch but introduces a lot of errors :
- still missing some localisation texts;
- the game seems to be laggy now on my PC (in 2.0.2, didn't have any problem);
- color cubes for ship modules (lol) and disabled effects.

BUT, thanks for the fleet manager fixes... Now this is something we can use and understand.

Hope that 2.0.4 will address all these issues and we don't have to wait next week...