• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Mandemon

First Lieutenant
62 Badges
May 29, 2013
231
2
  • Arsenal of Democracy
  • Magicka 2
  • Pillars of Eternity
  • War of the Roses
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sword of the Stars II
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Ancient Space
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • King Arthur II
  • Europa Universalis III
  • Europa Universalis IV
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
I think "Space Opera" is probably the best description for Star Wars. Then again this really isn't the point of this thread :D

I just wanted to point out that Hyperlanes are internally consistent and not "space magic".

To be honest, all models of FTL are various forms of "space magic" since as far as our current understanding of physics goes, it is impossible to reach FTL speeds. Alcubierre drive that many tote as "real life FTL" is purely mathematical model that we have no idea how to even begin to carry out in real life.

On that ground, Hyperdrive is about as realistic as warp or wormhole generation.

Then again, all arguments about "realism" in Stellaris fall apart when you remember it has interdimensional horrors and invaders, Chaos Gods Shroud entities that you make deals with, Worm-In-Waiting, casual FTL travel...
 

Knight of Orthus

First Lieutenant
16 Badges
Dec 9, 2017
271
0
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Imperator: Rome Sign Up
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris - Path to Destruction bundle
Just because you can't commune with our Lord and Saviour End Of The Cycle, doesn't mean I can't. ;)
 

PK_AZ

Lt. General
43 Badges
Feb 9, 2015
1.518
1.110
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Surviving Mars
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Sengoku
The FTL charge up time might to some extend reflect mass and acceleration except it does not. One day to FTL and get engaged to combat with enemies that just arrived from FTL and all the momentum goes *puff* magically to dev/null/. If entering warp does not need acceleration then only reason for the wait up is warming up engines or collect a energy spike but it feels quite flawed design to create such drive as that would leave the ship without power to its weapons and shields. Or if the energy amount needed by the warp is just fraction of what other systems need, then why no captain has ever used that huge energy pool to supercharge weapons or researcher got a idea to create a weapon that harness that huge energy spike?
I believe Stellaris warm-up-down is expy of Mass Effect Reapers. I believe they went on warp to conquer galaxy, because Protagonist exploded their secret passage, and because of that they have to stay in every system on their way to cool down their ships. (but note I ended Mass Effect epic adventure after 2)

Answering 'its magic' moves the game from sci-fi to fantasy and that's cool as long as it is true to what it says it is.
Space opera, not fantasy.
And honestly. If anyone ever thought Stellaris is NOT lighty-hearted space opera with very little care about realism or sci-fi hardness, then I have to ask how many hours that person actually spend with Stellaris.

Sensors do not have their own hyper drives to travel independently of ships and stations. They are limited in range by the vessel they are installed on and this should be euclidean distance. Likewise with snares and other range based effects.
Really, people are able to believe in any kind of weird, unscientific stuff, unless it is not hyperlanes. Why exactly sending information at faster than light speed through some unexplained method is good, but passively hearing of hyperlane network that physically exist in universe is bad?

Then again, all arguments about "realism" in Stellaris fall apart when you remember it has interdimensional horrors and invaders, Chaos Gods Shroud entities that you make deals with, Worm-In-Waiting, casual FTL travel...
Actually no, they dont.
For starters, there are many forms of realism. For our discussions two are most important:
1) how much setting is similar to our world
2) how much mechanisms of history of that setting are similar to ours
by mechanisms of history I mean some kind of philosophical force that makes sure people and states behave the way they behave. In my opinion good hard science-fiction, fantasy etc is when part of the fun is to see how REALISTIC mechanisms of history interact with FANTASY elements.
In other words: Space dragons? Ok. Empires not being able to change theirs FTL of choice even if all their enemies use something better than they? NOOOOO THATS UNREALISTIC RIP STELLARIS
 

_Sohei_

Captain
47 Badges
Aug 24, 2013
433
145
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron III: Their Finest Hour
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • Victoria 2
Why exactly sending information at faster than light speed through some unexplained method is good, but passively hearing of hyperlane network that physically exist in universe is bad?
The game does not model the time lag in information that would be realistic for information to travel such distances. That is fine, as it is could be construed as necessary from an ease of game play perspective so is fine as a design choice.

I did not mention restricting knowledge of the existence of hyperlane networks as it is not related to my point that we already have this instant communication and sensor information at FTL speeds.

My main point in the last post was that restricting borders or claims based on travel distance by FTL type is not necessary. It is isn't necessary for sensors and isn't necessary for travel types. There are numerous other design choices available. This is true regardless of which FTL type happens to be used in the game.

That means that restricting FTL to one default type is not necessary for borders or claims to work in a similar way to either 1.9 or 2.0. The other FTL types could work fine with many of the other changes made in the game with only slight tweaks. No need to remove them.
 

Mandemon

First Lieutenant
62 Badges
May 29, 2013
231
2
  • Arsenal of Democracy
  • Magicka 2
  • Pillars of Eternity
  • War of the Roses
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sword of the Stars II
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Ancient Space
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • King Arthur II
  • Europa Universalis III
  • Europa Universalis IV
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
I believe Stellaris warm-up-down is expy of Mass Effect Reapers. I believe they went on warp to conquer galaxy, because Protagonist exploded their secret passage, and because of that they have to stay in every system on their way to cool down their ships. (but note I ended Mass Effect epic adventure after 2)

The static discharge of Mass Effect species is only related to local species, the Reapers themselves have no problems traveling from outside the galaxy using "slowboating" FTL (AKA normal ME FTL) to hit Kar'Shan directly and start their invasion.

Furthermore, ME ships do not need to stop at every system. On average, they can get about 50 hours of continuous travel before needing to discharge. With the average speed of 15 LY/day, ME species can cross about 30 light years before they need to take action.

Reapers meanwhile give a finger to laws of physics, with one particular (lobotimized) Reaper being capable of operating itself for about 37 million years while resisiting gravitational pull of a forming star, while being inside the said star. No refueling or repairs, it just does this. Reapers also travel about 30 LY a day on average, at least based on Citadels observations.

(Yes, I am something of a ME lore fan, why do you ask?)
 

Ek1

Breaking games since '93
13 Badges
May 15, 2016
65
0
Ek1.Fi
  • Magicka
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
And honestly. If anyone ever thought Stellaris is NOT lighty-hearted space opera with very little care about realism or sci-fi hardness, then I have to ask how many hours that person actually spend with Stellaris.
"107.8 hours past 2 weeks" according to steam.
Really, people are able to believe in any kind of weird, unscientific stuff, unless it is not hyperlanes. Why exactly sending information at faster than light speed through some unexplained method is good, but passively hearing of hyperlane network that physically exist in universe is bad?
Maybe because FTL is evolving in basic physics and theories that any person that kept his ears open in elementary school can relate to. Mass and acceleration.
Let me write really slowly so you won't miss the point this time. If the FTL needs huge amounts of power that needs to be collected, why not use that huge power spike to power weapons or shields? Or if the ships are self-sustaining, as per 202, then why not keep the warp warmed up all the time?
Main point was that what prevents from flying to direction XYZ when game says it is a space game? You know, s p a c e, not highway game.
 

Knight of Orthus

First Lieutenant
16 Badges
Dec 9, 2017
271
0
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Imperator: Rome Sign Up
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris - Path to Destruction bundle
"107.8 hours past 2 weeks" according to steam.
Maybe because FTL is evolving in basic physics and theories that any person that kept his ears open in elementary school can relate to. Mass and acceleration.
Let me write really slowly so you won't miss the point this time. If the FTL needs huge amounts of power that needs to be collected, why not use that huge power spike to power weapons or shields? Or if the ships are self-sustaining, as per 202, then why not keep the warp warmed up all the time?
Main point was that what prevents from flying to direction XYZ when game says it is a space game? You know, s p a c e, not highway game.
I'm really unsure whether I understand you correctly, but are you arguing that achieving FTL-Travel is merely about "mass and acceleration"? Because no, we will never achieve FTL just because we pack a bigger engine on something. Here is an article about that.
As for the other point: Nothing prevents them from flying to XYZ. Nothing prevents US from doing so right now. It just takes a really, really, really, really long time. Stellaris is not an Eternity Simulator. Space is incredibly big, you know?
 

Mandemon

First Lieutenant
62 Badges
May 29, 2013
231
2
  • Arsenal of Democracy
  • Magicka 2
  • Pillars of Eternity
  • War of the Roses
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sword of the Stars II
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Ancient Space
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • King Arthur II
  • Europa Universalis III
  • Europa Universalis IV
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
War could have been improved soooo many ways without making the game cancer

Such as? Do you have actual concrete examples, or do you just have a gut feeling?

"107.8 hours past 2 weeks" according to steam.
Maybe because FTL is evolving in basic physics and theories that any person that kept his ears open in elementary school can relate to. Mass and acceleration.
Let me write really slowly so you won't miss the point this time. If the FTL needs huge amounts of power that needs to be collected, why not use that huge power spike to power weapons or shields? Or if the ships are self-sustaining, as per 202, then why not keep the warp warmed up all the time?
Main point was that what prevents from flying to direction XYZ when game says it is a space game? You know, s p a c e, not highway game.

Once again: If hyperlanes introduce this "problem", why not warp or wormhole? In fact, I would think the problem is even more prelevant in those two, as they are created methods, rather than using natural methods. Hyperlanes might have a size limit, a titan might be largest thing that can safely travel through a hyperlane.

And sure, you could fly in CYZ direction... it would take several in-game years to reach even the closest star.
 
Last edited:

Ek1

Breaking games since '93
13 Badges
May 15, 2016
65
0
Ek1.Fi
  • Magicka
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
You might as well ask why Doom wasn't about counting arable land and livestock in medieval England.
Because the box says it is not.
upload_2018-3-13_14-45-54.png

Same way Stellaris does not say it is a Space opera.
upload_2018-3-13_14-43-58.png

I payed for that game and while it is okay to develop games in near infinite beta like the trend nowdays is and as there is no demo option I trusted PDS word to get the described game. Like saying goes in business when not being able to keep your word, once you can blame external things, second time yourself but there is no third time for a customer. For short term issues misleading advertising is punishable and ground for refund in some countries but loosing the trust on mans word, PDS, has a bigger impact. Might be trivial point to some but here in upinthenorth not delivering what you promised have had cost of 197,9M € so we kinda take seriously what people promise.
I'm really unsure whether I understand you correctly, but are you arguing that achieving FTL-Travel is merely about "mass and acceleration"? Because no, we will never achieve FTL just because we pack a bigger engine on something. Here is an article about that.
Exactly! If we can overcome any of the three in E = mc2 limitations then the fun really starts. FTL drive needs to handle any of those to be able to go FTL but like said, elementary level of school is needed to understand how things change if any of them can be manipulate. Its either huge energy output, manipulation of mass or combination. So back to the point, looks like warp drive has the capacity to supercharge weapons or manipulate mass that in turn makes moons weapons.
Btw your article uses old information about Alcubierre drive, here is the newest take from nasa.

</offtopic>

As for the other point: Nothing prevents them from flying to XYZ. Nothing prevents US from doing so right now. It just takes a really, really, really, really long time. Stellaris is not an Eternity Simulator. Space is incredibly big, you know?
Um, no. I am clicking right now on map to non celestial body and the ship wont go there. Nope. Let me try other hand. Still nope. So if the space is big how come the ships can't go to space? Have you actually seen any ships in space, space meaning now interstellar space, as in my games the ships are all always in the star system.
There is no space, just roads.

Once again: If hyperlanes introduce this "problem", why not warp or wormhole? In fact, I would think the problem is even more prelevant in those two, as they are created methods, rather than using natural methods. Hyperlanes might have a size limit, a titan might be largest thing that can safely travel through a hyperlane.
I am actually using jumping, errr jump drive, quite actively. Almost on every move. It has ofc no military value because of the big 'fuck you' it slaps on a fleet after jumping so its mostly used when need of logistics or used by civic ships. As it is not used automatically it also increases the time I micro manage all my half dozen fleets and dozen or two civic ships. Fun? No, not really. Pre 2.0 logistics was smoother.
 
Last edited:

Mandemon

First Lieutenant
62 Badges
May 29, 2013
231
2
  • Arsenal of Democracy
  • Magicka 2
  • Pillars of Eternity
  • War of the Roses
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sword of the Stars II
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Ancient Space
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • King Arthur II
  • Europa Universalis III
  • Europa Universalis IV
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
I am actually using jumping, errr jump drive, quite actively. Almost on every move. It has ofc no military value because of the big 'fuck you' it slaps on a fleet after jumping so its mostly used when need of logistics or used by civic ships. As it is not used automatically it also increases the time I micro manage all my half dozen fleets and dozen or two civic ships. Fun? No, not really. Pre 2.0 logistics was smoother.

Pre-2.0 logistics were "smoother" because they were non-existent.

If you want to remove all strategy from the game, you can revert back to 1.9
 

Knight of Orthus

First Lieutenant
16 Badges
Dec 9, 2017
271
0
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Imperator: Rome Sign Up
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris - Path to Destruction bundle
Because the box says it is not.

Same way Stellaris does not say it is a Space opera.

Are you aware what a Space Opera is? Hint: It needs to be about persons. Anakin Skywalkers fall to the Darkside as a personal tragedy is Space Opera. Your Stellaris must be way more awesome than mine, because I do not have a young Anakins career to watch with great interest.
Nor do I see any discrepancy between the description and the game. The description is bland and boring, sure, but it isn't wrong.
Exactly! If we can overcome any of the three in E = mc2 limitations then the fun really starts. FTL drive needs to handle any of those to be able to go FTL but like said, elementary level of school is needed to understand how things change if any of them can be manipulate. Its either huge energy output, manipulation of mass or combination. So back to the point, looks like warp drive has the capacity to supercharge weapons or manipulate mass that in turn makes moons weapons.
Btw your article uses old information about Alcubierre drive, here is the newest take from nasa.
</offtopic>
Eh. To be honest I just typed it in Google and scimmed the first article to come up whether it was roughly correct. Because you didn't seem to know what you are talking about, and still don't. The entire point of Hyperspace is sidestepping those limitations! They are literally entering another "space" because the ships can't go FTL. They may even, in fact, travel at exact the same speed we see in-system. (It depends on the FICTIVE theory about hyperspace, which the devs haven't elaborated on that much - likely to allow different interpretations.)

If that other space just happens to be formed in the random way it is generated at game start - well, yeah. That is the way it is. Naturally. Chockepoints are logically inevitable.
Um, no. I am clicking right now on map to non celestial body and the ship wont go there. Nope. Let me try other hand. Still nope. So if the space is big how come the ships can't go to space? Have you actually seen any ships in space, space meaning now interstellar space, as in my games the ships are all always in the star system.
There is no space, just roads.

Let me repeat: Stellaris. Is. Not. An. Eternity. Simulator.

Would you prefer that if you click on that other systems your ships start to travel there and reach it in 1000 years? And when after 200 years you think "Darn, that is such a stupid idea" and you order them to turn around they take another 200 years to come back? Cause if you do, I can assure you, you are alone.

Even sandbox games should not allow pointless stuff like that.:rolleyes:
I am actually using jumping, errr jump drive, quite actively. Almost on every move. It has ofc no military value because of the big 'fuck you' it slaps on a fleet after jumping so its mostly used when need of logistics or used by civic ships. As it is not used automatically it also increases the time I micro manage all my half dozen fleets and dozen or two civic ships. Fun? No, not really. Pre 2.0 logistics was smoother.

After the first world war militaries across the world struggled with the concept of tanks and their future role. The spanish civil war saw Italian tanks fail to perform adequatly. Many nations, including Allies, thought this evidence that infantry, or "Entscheidungsmasse", would still be the decisive element of warfare. The Germans didn't, they were like: "Of course the Italians couldn't do it." We all know how that ended.

Your failure to utilize Jump Drives is no argument. I've had an FE utilize it against me to great effect, circumventing my strong defences and striking where I was vulnerable. And Stellaris AI is probably not the smartest out there. Nuff said.
 
Last edited:

Mandemon

First Lieutenant
62 Badges
May 29, 2013
231
2
  • Arsenal of Democracy
  • Magicka 2
  • Pillars of Eternity
  • War of the Roses
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • The Showdown Effect
  • Sword of the Stars II
  • Semper Fi
  • Victoria: Revolutions
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Ancient Space
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • King Arthur II
  • Europa Universalis III
  • Europa Universalis IV
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
Yeah, Jump Drive is should not "Jump at ever moment", it's closer to tactical decision: "I will make a jump here to bypass this section of the space, thus avoiding getting into a bad engagement". Equally, you can use to retreat if superior force is bearing down on you.

Trying to use jump drive like was warp drive is pointless and just leaves your fleet weakened for nearby fleets to pick apart.
 

Glexn

Recruit
Mar 13, 2018
1
0
I'm just throwing in my 2 cents that 2.0 ramped up the tedium to unreasonable levels. I came to find out if I was missing something, but it seems the game is just slow and dull now.

It's not only the FTL changes that cause it, building on every star to claim is even more annoying that the pre-Automatic Exploration days, and etc. It reminds me of how DoW3 was dulled by taking out all the fun toys and replacing them with competitor/streamer friendly features. Stellaris now gives me that same type of boredom. It was the most fun I've had in a 4x, was great while it lasted.
 

Ek1

Breaking games since '93
13 Badges
May 15, 2016
65
0
Ek1.Fi
  • Magicka
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
Eh. To be honest I just typed it in Google and scimmed the first article to come up whether it was roughly correct. Because you didn't seem to know what you are talking about, and still don't.
Did you read the article or just failing to see the point that if any part of the energy, mass or speed in the equation can be altered it has signification impact on how achieving the faster than light travel method or is your argument 'its space opera'? But do tell where the psychics is wrong so I have a dissertation to write!
Pre-2.0 logistics were "smoother" because they were non-existent.
Quite wrong. In Stars! and other note worthy S P A C E strategy games where movement is more free you need to apply lot better strategy than in the below picture where I have gained control of 40% of the whole galaxy with four (4) highlighted choke points. Three actually as one AE sits on the area behind the fourth (east) node so I could use the rest of starbases to something else, like growing resources. I will always have the strongest claims on those nodes thus after 71 years passed I have acquired supreme strategic dominance on rest of galaxy. Now it is just matter of time to either vasalize those poor sods inside my regime or blow them up as they have no place to run or grow as they simply can't out maneuver me my fleets in this S P A C E strategy game.
upload_2018-3-14_15-50-55.png


If you want to remove all strategy from the game, you can revert back to 1.9
Sure, I presume you will provide the bug fixed 1.9 version then because it would need a idiot to even suggest someone to roll back half years worth bug fixes.

Would you say that air supremacy includes zero strategy? Sure plays a big part in wars and is usually de facto how a conflict ends. How I see this change is much like changing the strategy in the game from similar of air strategy to ground force strategy. Air strategy works around things like interception, intel, deception, using right tools (recon, bombing, interceptors...), securing your bases and logistics and so on. Ground wars rely on logistics, logistics and logistics. Sure, you need to know what is where and don't bring a tank to mine fight and so on but the main problem will always be how to get troops past this and that and still keep logistics running. Enemy having the high ground in ground war means there is shit you can do unless you accept high losses. In air war it has lot more weight on how you use those planes than where those planes are parked.
Because they are so mobile as they can move freely around the space around them without the need of roads. (Did you see what I did there?)

I have now parked my ground^Wspace fleet now on those high ground^Whyperlane intersections and it sure looks like I am playing PANZER GENERAL as no way enemy fleets get past those as my nice starbases provide support there. Or even if they would get past them, they are cut out of reinforcements as I can retake the forts with my highest claim on them.
You think the AI or anyone will jump past those choke points? Thats -50% to fleet power right there dude and you are now inside enemy borders so if the harmony peace loving defender also jumps from closest interception they got +15% better fire rate. Plus, you got no place to run.

Space has less things to hit than airplane yet it can't fly freely. Space opera indeed.
 
Last edited:

PK_AZ

Lt. General
43 Badges
Feb 9, 2015
1.518
1.110
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Surviving Mars
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Sengoku
Quite wrong. In Stars! and other note worthy S P A C E strategy games where movement is more free you need to apply lot better strategy than in the below picture where I have gained control of 40% of the whole galaxy with four (4) highlighted choke points.

How I see this change is much like changing the strategy in the game from similar of air strategy to ground force strategy. Air strategy works around things like interception, intel, deception, using right tools (recon, bombing, interceptors...), securing your bases and logistics and so on.
You DO know that Stars! and Stellaris pre-Cherryh are not the same game?
 

Knight of Orthus

First Lieutenant
16 Badges
Dec 9, 2017
271
0
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Imperator: Rome Sign Up
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Stellaris - Path to Destruction bundle
First of, let me thank you for trying to make a case for your position, instead of just delivering some rand. Kudos to you.

I'd still like to point out a few flaws in your logic:
  1. I highly doubt this is a 1.0 Hyperlane game. There are only very few system that do not connect in a linear manner (A B C), those that do predominantly end in a small chain of 2-3 systems. I can only see a single systems connecting to 4 other systems. Now you may claim this is, and I can't verify, but if it is, RNG got you. I usually play on 0.5 and my games look exactly like this.
  2. Your position makes your empire very vulnerable as soon as Jump Drives are researched. Any human will bypass your defences entirely (if you only added them in chokepoints). A federation of that green and that blue nation could destroy you - now, probably, the AI will fail to do this. But I am not going to defend the AI, it's not up to snuff. Still, AI can handle hyperlanes way better than 3 FTL drives, so that can't (and shouldn't) be an argument)
  3. Your argument that Jump Drives are invalidated because of their wind-down is incorrect. In this case, the "snake" nature of your empire will allow another empire to jump into any given system that is far enough away from your fleets that wind-down is not a problem. Travel time is a thing now, which is good.
  4. Ships travelling around freely should be part of the definition of Space Opera. Space Opera is not about technical limitations, it's about some story, but in Space. It usually involves a lot of visiting all kinds of places very fast. In AOTC Obi-Wan travels pretty much the entire galaxy (even leaving the known one) back and forth in a fighter that isn't even FTL equipped. Rule of thumb: The more restrictions on fantastic movement, the less space opera it is. As to why you can't send your ships on 1000 year missions: See my previous posts.
 

Ek1

Breaking games since '93
13 Badges
May 15, 2016
65
0
Ek1.Fi
  • Magicka
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
You DO know that Stars! and Stellaris pre-Cherryh are not the same game?
Yes, yes I do.
Do YOU know the definition of space or space travel?
Wow, did not expect Stars! references. Man I loved that game.
Still do.
IMG_20180314_182604.jpg

Too bad when playing anything in the same week that is post 2000 the graphics and UI really kills the mood although smacking a planet with 25000kT mass packet sending friendly 'Hello' -card still makes my day and all modern game titan and super doom weapons look silly :-D
 

Attachments

  • IMG_20180314_182604.jpg
    IMG_20180314_182604.jpg
    1,1 MB · Views: 7
Last edited: