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Stellaris |OT| Imperium Universalis

The GAF MP never took of for this game huh? I have tried playing it with Kabouter but he only whines about my 'better' starting position.
 
I think the base game needed improving before the multiplayer could really work to be honest. Maybe with Banks it will be in the right spot.

Question for everyone - normally I play the game with all modes of space travel enabled, and usually take warp gates myself. However, Ive been thinking more and more that this doesn't help balance the game, and that I would probably be better off just restricting all travel to space lanes - any thoughts?
 
I think travel should be restricted yes, otherwise some players are on a different "map" than others and if you're interested in fairness this can throw the balance off.
 
I think the base game needed improving before the multiplayer could really work to be honest. Maybe with Banks it will be in the right spot.

Question for everyone - normally I play the game with all modes of space travel enabled, and usually take warp gates myself. However, Ive been thinking more and more that this doesn't help balance the game, and that I would probably be better off just restricting all travel to space lanes - any thoughts?

Imo, this game will needs its own "art of war" style patch before multiplayer gets there properly. If you don't have just about everyone in the game on wormholes its practically unplayable for anyone on warp/hyperlane.

I played a 32 player multiplayer campaign last year, and there's no sign of any changes that would make the post initial exploration period any more balanced yet for multiplayer.
 
IMO you should always lock your games to one type of FTL. Avoids too much asymmetry. IMO hyperlanes is the "best" in terms of game design because it gives Stellaris something it desparately needs, i.e. geography.
 
Just go to the workshop section of the game in the Steam community tab, find mods you like and click Subscribe and they'll be in the launcher next time you load the game. From there just click enable if they aren't.

There are mods for just about everything so it's hard to really recommend without knowing what it is you want to change or expand on. I use just some basic stuff like adding new flag colors and symbols and new portraits.

Thanks!

I thought this was the case. Silly question, do i need to star a new game to enable the mod? Seems fairly straightforward and easier than adding the stalker shadow of Chernobyl mods to the files etc.
 
Only one hour! Edit: One hour more? :(

I haven't played this game since the launch because I was a bit disappointed with the mid-game. I hope now it's a lot more fun with all the updates and dlcs.
 
Haven't really played this or anything else on pc for a while due to various reasons and only started looking through the dev diaries today.
Will probably pick it up later today. I've been reading through all The Culture books again and I need a video game to scratch that sci-fi itch and everything about this expansion looks really promising

I prefer playing with every FTL type btw. I like the asymmetry.
 
I am really looking forward to this! Utopia sounds like a good jumping-on point for Stellaris, but we'll see. This genre is completely new to me, as an attempt to rekindle a waning interest in gaming.

Who knows, maybe if I can get along with this game, I'll give CK2 another shot! (yeah, as if that's gonna happen with my garbage atention span).
 
Thanks!

I thought this was the case. Silly question, do i need to star a new game to enable the mod? Seems fairly straightforward and easier than adding the stalker shadow of Chernobyl mods to the files etc.

You should be able to enable/disable whatever combination of mods you're Subscribed to in the game's launcher. Just hit the Mods tab and click individual selections to turn them on (they get a boarder highlight).

As for compatibility with current, game-in-progress saves? Well that's anyone's guess. Simpler mods like the UI Overhaul one I mentioned earlier should fold into an existing save just fine. But the more complex ones might have trouble adapting to a game in progress.

The Load Game screen is good about telling you if you're saves are compatible with your current mod load-out. If it tells you your save won't work with your mods, try disabling all mods and then adding them back in, one at a time, to figure out which one is creating a conflict.

Final note, game saves under the current game build 1.4.1 (I think?) will be incompatible with today's 1.5 update. So you're best bet is to start a fresh game anyway after the update. If you want to continue your current save without today's update (pro-tip: you don't), follow these steps.

Cheers.
 
If the launcher says a mod is out of date, will it 100% mean it won't work? I have some mods I would really like in a new game that includes extra events
 
Really looking forward to reading peoples impressions of this update/DLC.

If the launcher says a mod is out of date, will it 100% mean it won't work? I have some mods I would really like in a new game that includes extra events

As far as the launcher is concerned, it's just checking if the mod version matches the game version. Whether or not the mod will work depends on if anything in the base game has changed that the mod is working with. E.g. I've been using some flag replacement mods for EU4 which are technically long out of date, but they've not needed updating as they're just changing a few pictures essentially.
 
Kabouter needs a buffer zone of at least 3 power players to feel safe from the Oopsy Daisy imperium.
 
This is probably a mammoth task, but I am a little sad that the little bits of story text you get now and then aren't really altered to suit Hive Mind races.
 
This is probably a mammoth task, but I am a little sad that the little bits of story text you get now and then aren't really altered to suit Hive Mind races.
Yup, having special stuff for the Hive Mind was one of my biggest hopes. Adding it in after release makes it much much harder.

Making a non-historic game needs much more attention from Paradox. It's easy to draw upon history and everyone's vague idea of a country to have a relatively firm grasp of who you are, who your allies/enemies are and what you should be doing. With Stellaris, it takes a lot of work to make your custom designed race #43252 feel different than any other race in the galaxy, especially beyond simple universal stat bonuses and penalties. Think of board games like Cosmic Encounter or Eclipse: New Dawn for the Galaxy for decent unique sci-fi archetypes.
 
As always I'm completely stuck at the race design screen torn about what to do. Think I'm just going to bite the bullet and play a Hive mind species copied off the Zerg... ;). I have no shame!
 
As always I'm completely stuck at the race design screen torn about what to do. Think I'm just going to bite the bullet and play a Hive mind species copied off the Zerg... ;). I have no shame!

Yeah I can't decide on a race either. Good thing the game now saves the options you choose for a game as I always play on the same galaxy type and it got annoying remembering to change them each time I started a new game.
 
If the launcher says a mod is out of date, will it 100% mean it won't work? I have some mods I would really like in a new game that includes extra events

Almost always there will be broken stuff. How broken depends on the scale of the mod. Id be wary of event mods due to bunch of syntax changes, and UI mods.
 
For MP to be viable there needs to be a way to ensure that one singular fleet action doesn't decide the war within the first six weeks. You need to be able to stagger fleets, deal with supply attrition, recover from losses.

As of now, whoever's blob wins the first fight wins the war.
 
For MP to be viable there needs to be a way to ensure that one singular fleet action doesn't decide the war within the first six weeks. You need to be able to stagger fleets, deal with supply attrition, recover from losses.

As of now, whoever's blob wins the first fight wins the war.

Yeah, they haven't addressed any regarding the blobing as of yet... allthough the sticky thread in their official forums have some nice ideas going.
 
IMO you should always lock your games to one type of FTL. Avoids too much asymmetry. IMO hyperlanes is the "best" in terms of game design because it gives Stellaris something it desparately needs, i.e. geography.
Is that possible for SP? That would make the game a bit more interesting.
 
Warfare & diplomacy will probably be the next big update. Or so I hope anyway.



Yeah. I lock mine to hyperlanes so you can have chokepoints and defense stations will have some uses.
I very much hope so, along with more unique and meaningful events. The events should help you flesh out your race, make each campaign feel different. At the moment you still pretty much meet the cloud dudes and the crystal dudes and have at best two options for dealing with them and get a bunch of the same lore with some minor stat bonuses.

Stellaris has so much potential for different gameplay with the ethics, weapons, travel types, etc. but it is never realized in a meaningful way.
 
I very much hope so, along with more unique and meaningful events. The events should help you flesh out your race, make each campaign feel different. At the moment you still pretty much meet the cloud dudes and the crystal dudes and have at best two options for dealing with them and get a bunch of the same lore with some minor stat bonuses.

Stellaris has so much potential for different gameplay with the ethics, weapons, travel types, etc. but it is never realized in a meaningful way.

This is my first Paradox game but I understand that they tend to launch pretty bare bones and then build on the foundations. They've got at least two Utopia sized expansions planned + whatever minor updates. I'm sure we'll get there eventually.
 
Warp: good for l new paradox players, civ-like exploration and expansion
Hyperlane: good for paradox vets and all around balance for warfare/exploration/diplomacy
Wormhole: most interesting military engagements
 
This is my first Paradox game but I understand that they tend to launch pretty bare bones and then build on the foundations. They've got at least two Utopia sized expansions planned + whatever minor updates. I'm sure we'll get there eventually.
I have no doubt that we will, it's just a bit sad to see them literally having to rebuild all the systems in the game from launch. I wonder what happened that they had to rush it out the door and now a totally different team is fixing it bit by bit.

Speaking of systems, how is the character age supposed to fit into the gameplay? There doesn't seem to be a natural flow, you train your characters up to be really great and then ~70 years into the game they die and you pretty much start from the beginning with level zero scrubs.
 
I have no doubt that we will, it's just a bit sad to see them literally having to rebuild all the systems in the game from launch. I wonder what happened that they had to rush it out the door and now a totally different team is fixing it bit by bit.

Speaking of systems, how is the character age supposed to fit into the gameplay? There doesn't seem to be a natural flow, you train your characters up to be really great and then ~70 years into the game they die and you pretty much start from the beginning with level zero scrubs.

Probably ran out of money? It's not like they have huge AAA budgets so they could afford years of selling nothing.

IIRC the age works like this: the leaders roll dice at x intervals to die and the dice gets more biased each year. You can research tech or take the long living perk to mitigate this.
 
Probably ran out of money? It's not like they have huge AAA budgets so they could afford years of selling nothing.

IIRC the age works like this: the leaders roll dice at x intervals to die and the dice gets more biased each year. You can research tech or take the long living perk to mitigate this.
Probably right about the budget, they also went public last year so they needed a big hit at the right time I guess.

I know how the dying part works. I just didn't understand the gameplay aspect, at least last I tried it was pretty hard to have a bunch of leaders trained up to take over once the really good veterans died leading to a huge dropoff in science production for example. This is not really common in other Paradox stuff.
 
I think what they put out was also just a good game for a lot of people, too. I know it's not what veteran Paradox players really wanted but it did a good job catching me, at least. It came into this first big expansion having sold very well with nearly a 90% positive on Steam.
 
At work watching this video about creating some of the mega structures. Really cool that the Dyson sphere turns all the world into ice worlds. Love details like that.
 
I have no doubt that we will, it's just a bit sad to see them literally having to rebuild all the systems in the game from launch. I wonder what happened that they had to rush it out the door and now a totally different team is fixing it bit by bit.

It seems like every 4X game completely rebuilds their systems in the first 1-2 expansions for the game and nothing to worry about for Stellaris.
 
I know how the dying part works. I just didn't understand the gameplay aspect, at least last I tried it was pretty hard to have a bunch of leaders trained up to take over once the really good veterans died leading to a huge dropoff in science production for example. This is not really common in other Paradox stuff.

If you can afford it, just get extra science vessels and level them there? Once you get the orbital boost they even contribute to your research.
 
Probably ran out of money? It's not like they have huge AAA budgets so they could afford years of selling nothing.

IIRC the age works like this: the leaders roll dice at x intervals to die and the dice gets more biased each year. You can research tech or take the long living perk to mitigate this.

The guy currently being the game director wasn't in that position for development prior to 1.0, he used to be on EU4. Different guy, different vision for where the game should go is probably what is going on here.
 
If you can afford it, just get extra science vessels and level them there? Once you get the orbital boost they even contribute to your research.
Good point, I do long for the day Paradox finally deems us worthy of starting out with auto-explore. Apparently having to queue up systems for surveying is currently an important part of early gameplay...

The guy currently being the game director wasn't in that position for development prior to 1.0, he used to be on EU4. Different guy, different vision for where the game should go is probably what is going on here.
He's certainly doing a better job so far.
 
The guy currently being the game director wasn't in that position for development prior to 1.0, he used to be on EU4. Different guy, different vision for where the game should go is probably what is going on here.
Wiz seems to have a good vision for the future, yeah.
Good point, I do long for the day Paradox finally deems us worthy of starting out with auto-explore. Apparently having to queue up systems for surveying is currently an important part of early gameplay...

Tbh, what else are you going to do in the early game with your income in the low dozens and owning 1-2 planets. I've skipped it a bunch of games since everyone closes their borders after I purge a species or two and I can't explore within their borders.
 
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