Stellaris

Dieses Thema im Forum "Spieleforum" wurde erstellt von Nimlod, 7. August 2015.

?

Eigener Thread für Star Trek: Infinite? (3 Tage Umfrage)

Diese Umfrage wurde geschlossen: 28. Oktober 2023
  1. "Make it so!"

    9 Stimme(n)
    60,0%
  2. "NO....NOOOO!" *zerschlägt Vitrine*

    6 Stimme(n)
    40,0%
  1. beagletank

    beagletank
    Registriert seit:
    25. August 2010
    Beiträge:
    3.350
    Irgendwo geistert durch die Paradox-Foren die offizielle Liste mit den Dingen, die man sich kurz nach Release für die Zukunft vorgenommen hatte. Mittlerweile ist ein Großteil davon abgearbeitet (Superwaffen, galaktische Community, usw.) . Offen sind unter anderem nach Religion, Innenpolitik und mehr Interaktionsmöglichkeiten mit Gefallenen Reichen und Primitiven. Und sicher noch ein paar andere Dinge, die mir gerade nicht einfallen.
     
  2. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Es herrscht seit der Sommerpause Funkstille was viele im Paradox Forum alles andere als gefällt weswegen die Kritik immer lauter wird.

    Die Stellaris Konsolenversion scheint auch nicht sehr gut zu laufen (Performance, Abstürze,...)
     
  3. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Die wird aber nicht von Paradox selber gemacht, meine ich. :parzival:
     
  4. Alex86 Nick der Schlitzer McGurk

    Alex86
    Registriert seit:
    10. März 2015
    Beiträge:
    25.103
    Es wird für Pdx daran gearbeitet, und deshalb sollte Pdx ein Interesse daran haben, dass es vernünftig läuft und dann sind die Beschwerden addressiert an Pdx auch richtig.
     
  5. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
    Beiträge:
    19.149
    Ort:
    Meddlfranken (tatsächlich)
    Ich weiß ehrlich gesagt grundsätzlich nicht warum man solche Spiele für Konsole rausbringt. Mir käme nie auch nur der Gedanke ein Paradoxspiel-Strategiespiel auf Konsole zu spielen. Gut, ich bin jetzt eh nicht so der Konsolen-Mensch - aber trotzdem. :ugly:
     
  6. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    $$$
     
  7. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
    Beiträge:
    19.149
    Ort:
    Meddlfranken (tatsächlich)
    Ja schon klar - bin nur überrascht das sich sowas überhaupt verkauft. :ugly:
     
    Alex86 gefällt das.
  8. Agent.Smith

    Agent.Smith
    Registriert seit:
    4. August 2000
    Beiträge:
    13.123
    Nicht jeder hat einen Gaming-PC. Klar, für Paradox-Spiele braucht man keine Monsterhardware. Aber was wenn man nur ein kleinen Laptop hat? Oder Schlimmer: nur ein Tablet oder Smartphone? Die Konsole erlaubt dann wenigstens bequem am großen TV zu zocken. Und der Anschluss einer Maus ist auch an der Konsole möglich. Surviving Mars auf PS4 z.B. erkennt problemlos eine angeschlossene Maus und hat im Menü die passende Steuerungsoption.
     
  9. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
    Beiträge:
    19.149
    Ort:
    Meddlfranken (tatsächlich)
    Ich könnte sowas wie Stellaris auch nicht von der Couch aus aka bequem spielen. Aber vielleicht bin das nur ich. :D
     
    Ebbi gefällt das.
  10. Mech_Donald

    Mech_Donald
    Registriert seit:
    13. April 2006
    Beiträge:
    9.656
    Ist das denn auf der Konsole erfolgreich? :parzival:
     
  11. Agent.Smith

    Agent.Smith
    Registriert seit:
    4. August 2000
    Beiträge:
    13.123
    So lange du die Wahl hast spricht ja auch nichts dagegen die eindeutig bessere und überlegene PC Version zu nehmen. :D
    Aber es scheint eben eine ausreichend große Zielgruppe zu geben denen die Option PC gar nicht zur Verfügung steht. Und warum sollte Paradox auf die verzichten? Aus purem Elitarismus gutes Geld liegen lassen?
     
  12. Mech_Donald

    Mech_Donald
    Registriert seit:
    13. April 2006
    Beiträge:
    9.656
    Also ich habe einen Laptop und zocke Stellaris nur da drauf. Geht wunderbar und gemütlich Abends im Bettchen. :)
     
  13. Alex86 Nick der Schlitzer McGurk

    Alex86
    Registriert seit:
    10. März 2015
    Beiträge:
    25.103
    Kalypso zb veröffentlicht ja auch so gut wie alles auf PC und Konsole.
    Gut, deren Produkte sind so seicht, dass die Bedienung per Controller überhaupt kein Problem mehr ist.
     
  14. Agent.Smith

    Agent.Smith
    Registriert seit:
    4. August 2000
    Beiträge:
    13.123
    Anekdotische Erfahrungsberichte hin oder her, wenn niemand einen Grund hätte es für Konsole zu kaufen würde es auch niemand tun und Paradox würde die Portierungen sein lassen.
     
  15. Mech_Donald

    Mech_Donald
    Registriert seit:
    13. April 2006
    Beiträge:
    9.656
    Darum ging es mir nicht. Sondern um das "Wenn aber nun jemand nur einen Laptop hat" -> Meine Antwort darauf: Ich habe einen und Stellaris macht darauf auch einen Riesenspaß.
     
  16. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zum Origin und den Civics aus Necroids
    https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-187-post-mortem.1433614/

    Die Origin macht aus deiner Spezies sowas wie Goa'uld (oder Fantasyrassen mit einem ähnlichen Gimmick wie die Mind Flayer aus D&D) sie nur sehr langsam von sich aus wächst aber dafür andere Pops konvertieren kann.
    [​IMG]
    [​IMG]

    Die Konvertierung erfolgt über ein spezielles Gebäude.
    [​IMG]

    Bei der Reanimated Armies Civic verlässt man den Bereich des Science Fiction komplett und wird stattdessen zu einem Fantasy Necromancer.
    [​IMG]
    Anstatt normale Armeebasen hat man Camps in denen Necromancer Zombies erschaffen. Neben Armeen geben diese auch Forschung.
    [​IMG]

    Diese Armeen sind wie Roboter auch immun gegen Moralschaden.
    [​IMG]
     
    Drugh gefällt das.
  17. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Ich nehme an morgen kommen Patchnotes zu Necroids und dem dazugehörigen Patch.

    Diese sollen etwas länger ausfallen...
    [​IMG]
     
  18. Wetterfrosch

    Wetterfrosch
    Registriert seit:
    8. September 2018
    Beiträge:
    905
    Ort:
    München
    Der Kerl ist also in etwa so groß wie 7-8 Bananen? :ugly:
     
  19. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    MtRobson und Mech_Donald gefällt das.
  20. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Der Necroids DLC erscheint am 29.10
    https://www.youtube.com/watch?v=mUh2A1Zfh9g
    • 15 new Portraits (+1 Machine Portrait)
    • 1 new Ship Set
    • 1 new Origin
    • 3 new Civics
    • 1 new Advisor Voice
    • 1 new City Set
    • 1 new Room background
    • 1 new Pre-scripted Empire
     
    Drugh, Mech_Donald und acer palmatum gefällt das.
  21. Rirre der von Helli getragen wird Kommentar-Moderator

    Rirre
    Registriert seit:
    16. Juli 2013
    Beiträge:
    13.879
    Mein RIG:
    CPU:
    AMD Ryzen 7 5800X3D
    Grafikkarte:
    Nvidia 4090 RTX
    Motherboard:
    ASRock X470 Master SLI
    RAM:
    32GB G.Skill Trident-Z-Neo 3600MHz
    Laufwerke:
    500GB Samsung 970
    2000GB Samsung 860
    Soundkarte:
    ne
    Gehäuse:
    be quiet! Silent Base 801
    Maus und Tastatur:
    Razer Deathadder Elite
    Razer blackwidow v3
    Betriebssystem:
    Windoof 10
    Monitor:
    ASUS PG348Q (34")
    yay endlich wieder Stellaris :yes:
     
  22. Miriquidi ehemals OERST :wahn:

    Miriquidi
    Registriert seit:
    23. August 2006
    Beiträge:
    4.263
    Keine neue Musik? :(
     
  23. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Patchnotes für 2.8 Butler zusammen mit Necroids.
    Es gibt noch weitere Ändernungen, die wurden aber als "zu riskant" eingestuft sie mit dem DLC zu veröffentlichen und kommen daher "bald" als Beta

    l#################################################################
    ######################### VERSION 2.8.0 ###########################
    #################################################################

    ###################
    # Necroids Species Pack Features
    ###################

    * Added a new Necroid pre-scripted Empire.
    * Added a new Phenotype with 16 new portraits (15 normal + 1 robot) of spooky scary Jeffoids Necroids.
    * Added a new City Set and room backdrop for Necroids.
    * Added a new dark and eerie Ship set.
    * Added a new Advisor Voice.
    * Added three new Civics: Death Cult, Reanimated Armies and Memorialist.
    * Added Necrophage, a new Origin.

    ######################
    # 2.8.0 "Butler" Features
    ######################

    * Added new Gestalt Governor Leader Traits: Amplifier and Mindfulness - both increase Administrative Capacity in relevant Pop Jobs.
    * Systems spawned during the game (e.g. precursor ones) will now usually have two hyperlanes instead of one.
    * Added a new experimental DirectX11 support launch command (“-dx11”).

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

    * Gestalt empires can no longer build the Hyperlane Registrar starbase building as they have no use for it.
    * The Oracle's admin bonus now grants +10% more admin cap instead of just +20.
    * Observation Post Indoctrination events now have a 540 day cooldown before they can fire again.
    * Terraforming Candidate is now a bit more common in the early game.
    * Terminal Orbit anomaly's reward has been buffed slightly.

    ######################
    # Stability & Performance
    ######################

    * Greatly improved startup and load times.
    * Optimised the refugees system to perform fewer duplicate checks.
    * Fixed an OOS related to armies created from Pops.
    * Fixed an OOS happening if someone is hotjoining while a country is marked for destruction.
    * Fixed an OOS with planet modifiers related to species crossbreeding.
    * Fixed an OOS with Federation Fleet Capacity.
    * Fixed a source of false positive OOS.
    * Fixed a CTD when transferring a save file during hotjoin.
    * Fixed a CTD that might happen when the outliner is updating certain elements when borders are updating.
    * Fixed a CTD when planets are removed and have active construction.
    * Fix CTD in Colonize window after dismantling shipyard.
    * Disabled AlienFX/LightFX since it has been reported to have issues and might cause a CTD/freeze when starting the game (at 30% loading).
    * Added a "hardoos" option that adds extra checksums to make it easier to catch causes for OOS.
    * Fixed an OOS when you find a precursor civ. event and an observer is present at game start
    * Tick time optimization (more efficient parallelisation (game go vroom vroom)).

    ######################
    # UI
    ######################

    * Fixed some Settings UIs having overrunning text in some non-english languages.
    * Fixed overlapping text in Empire Modifiers tab in some non-english languages.
    * The Curators' "goodbye" option is now always placed at the bottom of the option list.
    * Envoys can't be reassigned to the same location.
    * You can now only resettle your primary species away from planets with culture shock.


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

    * The AI is more willing to lower federation centralization if they are the federation president. They now care if Cohesion and Monthly Cohesion are negative.
    * Crisis AI will now be more likely to seek honorable alternatives to doomstacks (i.e. it will split its fleet up a bit more).
    * AI will now refill starbase modules and buildings if they are destroyed.
    * AI now handles FTL inhibitors better, new fleets will now try to assign each fleet to the closest most valuable objective.
    * AI should now handle Colossi correctly again. Fear will keep the local systems in line.
    * AI empires with the Void Dwellers origin are now more likely to choose the Voidborne ascension perk.
    * AI in Mercantile stance is now less likely to close borders.
    * AI now builds branch offices where it can rather than trying again and again to go on a world where there's already a branch office.
    * Fleet AI should not abort orders for defensive fleets like merging.
    * Fixed Fleet AI getting stuck in a regroup loop if some fleets cannot reach the system for regrouping.
    * Make sure AI fleets stop when issued orders to merge.

    ######################
    # Modding
    ######################

    * You can now use [ ] localisation commands in building descriptions.
    * Added trigger num_assigned_jobs = { job = <key>/unemployed value > 2 }.
    * Added is_ambient_object_type trigger.
    * It is now possible to use scope variables in the create_message effect.
    * ideal_planet_class trigger now works in pop and species scope, and also accepts a planet scope as the right hand side argument.
    * Added remove_starbase_building and remove_starbase_module effects.
    * Added change_colony_foundation_date = <number of days> effect.
    * Trigger has_available_jobs now works.
    * Added set_ship_prefix effect for country scope.
    * Added set_adjective effect for country scope.
    * change_government now has a cooldown = yes/no toggle (default is yes).
    * Added effect set_government_cooldown = integer/default/no.
    * added the missing settings to the get_galaxy_setup_value effect.
    ** Here's the new, up to date, list:
    *** num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale.
    * Added set_origin effect, but note, it'll usually not be useful to use this as effects executed during galaxy generation will not be rerun.
    * last_created_system now works.
    * Added defines SPAWN_SYSTEM_BUFFER_DISTANCE and SPAWN_SYSTEM_ATTEMPTS, in case you want to try funky things with the spawn_system effect.
    * set_location now works on juggernauts.
    * Added on_colony_10_year_pulse on_action
    * any_ambient_object and any_system_ambient_object scopes now no longer cause false positives in the error log.
    * on_colony_5_year_pulse now works on the capital too.
    * abort_trigger, on_fail and on_cancel in special projects now all use the same scopes.


    ######################
    # Bugfixes
    ######################

    * Fixed so that Zroni Precursor Arc Sites cannot be "hijacked" by another Empire.
    * Multiple Curator Scientist cannot be purchased any longer.
    * Added checks to see if the host has the appropriate DLCs for the slave market-oriented Resolutions.
    * Added missing Loc when proposal for forming Federations failed.
    * Fixed leviathans.1018 tooltip not showing actual results of the event.
    * The UNE now spawns as intended when playing as the Commonwealth of Man.
    * Fixed missing localisation in event “The Oracle”.
    * Slave Market Resolutions are now properly locked without Megacorp DLC.
    * Restoring megastructures will now only cause the rubble from their ruined variants to be cleared, rather than all ambient objects in the system (including system effects e.g. nebulas...)
    * Droids can now take Colonist jobs.
    * Subjects can no longer create vassals.
    * Pox Bombardment no longer kills machine units.
    * Fixed a case where the Slave Riots event could happen twice on the same day.
    * Fixed being able to build from (mega) shipyards that are not owned.
    * Added missing localisation keys for resolution_passed_diplomatic_weight and resolution_failed_diplomatic_weight empire modifiers.
    * Hid Zroni and Shoulders of Giants arc sites from countries ineligible for completing them (thus hiding unlocalised anti-stealing flags).
    * Added missing descriptions to Evermore planetary modifiers.
    * The AI attitude of country A to B now depends on A's opinion of B rather than B's of A. This fixes Fallen Empires never declaring war.
    * Surveyor relic can no longer find new resource deposits on Ring Worlds or Habitats.
    * The Floating Value event text no longer mixes up the planet and ship names.
    * Corrected Russian translation of Galactic Contender ascension perk.
    * Fixed minor localization issue in the Senate Floor tutorial window.
    * Changes to a progress-tracking variable in Joint Operation: Genius Caeli are now hidden from the arc site panel.
    * Fixed various typos and duplications in the species name files.
    * A Quiet Stroll event now has different text for Synthetic empires.
    * Tree of Life deposits are now properly cleared when the planet changes owner.
    * Shielded Planet special projects now use the correct planet name.
    * Removed duplications in Tiyanki ship names.
    * System graphical effects are now removed when the final Contingency planet is destroyed.
    * VLUUR's space storm will no longer manifest in nebula systems.
    * Fixed minor tooltip issue in Atomic Countdown event.
    * Shortened and rewrote overlapping Vault of Acquisitions technology description.
    * Fixed completed construction items for reinforcements not being removed properly from the fleet manager.
    * Fixed research costs for Special Projects "Investigate the Loop Temple" and "Study the Messenger connection".
    * The correct event description should now always be shown in “Finding the Truth”.
    * Adjusted the tooltips for the Improve and Harm Relations diplomatic actions.
    * Observation Posts are now cleared if all primitives have been killed by orbital bombardment.
    * Removed duplicate entry in Alpha Hub technology.
    * Mining Drones no longer display the Rare Crystal icon in the Jobs interface.
    * Changed Miner and Technician building icons to be more consistent with other jobs.
    * Fixed issue where some Spiritualist responses weren't always displayed in first contact situations.
    * Removed duplicate cohesion effect from tooltip in federation fleet contribution laws.
    * Fixed transparency on room backgrounds from Federations.
    * Gestalts can no longer get the debris_gasgiant_category_temp anomaly at all - which is as it should be.
    * Unity should now always spawn as a continental planet when playing the UNE.
    * Fixed a bug where Star-Crossed Lovers could take refuge in the Mutaagan Trading Guild.
    * Gestalts that conquer a regular empire's starbase will no longer have Trading Hubs and Offworld Trading Companies there.
    * Fixed some cases of species growing on planets disappearing and reappearing every other month.
    * Fixed Species rights showing as in breach of galactic law when they’re not.
    * You can no longer get random tomb world events on tomb worlds created through armageddon bombardment and other similar causes. Also, you can now only get each of them once.
    * Event Primordial Soup no longer wrongly assumes that Terminator machines think organic life worthy of interest.
    * Space fauna resolutions can no longer be proposed if they're already active.
    * Made sure clearing the blocker creates the correct species.
    * Added in breach icons and warnings in confirm dialog for policies that would cause breach of galactic law.
    * Fixed a case where the sector AI would spam luxury residences to deal with low amenities if there aren't workers available to work as Entertainers.
    * Fixed a bug where special projects to investigate space fauna would sometimes lose the targets they were meant to investigate, become "Investigate <blank>", and do nothing on completion.
    * Fixed a bug where the project to investigate Enclaves would talk about the system rather than the country.
    * Having comms established with you by enclaves no longer gives you influence.
    * The wrecked caravan ship ambient object is now removed by completing the project to research it.
    * Enslaving the species in the Underground Vault now shows the correct species will be enslaved.
    * Fixed some issues with special resources in the Hive Confluence building.
    * Added missing Army Names if the name list is picked for a Machine Intelligence empire.
    * Scions can now control their border access.
    * Fixed cases where sometimes the Galactic Market would take a while to allow buying and selling of special resources.
    * Gaia Worlds may no longer spawn with the 'poor quality minerals' planet modifier.
    * If you manage to create a species that is both psionic or cybernetic and erudite, the resulting leaders will now get both the cybernetic/psionic and the erudite traits.
    * Using modify_species to change the species of a country will now also target pops on colony ships. This fixes various gene modifications through events excluding colony ships.
    * Pops are now more likely to be maintenance drones if the planet lacks amenities.
    * Fixed some spaghetti script in the First Contact for Fallen Empires event, closing several loopholes where you could see Fallen Empires without them establishing contact with you.
    * Fixed a case where the event for Fallen Empires requesting the long-dead species you kept in stasis would fire twice.
    * Rewards for completing the Technosphere chain now take into account Gestalts (who cannot get Sapient AI tech).
    * Nu-Baol Life-Seeding now no longer removes Baol Homeworld planetary features.
    * Upgraded versions of planet-unique buildings now correctly specify that their number is capped per planet and keep their special background frame.
    * Fixed flags not being set correctly on building upgrades (which led to AI spamming upgrades it shouldn't have).
    * Fixed number of pacts not being visible in diplomacy windows at game start, as well as a potential OOS.
    * Fixed a case where Awakened Marauders would conquer a planet with less than 5 pops, kill all those pops and then spawn 12 pops on the planet (which, having been rendered uninhabited, no longer counts as a colony).
    * Fixed the tooltip for utterly failing the Enigmatic Cache uplift chain.
    * It is now possible for your ruler to be randomly given the trait Charismatic during their rule.
    * Events leading up to the spawning of a Relic Rails dig site may no longer fire multiple times.
    * Made sure that the relevant Fallen Empires actually exist in order for the Resolutions to be available.
    * Various fixes to the Golden Rule challenge for federation leadership, particularly addressing scenarios in which the event may not fire at the end of a presidential term.
    * Do not ping pong fleet groups that are on mission but the leader has jumped to the next system.
    * The tooltip for purchasing L-Gate insights from Curator Orders is now slightly more precise about the time it'll take them to identify each new clue.
    * Resolved late-game pirate fleets losing their scripted event targets.
    * The Yuhtaan system's star and planets are now correctly called "Yuhtaan" rather than "Yuthaan".
    * Fixed a stray "?" in the Blue Lotus Project event
    * The governor offered by the Nuumistic Order is now of the correct species
    * Opening the Alien Box will now change your dominant species rather than just modifying your pops and leaders. It will also now modify subspecies of the main species.
    * Forced a trait upon the event-created species that stops them from counting as Bio-Trophies.
    * Tooltips in the diplomacy screen regarding the other empire's federation is now more consistent.
    * Machine empires with the Resource Consolidation origin can now correctly adopt the Rogue Servitor civic when GC Resolution "A Defined Purpose" is passed (though they will be reset to the default origin in the process)
    * Fixed some cases where empires would be created during the game with random and inappropriate origins e.g. Doomsday. create_country now creates countries with Prosperous Unification by default.
    * Implemented an option trigger to stop an unnecessary/irrational option in an event.
    * Players will no longer receive alerts about war goals they cannot set anymore.
    * Fixed a case where marauder diadochi could spawn without any planets, breaking various things.
    * Fixed issues with space monsters sometimes being uncontactable.
    * Event experience reward is now assigned to the correct leader (scientist).
    * Systems spawned during the game e.g. precursor systems will now no longer spawn on top of other systems unless there really is no space for them elsewhere.
    * Fixed cases where you'd get refugees from a country you had no communications with.
    * Stopped certain arc sites from disappearing from the situation log after completion.
    * Fixed possible error with event-spawned Wormhole.
    * In the subterranean nation chain, if you get an invasion by them after attempting a preemptive strike, the invasion will now work.
    * Event "God of Death" no longer has an eyeball-popping tooltip.
    * Fixed confusing tooltip mentioning rivaling members when inviting to federation.
    * The conclusion to the Rage Virus event chain will no longer give invalid technologies for Gestalts
    * Fixed a case where multiple arc sites would spawn on one colony; also, the Sentinels will no longer spawn as soon as you fulfill the conditions, but are now a bit more random.
    * New auto-generated ship designs now have auto-upgrade checked by default
    * Fortress proclamation actually increases defense build speed now.
    * Fixed misspelled VO ID.
     
    Hacos, MtRobson und acer palmatum gefällt das.
  24. RyuDragon Ryu-Nyan, Katzenmädchenflüsterer und Catgirl-Connaisseur

    RyuDragon
    Registriert seit:
    28. März 2019
    Beiträge:
    5.224
    Zumindest erfolgreich genug, dass sie es weiter supporten wie es scheint. Die genauen Zahlen kenne ich aber nicht. Dürfte aber auf der Konsole eher ein Nischentitel sein.
    Ich zocke selbst auch die Konsolen-Edition, nicht die PC-Version. Die ist zwar im Vergleich etwas umfangreicher und natürlich auch fortgeschrittener, ich spiele aber halt persönlich lieber auf der Konsole. Auch, da ich mich da in der Regel nicht um technische Details und Einstellungen kümmern muss. Kommt aber natürlich auch auf die Umsetzung an, und Stellaris wurde hervorragend geportet und an die Kontrollersteuerung angepasst.
     
  25. Mech_Donald

    Mech_Donald
    Registriert seit:
    13. April 2006
    Beiträge:
    9.656
    Also da muss man den Entwicklern wirklich mal gratulieren, wenn die solch ein Spiel wie Stellaris für Controllersteuerung funktionabel bekommen. :hoch:
     
  26. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    2.8 Butler und Necroids ist draußen
    #################################################################
    ######################### VERSION 2.8.0 ###########################
    #################################################################

    ###################
    # Necroids Species Pack Features
    ###################

    * Added a new Necroid pre-scripted Empire.
    * Added a new Phenotype with 16 new portraits (15 normal + 1 robot) of spooky scary Jeffoids Necroids.
    * Added a new City Set and room backdrop for Necroids.
    * Added a new dark and eerie Ship set.
    * Added a new Advisor Voice.
    * Added three new Civics: Death Cult, Reanimated Armies and Memorialist.
    * Added Necrophage, a new Origin.

    ######################
    # 2.8.0 "Butler" Features
    ######################

    * Added new Gestalt Governor Leader Traits: Amplifier and Mindfulness - both increase Administrative Capacity in relevant Pop Jobs.
    * Systems spawned during the game (e.g. precursor ones) will now usually have two hyperlanes instead of one.
    * Added a new experimental DirectX11 support launch command (“-dx11”).

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

    * Gestalt empires can no longer build the Hyperlane Registrar starbase building as they have no use for it.
    * The Oracle's admin bonus now grants +10% more admin cap instead of just +20.
    * Observation Post Indoctrination events now have a 540 day cooldown before they can fire again.
    * Terraforming Candidate is now a bit more common in the early game.
    * Terminal Orbit anomaly's reward has been buffed slightly.

    ######################
    # Stability & Performance
    ######################

    * Greatly improved startup and load times.
    * Optimised the refugees system to perform fewer duplicate checks.
    * Fixed an OOS related to armies created from Pops.
    * Fixed an OOS happening if someone is hotjoining while a country is marked for destruction.
    * Fixed an OOS with planet modifiers related to species crossbreeding.
    * Fixed an OOS with Federation Fleet Capacity.
    * Fixed a source of false positive OOS.
    * Fixed a CTD when transferring a save file during hotjoin.
    * Fixed a CTD that might happen when the outliner is updating certain elements when borders are updating.
    * Fixed a CTD when planets are removed and have active construction.
    * Fix CTD in Colonize window after dismantling shipyard.
    * Disabled AlienFX/LightFX since it has been reported to have issues and might cause a CTD/freeze when starting the game (at 30% loading).
    * Added a "hardoos" option that adds extra checksums to make it easier to catch causes for OOS.
    * Fixed an OOS when you find a precursor civ. event and an observer is present at game start
    * Tick time optimization (more efficient parallelisation (game go vroom vroom)).

    ######################
    # UI
    ######################

    * Fixed some Settings UIs having overrunning text in some non-english languages.
    * Fixed overlapping text in Empire Modifiers tab in some non-english languages.
    * The Curators' "goodbye" option is now always placed at the bottom of the option list.
    * Envoys can't be reassigned to the same location.
    * You can now only resettle your primary species away from planets with culture shock.


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

    * The AI is more willing to lower federation centralization if they are the federation president. They now care if Cohesion and Monthly Cohesion are negative.
    * Crisis AI will now be more likely to seek honorable alternatives to doomstacks (i.e. it will split its fleet up a bit more).
    * AI will now refill starbase modules and buildings if they are destroyed.
    * AI now handles FTL inhibitors better, new fleets will now try to assign each fleet to the closest most valuable objective.
    * AI should now handle Colossi correctly again. Fear will keep the local systems in line.
    * AI empires with the Void Dwellers origin are now more likely to choose the Voidborne ascension perk.
    * AI in Mercantile stance is now less likely to close borders.
    * AI now builds branch offices where it can rather than trying again and again to go on a world where there's already a branch office.
    * Fleet AI should not abort orders for defensive fleets like merging.
    * Fixed Fleet AI getting stuck in a regroup loop if some fleets cannot reach the system for regrouping.
    * Make sure AI fleets stop when issued orders to merge.

    ######################
    # Modding
    ######################

    * You can now use [ ] localisation commands in building descriptions.
    * Added trigger num_assigned_jobs = { job = <key>/unemployed value > 2 }.
    * Added is_ambient_object_type trigger.
    * It is now possible to use scope variables in the create_message effect.
    * ideal_planet_class trigger now works in pop and species scope, and also accepts a planet scope as the right hand side argument.
    * Added remove_starbase_building and remove_starbase_module effects.
    * Added change_colony_foundation_date = <number of days> effect.
    * Trigger has_available_jobs now works.
    * Added set_ship_prefix effect for country scope.
    * Added set_adjective effect for country scope.
    * change_government now has a cooldown = yes/no toggle (default is yes).
    * Added effect set_government_cooldown = integer/default/no.
    * added the missing settings to the get_galaxy_setup_value effect.
    ** Here's the new, up to date, list:
    *** num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale.
    * Added set_origin effect, but note, it'll usually not be useful to use this as effects executed during galaxy generation will not be rerun.
    * last_created_system now works.
    * Added defines SPAWN_SYSTEM_BUFFER_DISTANCE and SPAWN_SYSTEM_ATTEMPTS, in case you want to try funky things with the spawn_system effect.
    * set_location now works on juggernauts.
    * Added on_colony_10_year_pulse on_action
    * any_ambient_object and any_system_ambient_object scopes now no longer cause false positives in the error log.
    * on_colony_5_year_pulse now works on the capital too.
    * abort_trigger, on_fail and on_cancel in special projects now all use the same scopes.


    ######################
    # Bugfixes
    ######################

    * Fixed so that Zroni Precursor Arc Sites cannot be "hijacked" by another Empire.
    * Multiple Curator Scientist cannot be purchased any longer.
    * Added checks to see if the host has the appropriate DLCs for the slave market-oriented Resolutions.
    * Added missing Loc when proposal for forming Federations failed.
    * Fixed leviathans.1018 tooltip not showing actual results of the event.
    * The UNE now spawns as intended when playing as the Commonwealth of Man.
    * Fixed missing localisation in event “The Oracle”.
    * Slave Market Resolutions are now properly locked without Megacorp DLC.
    * Restoring megastructures will now only cause the rubble from their ruined variants to be cleared, rather than all ambient objects in the system (including system effects e.g. nebulas...)
    * Droids can now take Colonist jobs.
    * Subjects can no longer create vassals.
    * Pox Bombardment no longer kills machine units.
    * Fixed a case where the Slave Riots event could happen twice on the same day.
    * Fixed being able to build from (mega) shipyards that are not owned.
    * Added missing localisation keys for resolution_passed_diplomatic_weight and resolution_failed_diplomatic_weight empire modifiers.
    * Hid Zroni and Shoulders of Giants arc sites from countries ineligible for completing them (thus hiding unlocalised anti-stealing flags).
    * Added missing descriptions to Evermore planetary modifiers.
    * The AI attitude of country A to B now depends on A's opinion of B rather than B's of A. This fixes Fallen Empires never declaring war.
    * Surveyor relic can no longer find new resource deposits on Ring Worlds or Habitats.
    * The Floating Value event text no longer mixes up the planet and ship names.
    * Corrected Russian translation of Galactic Contender ascension perk.
    * Fixed minor localization issue in the Senate Floor tutorial window.
    * Changes to a progress-tracking variable in Joint Operation: Genius Caeli are now hidden from the arc site panel.
    * Fixed various typos and duplications in the species name files.
    * A Quiet Stroll event now has different text for Synthetic empires.
    * Tree of Life deposits are now properly cleared when the planet changes owner.
    * Shielded Planet special projects now use the correct planet name.
    * Removed duplications in Tiyanki ship names.
    * System graphical effects are now removed when the final Contingency planet is destroyed.
    * VLUUR's space storm will no longer manifest in nebula systems.
    * Fixed minor tooltip issue in Atomic Countdown event.
    * Shortened and rewrote overlapping Vault of Acquisitions technology description.
    * Fixed completed construction items for reinforcements not being removed properly from the fleet manager.
    * Fixed research costs for Special Projects "Investigate the Loop Temple" and "Study the Messenger connection".
    * The correct event description should now always be shown in “Finding the Truth”.
    * Adjusted the tooltips for the Improve and Harm Relations diplomatic actions.
    * Observation Posts are now cleared if all primitives have been killed by orbital bombardment.
    * Removed duplicate entry in Alpha Hub technology.
    * Mining Drones no longer display the Rare Crystal icon in the Jobs interface.
    * Changed Miner and Technician building icons to be more consistent with other jobs.
    * Fixed issue where some Spiritualist responses weren't always displayed in first contact situations.
    * Removed duplicate cohesion effect from tooltip in federation fleet contribution laws.
    * Fixed transparency on room backgrounds from Federations.
    * Gestalts can no longer get the debris_gasgiant_category_temp anomaly at all - which is as it should be.
    * Unity should now always spawn as a continental planet when playing the UNE.
    * Fixed a bug where Star-Crossed Lovers could take refuge in the Mutaagan Trading Guild.
    * Gestalts that conquer a regular empire's starbase will no longer have Trading Hubs and Offworld Trading Companies there.
    * Fixed some cases of species growing on planets disappearing and reappearing every other month.
    * Fixed Species rights showing as in breach of galactic law when they’re not.
    * You can no longer get random tomb world events on tomb worlds created through armageddon bombardment and other similar causes. Also, you can now only get each of them once.
    * Event Primordial Soup no longer wrongly assumes that Terminator machines think organic life worthy of interest.
    * Space fauna resolutions can no longer be proposed if they're already active.
    * Made sure clearing the blocker creates the correct species.
    * Added in breach icons and warnings in confirm dialog for policies that would cause breach of galactic law.
    * Fixed a case where the sector AI would spam luxury residences to deal with low amenities if there aren't workers available to work as Entertainers.
    * Fixed a bug where special projects to investigate space fauna would sometimes lose the targets they were meant to investigate, become "Investigate <blank>", and do nothing on completion.
    * Fixed a bug where the project to investigate Enclaves would talk about the system rather than the country.
    * Having comms established with you by enclaves no longer gives you influence.
    * The wrecked caravan ship ambient object is now removed by completing the project to research it.
    * Enslaving the species in the Underground Vault now shows the correct species will be enslaved.
    * Fixed some issues with special resources in the Hive Confluence building.
    * Added missing Army Names if the name list is picked for a Machine Intelligence empire.
    * Scions can now control their border access.
    * Fixed cases where sometimes the Galactic Market would take a while to allow buying and selling of special resources.
    * Gaia Worlds may no longer spawn with the 'poor quality minerals' planet modifier.
    * If you manage to create a species that is both psionic or cybernetic and erudite, the resulting leaders will now get both the cybernetic/psionic and the erudite traits.
    * Using modify_species to change the species of a country will now also target pops on colony ships. This fixes various gene modifications through events excluding colony ships.
    * Pops are now more likely to be maintenance drones if the planet lacks amenities.
    * Fixed some spaghetti script in the First Contact for Fallen Empires event, closing several loopholes where you could see Fallen Empires without them establishing contact with you.
    * Fixed a case where the event for Fallen Empires requesting the long-dead species you kept in stasis would fire twice.
    * Rewards for completing the Technosphere chain now take into account Gestalts (who cannot get Sapient AI tech).
    * Nu-Baol Life-Seeding now no longer removes Baol Homeworld planetary features.
    * Upgraded versions of planet-unique buildings now correctly specify that their number is capped per planet and keep their special background frame.
    * Fixed flags not being set correctly on building upgrades (which led to AI spamming upgrades it shouldn't have).
    * Fixed number of pacts not being visible in diplomacy windows at game start, as well as a potential OOS.
    * Fixed a case where Awakened Marauders would conquer a planet with less than 5 pops, kill all those pops and then spawn 12 pops on the planet (which, having been rendered uninhabited, no longer counts as a colony).
    * Fixed the tooltip for utterly failing the Enigmatic Cache uplift chain.
    * It is now possible for your ruler to be randomly given the trait Charismatic during their rule.
    * Events leading up to the spawning of a Relic Rails dig site may no longer fire multiple times.
    * Made sure that the relevant Fallen Empires actually exist in order for the Resolutions to be available.
    * Various fixes to the Golden Rule challenge for federation leadership, particularly addressing scenarios in which the event may not fire at the end of a presidential term.
    * Do not ping pong fleet groups that are on mission but the leader has jumped to the next system.
    * The tooltip for purchasing L-Gate insights from Curator Orders is now slightly more precise about the time it'll take them to identify each new clue.
    * Resolved late-game pirate fleets losing their scripted event targets.
    * The Yuhtaan system's star and planets are now correctly called "Yuhtaan" rather than "Yuthaan".
    * Fixed a stray "?" in the Blue Lotus Project event
    * The governor offered by the Nuumistic Order is now of the correct species
    * Opening the Alien Box will now change your dominant species rather than just modifying your pops and leaders. It will also now modify subspecies of the main species.
    * Forced a trait upon the event-created species that stops them from counting as Bio-Trophies.
    * Tooltips in the diplomacy screen regarding the other empire's federation is now more consistent.
    * Machine empires with the Resource Consolidation origin can now correctly adopt the Rogue Servitor civic when GC Resolution "A Defined Purpose" is passed (though they will be reset to the default origin in the process)
    * Fixed some cases where empires would be created during the game with random and inappropriate origins e.g. Doomsday. create_country now creates countries with Prosperous Unification by default.
    * Implemented an option trigger to stop an unnecessary/irrational option in an event.
    * Players will no longer receive alerts about war goals they cannot set anymore.
    * Fixed a case where marauder diadochi could spawn without any planets, breaking various things.
    * Fixed issues with space monsters sometimes being uncontactable.
    * Event experience reward is now assigned to the correct leader (scientist).
    * Systems spawned during the game e.g. precursor systems will now no longer spawn on top of other systems unless there really is no space for them elsewhere.
    * Fixed cases where you'd get refugees from a country you had no communications with.
    * Stopped certain arc sites from disappearing from the situation log after completion.
    * Fixed possible error with event-spawned Wormhole.
    * In the subterranean nation chain, if you get an invasion by them after attempting a pre-emptive strike, the invasion will now work.
    * Event "God of Death" no longer has an eyeball-popping tooltip.
    * Fixed confusing tooltip mentioning rivaling members when inviting to federation.
    * The conclusion to the Rage Virus event chain will no longer give invalid technologies for Gestalts
    * Fixed a case where multiple arc sites would spawn on one colony; also, the Sentinels will no longer spawn as soon as you fulfil the conditions, but are now a bit more random.
    * New auto-generated ship designs now have auto-upgrade checked by default
    * Fortress proclamation actually increases defense build speed now.
    * Fixed misspelled VO ID.

    Es gibt auch einen noch experimentellen Direct X 11 Modus für schnellere Ladezeiten (funktioniert nicht für Sprachen mit Sonderfonts, Polnisch, Russisch oder Chinesisch). Wie man den Anschaltet steht im Changelog.

    für MS Store benutzer:
    1. Right click on your desktop and select New/Shortcut
    2. Set the location of the item to (assuming your Windows folder is on C:\):
    C:\Windows\System32\cmd.exe /C start shell:AppsFolder\ParadoxInteractive.Stellaris-MicrosoftStoreEdition_zfnrdv2de78ny!App -dx11
    3. Click Next, choose a name for the shortcut and click Finish
    4. Start Stellaris using the shortcut


    Es gibt auch einen opt-in 2.8.1 Betapatch
    l#################################################################
    ######################### VERSION 2.8.1 ###########################
    #################################################################

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

    * Added a define OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH that sets the minimum number that overcrowding must be for a planet's population to stop growing, set it to 5.
    * Redid sector automation scripts and code with the following goals:
    ** Closed vital gaps in sectors' knowledge concerning the likes of nonstandard planet (habitat etc) districts and bureaucracy buildings.
    ** All sectors now know about all buildings, i.e. if you put an alloys foundry on a science sector, it will still know how to upgrade it (it will of course still favour research buildings).
    ** Made checking for whether building a certain building would cause resource shortages and whether there were pops ready to take the job more reliable by shifting them to hardcoded checks.
    ** The automation will no longer clear blockers before districts are blocked by them.

    ######################
    # Stability & Performance
    ######################

    * Moved the calculations for attack radius to threaded code instead of serial.
    * Update trade routes every 7 days instead of every day.

    ######################
    # UI
    ######################

    * Added debug tooltips to the fleet view header and rename button.

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

    * The AI will not try to build a megastructure if it's already building or upgrading one.
    * Fixed a case of the AI wanting to attack disabled starbases and getting stuck in a loop.
    * The economic AI will now take better account of the resources a district would provide when choosing whether to build one.
    * The AI will now check whether it would have any pops on the planet willing and able to take a job before building a building providing that job (i.e. Necrophages will not spam consumer goods buildings when there are no necrophage pops on the planet).
    * Made the contingency constructor choose better systems to build in, and fixed their getting stuck after a while.
    * Massively sped up all types of purging, with the crisis factions now purging 2 pops per month.
    * Various improvements to crisis military AI.
    * Fix issue with military AI ping-ponging fleets.
    * Fixed AI not changing fleet bombardment stances.
    * Crisis countries will now use Armageddon Bombardment.
    * Augmented the distance at which AI looks for targets on larger maps.
    * The Unbidden will no longer wait patiently to be allowed out of their initial system.
    * The AI will no longer sell the last pop of a planet.
    * Made the crisis worry less about ship health and more about taking over the galaxy.
    * The Necrophage AI will no longer build Houses of Apotheosis so as to make it less likely it'll run out of necrophytes.

    ######################
    # Modding
    ######################

    * Added "ignores_sapience" flag to job types to say a job works for both sapients and presapients.

    ######################
    # Bugfixes
    ######################

    * Corrected name for necroid titan engine effect so the effect spawns in the correct position.
    * Added missing undead army translations for Chinese.
    * Fixed a layering issue with Necroid Portrait 11.
    * Fixed a black face-tentacle on a Necroid Portrait to have color.
    * Fix Ships not reaching their assigned slots when there are too many ships
    * Evasive fleet now cancel order if the path to their targets contain hostiles
    * Made it so the positions of hostile forces are remembered while you're at war.
    * Fixed purging and assimilation not working on presapients
    * Setting a sector to Production focus now correctly updates the icon in the UI.
    * Necrophages with Glandular Acclimatisation will now make pops that suit the local planet, even if they have Necrophage pops that don't on the planet already.
     
    MtRobson, Mech_Donald und acer palmatum gefällt das.
  27. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Necroids release trailer
    https://www.youtube.com/watch?v=S6ON871QXrY

    Paradox hat, gewollt oder ungewollt, mit diesem Trailer den nächsten großen DLC gespoilert.
    Bei 0:25 sieht man eine In-Game Übersicht einer Necroid Rasse und ganz unten gibt es einen Tab für Espionage. Auch wird in der Imperiumsübersicht eine neue Ressource aufgeführt.
     
    acer palmatum und tacSTAR gefällt das.
  28. Akuma From Helli Kommentar-Moderator

    Akuma
    Registriert seit:
    21. November 2006
    Beiträge:
    37.111
    Ort:
    Far far away
    Mein RIG:
    CPU:
    AMD Ryzen 7 5800X3D 3.40GHz
    Grafikkarte:
    MSI GeForce RTX 3070 VENTUS GP OC DDR6 8GB
    Motherboard:
    Gigabyte B550 AORUS PRO AM4
    RAM:
    32GB G.Skill Aegis DDR4-3200 DIMM CL16
    Laufwerke:
    Viele
    Gehäuse:
    650 Watt be quiet! Straight Power 11 Modular 80+ Gold
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    3x
    nächster DLC für die Wishlist. Ich muss langsam mal die letzen kaufen :hmm:
     
  29. Drugh

    Drugh
    Registriert seit:
    5. Dezember 2015
    Beiträge:
    5.154
    Mein RIG:
    CPU:
    Intel i7 8700k
    Grafikkarte:
    ASUS GeForce 2080 ROG STRIX OC
    Motherboard:
    Asus ROG STRIX Z370-F GAMING
    RAM:
    32 GB Trident DDR 3200-14
  30. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Änderungen an den Distrikten.
    https://forum.paradoxplaza.com/foru...iary-190-leading-economic-indicators.1440749/

    Es wird in Zukunft 5 (Oder mehr?) Distrikttypen geben.
    [​IMG]
    Neu hinzu kommen Industriedistrikte welche 1 Job für Konsumgüter und 1 Job für Legierungen geben (Für Hive Minds 2 Jobs für die entsprechende Ressource).
    [​IMG]
    Diese Distrikte gelten als Stadt wenn man den Planeten zu einer Ecumenopolis ausbauen will.
    Ringwelten usw. behalten ihre besonderen Distrikte.
    Die Startplaneten werden um 2 Distrikte vergrößert.

    Fabriken (Konsum und Legierung) können nur 1x pro Planet gebaut werden und geben auf Stufe 1 2 neue Jobs dieses Typs. Auf höheren Stufen geben sie +1 Job pro Industriedistrikt.

    Die Anzahl der Gebäude ist nicht mehr von der Bevölkerungszahl abhängig, sondern von der Stufe des Hauptgebäudes und der Anzahl der Stadt- und Industriedistrikte.
    [​IMG]
    Manche Techs und Traditionen geben auch Gebäudeslots. Selbiges gilt für Slots bei Zweigstellen der Megacorps.
    [​IMG]
    Ringwelten usw. haben von Anfang an alle Gebäudeslots freigeschaltet. In Habitaten geben Distrikte und das Hauptgebäude keine neuen Gebäudeslots. Nur Voidborn gibt +2.
     
    MtRobson, TValok und Nordeiche gefällt das.
  31. Nordeiche

    Nordeiche
    Registriert seit:
    14. Dezember 2008
    Beiträge:
    1.149
    Ort:
    Hamburg
    Hört sich interessant an. Mir wärs eigentlich lieber Planeten freier bewirtschaften zu können. Schon abhängig von ihrer Größe und Spezialresourcen... aber freier. Mehr Civ.
     
    Tenko gefällt das.
  32. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zu weiteren QoL Verbesserungen und Planetenmanagement
    https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-191-and-yet-it-moves.1441846/

    Automatisches Koloniemanagement die 65?
    Paradox versucht sich mal wieder an der Automatisierung von Planeten und, als Plan B (eigentlich A?) macht diese modbar.
    Es wird skripte geben die bestimmen was welche gewichtung bekommt je nach Planetentyp bzw. Kategorie.
    automate_foundry_hive_planet = {
    available = {
    has_designation = col_foundry
    owner = { has_authority = auth_hive_mind }
    free_jobs < 3
    has_building_construction = no
    }

    prio_districts = {
    district_industrial
    }

    buildings = {
    1 = {
    building = building_hive_capital
    }

    2 = {
    building = building_spawning_pool
    }

    3 = {
    building = building_clone_vats
    }

    4 = {
    building = building_hive_node
    available = {
    owner = {
    hive_node_upkeep_affordable = yes
    }
    num_buildings = { type = building_hive_node value = 0 }
    }
    }

    5 = {
    building = building_foundry_1
    available = {
    owner = {
    foundry_1_upkeep_affordable = yes
    }
    }
    }

    6 = {
    building = building_galactic_memorial_1
    available = {
    owner = {
    has_valid_civic = civic_hive_memorialist
    }
    NOR = {
    has_building = building_galactic_memorial_1
    has_building = building_galactic_memorial_2
    has_building = building_galactic_memorial_3
    }
    }
    }

    7 = {
    building = building_betharian_power_plant
    }

    8 = {
    building = building_mote_harvesters
    }

    9 = {
    building = building_crystal_mines
    }

    10 = {
    building = building_gas_extractors
    }

    11 = {
    building = building_chemical_plant
    available = {
    num_buildings = { type = building_chemical_plant value = 0 }
    }
    }

    12 = {
    building = building_hive_node
    available = {
    owner = {
    hive_node_upkeep_affordable = yes
    }
    num_buildings = { type = building_hive_node value < 2 }
    }
    }

    }
    }

    Es wird auch Skripte für Ausnahmesituationen geben wie z.B. nicht genug Amneties. Diese Skripte werden aktiviert wenn eine bestimmte Situation eintritt (z.B. Amneties unter -5) und unterbrechen die bisherige Baufolge
    automate_amenity_management = {
    available = {
    free_amenities <= -5
    owner = {
    NOR = {
    has_authority = auth_machine_intelligence
    has_authority = auth_hive_mind
    }
    }
    OR = {
    NOT = { uses_district_set = city_world }
    free_district_slots = 0
    has_resource = { type = exotic_gases amount < 75 }
    }
    }

    crisis = yes

    buildings = {
    holo = {
    building = building_holo_theatres
    available = {
    owner = {
    is_spiritualist = no
    is_megacorp = no
    }
    }
    }

    temple = {
    building = building_temple
    available = {
    owner = {
    is_spiritualist = yes
    is_megacorp = no
    }
    }
    }

    commerce = {
    building = building_commercial_zone
    available = {
    owner = {
    is_megacorp = yes
    }
    }
    }
    }
    }

    Die Kategorien für Planeten wurden auch geupdated.
    [​IMG]
    [​IMG]

    Automatisierung funktioniert nur wenn die Planeten in einem Sektor sind, im Automatisierungspool genug vorhanden sind und man kein Energiedefizit hat (in letzteren Fall dürften immer noch Kraftwerke gebaut werden aber sonst nichts).

    Es gibt auch Änderungen bei der Umsiedlung.

    Zuerst QoL. Wenn man jetzt ein Fenster zum Umsiedeln vom Pops öffnet sind die Arbeitslosen ganz oben
    [​IMG]

    Von Paradox war es eigentlich angedacht das Umsiedlung nichts ist was man dauernd macht sondern nur in Ausnahmesituationen. Daher werden die Kosten für eine Umsiedlung erhöht und kosten jetzt Einfluss.
    Diese Kosten skalieren mit der Bewohnbarkeit des Ziels und dem Rang der Pops. Sklaven und Roboter kann man immer noch nur mit Energie umsiedeln. Alles andere kostet mehr und mehr Einfluss.

    Von Oben nach Unten, Sklaven, Arbeiter, Spezialisten und Herrscher.
    [​IMG]
    [​IMG]

    [​IMG]
    [​IMG]

    Man kann aber Perks nehmen wodurch die Einlusskosten verschwinden


    [​IMG]
    [​IMG]
    [​IMG]

    Man kann Kolonien auch aufgeben wenn man die letzte Pop wegbewegt, das kostet aber extra,
    [​IMG]

    Migration von Pops wird jetzt duch ein Modul auf Sternenbasen automatisiert.
    Wenn man dieses baut dann migrieren Arbeitslosw automatisch zu anderen Planeten mit offenen Stellen wenn diese ebenfalls das Modul im System haben
    [​IMG]
    [​IMG]

    Pops werden jetzt auch doppelt so schnell degradiert. Außerdem hat jeder Regierungstyp jetzt einen eigenen Effekt (In Demokratien werden Pops noch schneller ärmer :ugly:)
    [​IMG]

    Wenn Terravore einen Planeten komplett auffressen wird dieser jetzt zerstört damit die Karte nicht mit nutzlosen Planeten vollgestopft wird (ein Transit Hub im System wird empfohlen damit die Dronen automatisch evakuiert werden)
    [​IMG]
     
    RC2225 und Tenko gefällt das.
  33. beagletank

    beagletank
    Registriert seit:
    25. August 2010
    Beiträge:
    3.350
    Das mit dem Modul für Sternenbasen ist zwar eine feine Sache, aber deren Anzahl bleibt ja trotzdem begrenzt? Gerade im Lategame kann ich doch unmöglich alle bevölkerten Systeme mit Sternenbasen abdecken?
     
  34. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Sternenbasen bleiben begrenzt.
    Es wird halt kein Umsiedlungs Micromanagement sondern ein Sternenbasen Mircromanagement.

    Fürs Late game musst du halt hoffen das die KI irgendwie das Greater Than Ourselves im galaktischen Rat erlässt (oder eben so sehr cheesen das du es alleine durchbringen kannst).
     
    Zuletzt bearbeitet: 12. November 2020
  35. Tenko

    Tenko
    Registriert seit:
    14. Januar 2019
    Beiträge:
    1.183
    Ort:
    Steinfurt
    Das mit den Einflusskosten gefällt mir weniger. Bin doch ab und zu mal am Leute rumschubsen, manchmal muss ich die zu ihrem Glück auf den Planeten mit schlechten Werten halt zwingen. Das mit den Sternenbasenmodulen haben die doch von einer Mod, hatte mir diese erst kürzlich geladen.
     
    kopyright gefällt das.
  36. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zu weitere geplanten Änderungen (auch indirekter Performanceboost)
    https://forum.paradoxplaza.com/foru...tly-balanced-as-all-things-should-be.1443169/
    Die Anzahl der Pops ist eine der Hauptursachen für die schlechte Late Game Performance. Daher hat PDX jetzt entscheiden die Zahl der Pops zu verringern.
    Das Popwachstum auf Planeten hat einen Sweet Spot wenn dieser halb gefüllt ist und fällt dann immer mehr ab bis Pops kaum noch wachsen.
    Die Konstruktion von Pops (sowohl Roboter als auch organische "Konstruktion") ist konsistent, aber langsam da sich die Produktionszeit mit jeder Pops im Reich (nicht auf dem einzelnen Planeten) erhöht.

    Das hat natürlich Auswirkungen aufs ganze spiel da alles neu ausbalanciert werden muss.
    Beispielsweise gibt jede Stufe von Gebäuden jetzt pauschal 2 Jobs mehr anstelle von 2/5/8
    [​IMG]

    Gebäude und Jobs welche das Wachstum beschleunigen haben dann auch andere oder zusätzliche Effekte.
    [​IMG] [​IMG] [​IMG]
    (Arzt ist ein Lithoid, daher die Gase)

    Auf Ringwelten kann man jetzt 10 statt 5 Distrikte bauen mit veränderten Werten
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Wenn man auf einer Ringwelt startet bekommt die Spezies jetzt auch eine Ringwelt Präferenz was es zu einem schweren Start für Lithoids macht. Daher wird man in diesem Fall gewarnt.
    [​IMG]

    Ecumenopoleis haben ebenfalls neue Distrikte
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Auch Habitate werden angepasst, wenn auch weniger drastisch.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Void Dweller bekommen ein paar neue und auch geänderte Traditionen
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Und ein paar Updates zu früheren DDs.
    Industriedistrikte geben sowohl Jobs für Konsumgüter und für Legierungen im Verhältnis 50/50. Dieses Verhältnis kann man durch die Spezielisierung des Planeten beeinflussen.

    [​IMG]
    [​IMG]

    Die +Arbeitereffizienz Gebäude wie der Energienexus erhöhen jetzt auch die Anzahl der Jobs der entsprechenden Distrikte.

    [​IMG]
    [​IMG]
    [​IMG]

    Und es gibt eine Civic welche die Anzahl der Bauplätze erhöht.
    [​IMG]

    Die Transit Hub Mechanik vom letzten DD wurde auch nochmal geändert.
    Jetzt hat jede arbeitslose Pop eine geringe Chance am Ende eines Monats auf einen Planeten mit einem offenen Job zu wechseln (je mehr Arbeitslosigkeit, desto höher die Chance. Transit Hubs erhöhen diese Chance.

    [​IMG]

    Und ein Update der Regierungsformen:

    [​IMG]

    [​IMG]

    Wenn man ein Kolonieschiff baut kann man jetzt auch filtern...
    [​IMG]

    Nächste Woche geht es um
    '̸l̸l̴ ̴b̸e̴t̵̮̄ǎ̸͈l̷̠̈k̴͔͂i̴̞͒n̷̪͊g̸̳͗ ̸͚̎a̵͉̐b̵̤̿ȯ̴̲ṵ̵̀t̸͇͂ ҈҂▒©╛⅜

    [​IMG]
     
  37. Tenko

    Tenko
    Registriert seit:
    14. Januar 2019
    Beiträge:
    1.183
    Ort:
    Steinfurt
    Wird endlich Spionage angekündigt?!
     
    Zuletzt bearbeitet: 19. November 2020
  38. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Offiziell noch nicht. Inoffiziell war es ja schon zu sehen.
     
  39. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zu Änderungen am Erstkontakt
    https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-193-signal-discovered.1444592/

    Das System zum ersten Kontakt mit anderen Zivilisationen wird komplett umgekrempelt.
    Begegnet man zum ersten mal einer anderen Zivilisation wählt man aus welches Erstkontakt Protokoll man verfolgt (setzt die Policy) welche jeweils andere Optionen bieten
    [​IMG]
    [​IMG]
    [​IMG] [​IMG]

    Um einen echten Kontakt herzustellen muss man einen Envoy damit beauftragen. Der Erstkontakt verläuft dann wie Archäologie in Phasen. Man hat während dieses Vorgangs auch Events basierend auf den beiden Reichen und was für Protokolle sie haben.
    PDX überlegt Envoys wie richtige Charaktere inklusive Traits zu behandeln. Noch ist aber nichts entschieden.
    [​IMG]

    Wer dabei aggressiv vorgeht hat zusätzlich noch ein paar Möglichkeiten
    [​IMG]

    Je nach dem Ethos der anderen Zivilisation reagiert sie anders auf den Erstkontakt und was während diesem passiert. (Intel Points für Spionage)
    [​IMG]
    [​IMG]

    Auch die initiale Einstellung wird durch den Erstkontakt beeinflusst. (Man beachte den Espionage tab unten links)
    [​IMG]

    Nächste Woche, Änderungen beim Entdeckungssystem.
    [​IMG]
     
    Zuletzt bearbeitet: 26. November 2020
    TValok, beagletank, Miriquidi und 3 anderen gefällt das.
  40. MuSu nässt sich ein

    MuSu
    Registriert seit:
    29. August 2009
    Beiträge:
    21.466
    Ort:
    H-Town
    Mein RIG:
    CPU:
    I bims, dem ZehBU
    Grafikkarte:
    I bims, dem Graffickkadde
    Motherboard:
    I bims, dem Motorbot
    RAM:
    I bims, dem Rame
    Laufwerke:
    I bims, dem Laufwegger
    Soundkarte:
    I bims, dem Saukadde
    Gehäuse:
    I bims, dem Gedöse
    Maus und Tastatur:
    I bims, dem Schadtsi und Dasdadoor
    Betriebssystem:
    I bims, dem Beschbielsisddem
    Monitor:
    I bims, dem Moddinor
    schöne Änderung!
     
    Miriquidi gefällt das.
Top