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. Fipse

    Fipse
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    Naja man hat ja schon was vom dauerhaften support. Ein CK2 hätte man im jetzigen Zustand nie als Releaseversion entwickeln können.
     
  2. Emet

    Emet
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    Naja, so kleine DLCs finanzieren auch die größeren Patches, wo das Spiel massiv umgebaut wird. Von daher lohnt sich das schon wenn man das Spiel gerne spielt.
     
  3. Grotuk

    Grotuk
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    Das Spiel wird ständig erweitert, der neue DLC bringt mit Archologie z.b. völlig neue Storys die die Immersion von Stellaris weiter erhöhen. Und ja, dass Spiel ist seit Release deutlich verbessert worden.
     
  4. Lurtz lost

    Lurtz
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    Ja, aber nochmal: Daran hast doch nicht nur du als Spieler sondern vor allem Paradox als Publisher ein Interesse! Immerhin verdienen sie weiterhin Geld damit, ohne viel mehr für einen Nachfolger investieren zu müssen. Also wieso solltest du als Spieler dort etwas im Voraus investieren?
     
  5. Forsti - 13 gesperrter Benutzer

    Forsti - 13
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    @Lurtz

    Aber du schreibst es doch schon: Ich hab auch als Spieler was davon. Was ist also dein Problem? :nixblick:
    Ist halt eine Win-Win Situation:
     
  6. Lurtz lost

    Lurtz
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    Was heißt Problem. Ich verstehe nur das Argument nicht, dass ich als Spieler, ohne Stakes zu haben, die Entwicklung quasi im Voraus finanzieren soll.
     
  7. beagletank

    beagletank
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    Weil das bei Paradox normal ist? Klar, die Qualität der einzelnen DLCs stimmt nicht immer, aber als Käufer weiß ich, an was für einem Entwickler man ist. Und Stellaris hat nicht mehr viel mit Version 1.0 von vor drei Jahren gemein. Genau davon sind die meisten auch damals ausgegangen.
     
  8. Fipse

    Fipse
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    Ich habe doch stakes darinne. Ich will dass das Spiel weiterentwickelt wird :nixblick:
     
    Drugh gefällt das.
  9. Lurtz lost

    Lurtz
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    Das kriegst du doch sowieso, das ist ihr Geschäftsmodell.
     
  10. Fipse

    Fipse
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    Nicht wenn niemand die DLCs kauft.
     
    Drugh und Angelus_lul gefällt das.
  11. spike2109

    spike2109
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    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Ich finde den DLC gelungen, er bietet viel Story Fluff. Typischer Story DLC halt.
     
  12. Emet

    Emet
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    Mehr Sci-Fi ist immer gut! :user:

    Und diese Reliktwelten erinnern mich an WALL-E. Bester Pixar Film. :yes:
     
    Drugh gefällt das.
  13. Nordeiche

    Nordeiche
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    Gleichzeitig werden neue Spieler von der DLC-Endabrechnung erschlagen.
     
  14. Jdizzle

    Jdizzle
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    Was das angeht sind die DLCs bei paradox aber das geringste Problem ^^
     
  15. Massive Massage

    Massive Massage
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    Bin jetzt knapp 90 Jahre im Spiel und muss sagen gefällt mir mal wieder richtig gut. Hab jetzt auch zwei aktivierbare Artefakte (eine von der Irassian-Precursor-Quest und eine durch Ausgrabung) sowie ebenfalls den Titan. Auch ansonsten mit 2.3 und Glavius AI ein recht rundes Spielerlebnis, die KI baut auch nicht solchen offensichtlichen Mist (zumindest im early game ;))
     
  16. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Der 2.3.1 Patch ist live.
    #################################################################
    ######################### VERSION 2.3.1 ###########################
    #################################################################


    ###################
    # Ancient Relics Story Pack Features
    ###################

    * Increased variety of introductory images for archaeology sites
    * Added some missing SFX to archaeology site dig stages and random events

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

    * Added alert if planet automation is low on resources and monthly transfer is lower than 10
    * Fixed missing loc string in Zro deposits
    * Fixed the tooltip for machine pops being processed by a devouring swarm wrongly suggesting that you could get delicious food out of their soulless metallic husks somehow, instead of decidedly unappetizing alloys
    * Grunur system spawn popup event now displays neighbouring system name instead of an empty string
    * Fixed some missing text on the omnicodex arc site

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

    * Improved AI's desire to aggressively produce alloy foundries to drive its fleets and expansion
    * AI is much more willing to actually spend that alloy on ships
    * Fixed AI wasting its Influence by constantly reforming government
    * Fixed AI being only willing to spend rare resources on base construction, never upgrades or edicts
    * Updated AI food, energy, mineral, and influence budgeting. It will now try to use them on decisions and edicts when able, instead of amassing huge, untouched stockpiles
    * Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
    * AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
    * Tweaked AI influence spending on edicts and campaigns so as not to activate ones with limited value (map the stars when most of the galaxy is explored, etc)

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

    * Fixed failure to launch crossplay beta branch on Linux
    * Fixed failure to launch the GOG version on Mac without using GOG Galaxy
    * Fixed cases where victorious Force Ideology wars would not result in ethics shift
    * Fixed an economy out of sync
    * Fixed a potential crash in the cross-breeding game rule
    * Fixed Zroni precursor sites being wrongly visible to all empires, not just the discoverer, allowing them to be ninja'd by others and leaving you stranded with an uncompletable chain
    * Fixed core sector being named after the initial planet name, before any homeworld name is applied
    * When you have multiple fleets selected, some with the Psi Jump Drive and some without, it will now show the longest combined jump they can make together, not the max range for just the Psi ships
    * Fixed exploits related to jump drive use allowing fraudulent circumvention of cooldown times and max ranges
    * Fixed unconscionable, unplayable typos and missing texts
    * Fixed a hilarious one from last year where if one of your starbases came under enemy occupation in a war, you could still queue up defense platform construction there. Helpfully, the enemy empire would pay for this from its own resource stockpile
    * Fixed cases where General leader traits were wrongly applied to armies
    * Added missing special portrait for the Nu-Baol, feat. Fred Durst
    * Fixed new Ancient Relics SFX playing at way too loud a volume
     
    Jdizzle und Rirre gefällt das.
  17. electric Ein M-A-S-S-I-V

    electric
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    Also das Spiel zeigt einem auch gar nix mehr an oder? :ugly:
    Warum auf einigen Planeten die Bevölkerung unzufrieden ist? Kann ich nur raten. Warum nach einem Neuladen alle meine Ressourcen zum Teil dutzendfach ins Minus rauschen? Keine Ahnung. Arbeiter verteilen geht auch nicht. Ich hab mal wieder das Gefühl, dass hier ein feature overblob stattfindet, ohne alte Probleme zu lösen.
     
  18. Fipse

    Fipse
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    Also Angezeigt wird es, du musst nur lesen können. Arbeiter verteilen kannst du auch also..weiß nicht wo das Problem ist? :nixblick:
     
  19. Emet

    Emet
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    Im "Pop-Menü" des Planeten auf die Pops gehen und dann über die Zufriedenheit. Die wird dann aufgeschlüsselt.
     
  20. electric Ein M-A-S-S-I-V

    electric
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    Also ich kann mir nicht herleiten, warum die Arbeiter 66% Zufriedenheit haben. :ugly:
    [​IMG]
    Ansonsten ist die Arbeitverteilung nur über Priorisierung und Stilllegung möglich. Auch nicht optimal. Da es nur eine binäre Priorisierung ist.
     
  21. Emet

    Emet
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    [​IMG]

    Für jeden Bewohner einzeln einsehbar.
     
    electric gefällt das.
  22. electric Ein M-A-S-S-I-V

    electric
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    Danke, das habe ich gesucht :yes:
     
  23. Emet

    Emet
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    Kein Problem. :user:

    Die Minus 20 hab ich übrigens fast von Anfang an. Lohnt sich nicht, Bonus sind nur 3 10% Sachen. :topmodel:
     
  24. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    2.3.2 ist auf dem Betabranch.
    Patchnotes:
    #################################################################
    ######################### VERSION 2.3.2 ###########################
    #################################################################

    * Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.

    ###################
    # Ancient Relics Story Pack Features
    ###################

    * The random outcome "Archaeological Loop" in the "Déjà Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
    * The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research

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

    * Added a new artifact action to discover a precursor site for 25 minor artifacts
    * Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
    * Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
    * Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
    * Scales of the Worm relic effect on unity replaced with +10% physics research speed
    * Rubricator relic effect on unity replaced with +20 society research per month
    * The Surveyor relic activation cost is now 500 energy instead of 150 influence

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

    * You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
    * Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls
    * Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box

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

    * Fixed AI activating population control when it shouldn't
    * Fixed colony automation spamming too many districts at once in multiplayer
    * Lots of little tweaks to the AI's economic decision making

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

    * Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro

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

    * Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
    * Fixed barren worlds not terraforming
    * Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
    * Fixed synth ascended robots that were robomodded not being assembled on planets
    * Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
    * Fixed a crash when a planet building a robot template changes owner
    * Fixed unplayable have/has typo atrocity in the Grand Herald event
    * Fixed a bug where Steam Rich Presence would sometimes fail to display you were a race of murderous Fanatic Purifier BDSM catgirls with too many ethics
    * Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
    * Inscrutable Power achievement now properly looks for the Galatron relic
    * Planets shouldn't start with unemployed pops anymore
    * Habitat specific orbital deposits should no longer rarely appear on non-habitats
    * The "Givernor" skill is no longer a thing
    * Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
    * No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
    * Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
    * The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
    * Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
    * Did some more smoothing of SFX volume spikes in new Ancient Relics content
    * Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
    * Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity
    * Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space
     
  25. Jdizzle

    Jdizzle
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    Ich find den DLC ja eher enttäuschend.
    Hatte nur 2 Ausgrabungen in meinem Gebiet und die sind alle vor letzten Stufe abgeschlossen.

    Gibt es da irgendeinen Trick um die komplett abzuschließen?
     
  26. spike2109

    spike2109
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    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
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    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Nicht alle Ausgrabungen gehen bis zur letzten Stufe. Wenn das Ausgrabungssymbol in der Übersicht grau ist, bist du fertig.
     
  27. Jdizzle

    Jdizzle
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    Mein Problem ist ja eher das ich außer dieser Mini Artefakte nichts bekommen habe.
    Ist das Random ob sie bis zum Ende gehen?
     
  28. spike2109

    spike2109
    Registriert seit:
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    Beiträge:
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    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Ja welche du bekommst ist Zufall.
     
  29. Massive Massage

    Massive Massage
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    31. Juli 2001
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    Random ist, welche Ausgrabungsstätten/Quests spawnen, aber jede hat einen festen Ablauf und ein festes Endergebnis/Belohnung
     
  30. acer palmatum

    acer palmatum
    Registriert seit:
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    Meddlfranken (tatsächlich)
    Immortal technique gefällt das.
  31. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    Da wir bei Mods sind, Glavius AI wurde eingestellt.
    Es gibt aber noch eine zweite AI Mod (StarAI? Muss nachschauen)
     
  32. Emet

    Emet
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    Gleich mal gelesen das der Mod-Entwickler bei Paradox anfangen soll. :topmodel:

    Glaube ich eher nicht.
     
  33. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
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    Beiträge:
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    2.3.2 ist live
    #################################################################
    ######################### VERSION 2.3.2 ###########################
    #################################################################

    * Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.

    ###################
    # Ancient Relics Story Pack Features
    ###################

    * The random outcome "Archaeological Loop" in the "Déjà Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
    * The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research

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

    * Added a new artifact action to discover a precursor site for 25 minor artifacts
    * Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
    * Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
    * Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
    * Scales of the Worm relic effect on unity replaced with +10% physics research speed
    * Rubricator relic effect on unity replaced with +20 society research per month
    * The Surveyor relic activation cost is now 500 energy instead of 150 influence

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

    * You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
    * Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls
    * Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box

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

    * Fixed AI activating population control when it shouldn't
    * Fixed colony automation spamming too many districts at once in multiplayer
    * Lots of little tweaks to the AI's economic decision making

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

    * Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro

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

    * Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
    * Fixed barren worlds not terraforming
    * Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
    * Fixed synth ascended robots that were robomodded not being assembled on planets
    * Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
    * Fixed a crash when a planet building a robot template changes owner
    * Fixed unplayable have/has typo atrocity in the Grand Herald event
    * Fixed a bug where Steam Rich Presence would sometimes fail to display you were a race of murderous Fanatic Purifier BDSM catgirls with too many ethics
    * Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
    * Inscrutable Power achievement now properly looks for the Galatron relic
    * Planets shouldn't start with unemployed pops anymore
    * Habitat specific orbital deposits should no longer rarely appear on non-habitats
    * The "Givernor" skill is no longer a thing
    * Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
    * No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
    * Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
    * The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
    * Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
    * Did some more smoothing of SFX volume spikes in new Ancient Relics content
    * Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
    * Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity
    * Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space
     
    acer palmatum und Angelus_lul gefällt das.
  34. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Ein DD zum 2.3.3 Beta Patch.
    https://forum.paradoxplaza.com/foru...y-151-2-3-3-beta-patch-checksum-35d6.1197872/

    Wenn alles gut läuft geht er nächste Woche live.
    Highlights ist das Admiräle mehr XP durch Patroulien bekommen und viele Archäologiebelohnungen angepasst wurden.
    Der Herald (Titan) ist jetzt auch seltener, die Ausgrabung schwieriger und es kann sein das das Schiff geschwächt ist und erst repariert werden muss (durch ein Spezialprojekt und nicht normales reparieren) um seine volle Stärke zu bekommen.

    #################################################################
    ######################### VERSION 2.3.3 ##########################
    #################################################################

    ###################
    # Ancient Relics Story Pack Features
    ###################
    * A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

    ###################
    # General
    ###################
    * Updated localisation for all languages

    ###################
    # Balance
    ###################
    * Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
    * More archaeological site events will grant minor artifacts
    * Zroni chain grants Psionic Theory tech option for non-gestalts
    * The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
    * Adjusted the rate at which Admirals gain XP when patrolling and when in combat
    * Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
    * Disengaged ship now also give xp, they have their own define:LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
    * Zro is slightly more common
    * Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
    * Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
    * Finishing Arc Sites may yield Technology Research Options/Boosts
    * Lowered the chance of archaeology sites being discovered when planets are surveyed
    * Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

    ###################
    # UI
    ###################
    * Added MP DLC ownership icon for Ancient Relics
    * Fixed line break in Zro Deposits causing unnecessary truncation of text
    * Fixed displayed Army Recruitment time not including build speed modifiers
    * You should no longer be able to see the orders of the fleets of other empires
    * Fixed the resources going haywire in the trade view. Hopefully for the last time
    * Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

    ###################
    # AI
    ###################
    * Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
    * AI empires will finish tradition trees before starting new ones
    * Changed AI weight for consecration decision, so that it's actually used
    * AI will now build city districts on planets if needed even if not many pops live there
    * AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
    * Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
    * AI no longer needlessly upgrades starbases if they still have unused module or building slots
    * Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet

    ###################
    # Modding
    ###################
    * add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
    * Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
    * min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
    * Added `steal_relic = { target =TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect
    * The `on_arrival_effect` is now properly called with a fleet scope
    * Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
    * Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = <relic_key> / is_last_received_relic = <relic_key>

    ###################
    # Stability
    ###################
    * Fixed a freeze when editing trade routes from a system you stole
    * Fixed a crash when using mature galaxy in observer mode

    ###################
    # Bugfixes
    ###################
    * Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
    * Increased weighting of favorited jobs so that they're properly prioritized
    * Made the logic for buy/selling slavesbetter. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
    * Fixed automation not working on planet capitals or new colonies if you don't change the designation
    * Conquered habitats will now convert districts that are not permitted by their new empire type
    * Fixed so that rogue servitor AI will no longer just build organic sanctuaries
    * All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
    * In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
    * Fixed overflow issues in AI diplomacy due to relative strength calculations
    * The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
    * Disabled map-ping for finished arch sites
    * Admiral XP is based on the total cost of ships instead of just minerals
    * Fix for all buildings swapping issues
    * Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
    * Changed so that arch sites and certain events use the correct GFX files
    * Fixed Growth species disappearing every other month in some cases
    * Ship build speed modifiers are no longer applied twice
    * Fixed Build Speed modifier being applied twice to buildings
    * Fixed some new Tutorial Lines not playing VO (VO for a bald eagle flying out of an explosion with a pistol grasped in its beak didn't arrive in time for today, alas)
    * The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
    * Deficit modifiers are properly applied again
    * Master Builders no longer ever affectsHabitat size
    * Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
    * Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
    * Maintenance Drones again have a positive weight for the Emotion emulators trait
    * Fixed ships not going MIA when they can't return because they don't have access
    * Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees

    Es gibt auch noch einige bekannte Fehler
    • AI Robot empires are a bit slow to expand with outposts.
    • We have added a Relic stealing feature, but it only works while in a Galatron war instead of when not in a Galatron war
     
    acer palmatum gefällt das.
  35. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Patch 2.3.3 ist live mit einigen zusätzlichen Fixes verglichen zur Beta (Fett markiert).
    Jetzt macht das Team aber erstmal Urlaub.

    #################################################################
    ######################### VERSION 2.3.3 ##########################
    #################################################################

    ###################
    # Ancient Relics Story Pack Features
    ###################
    * A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

    ###################
    # General
    ###################
    * Updated localisation for all languages

    ###################
    # Balance
    ###################
    * Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
    * More archaeological site events will grant minor artifacts
    * Zroni chain grants Psionic Theory tech option for non-gestalts
    * The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
    * Adjusted the rate at which Admirals gain XP when patrolling and when in combat
    * Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
    * Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
    * Zro is slightly more common
    * Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
    * Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
    * Finishing Arc Sites may yield Technology Research Options/Boosts
    * Lowered the chance of archaeology sites being discovered when planets are surveyed
    * Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

    ###################
    # UI
    ###################
    * Added MP DLC ownership icon for Ancient Relics
    * Fixed line break in Zro Deposits causing unnecessary truncation of text
    * Fixed displayed Army Recruitment time not including build speed modifiers
    * You should no longer be able to see the orders of the fleets of other empires
    * Fixed the resources going haywire in the trade view. Hopefully for the last time
    * Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

    ###################
    # AI
    ###################
    * Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
    * AI empires will finish tradition trees before starting new ones
    * Changed AI weight for consecration decision, so that it's actually used
    * AI will now build city districts on planets if needed even if not many pops live there
    * AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
    * Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
    * AI no longer needlessly upgrades starbases if they still have unused module or building slots
    * Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet
    * Increased alloy expansion budget to allow machine empires to do early expansion
    * AIs in federation have finally discovered ship types other than "corvette"
    * AI will no longer maniacally press the "build army" button in order to make armies building faster



    ###################
    # Modding
    ###################
    * add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
    * Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
    * min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
    * Added `steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect
    * The `on_arrival_effect` is now properly called with a fleet scope
    * Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
    * Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = <relic_key> / is_last_received_relic = <relic_key>

    ###################
    # Stability
    ###################
    * Fixed a freeze when editing trade routes from a system you stole
    * Fixed a crash when using mature galaxy in observer mode

    ###################
    # Bugfixes
    ###################
    * Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
    * Increased weighting of favorited jobs so that they're properly prioritized
    * Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
    * Fixed automation not working on planet capitals or new colonies if you don't change the designation
    * Conquered habitats will now convert districts that are not permitted by their new empire type
    * Fixed so that rogue servitor AI will no longer just build organic sanctuaries
    * All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
    * In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
    * Fixed overflow issues in AI diplomacy due to relative strength calculations
    * The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
    * Disabled map-ping for finished arch sites
    * Admiral XP is based on the total cost of ships instead of just minerals
    * Fix for all buildings swapping issues
    * Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
    * Changed so that arch sites and certain events use the correct GFX files
    * Fixed Growth species disappearing every other month in some cases
    * Ship build speed modifiers are no longer applied twice
    * Fixed Build Speed modifier being applied twice to buildings
    * Fixed some new Tutorial Lines not playing VO (VO for a bald eagle flying out of an explosion with a pistol grasped in its beak didn't arrive in time for today, alas)
    * The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
    * Deficit modifiers are properly applied again
    * Master Builders no longer ever affects Habitat size
    * Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
    * Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
    * Maintenance Drones again have a positive weight for the Emotion emulators trait
    * Fixed ships not going MIA when they can't return because they don't have access
    * Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees
    * Upgraded buildings are no longer moved after ruined buildings
    * Fixes the rubricator system appearing without hyperlanes
    * Pop Growth is now based on the pop growing rather than the fastest growing species on the planet
    * Gateways and habitats can now built while other megastructures are being built
    * Fixed Habitats and Ring worlds getting modifiers meant for non artificial planets
    * Fixed planet view not changing image correctly after planet class change
    * Add modifier effects to planet class tooltip
    * Reduced the late game stutter
    * You can now steal relics when you're not in the galatron war, rather than only during the galatron war, though why you would steal any relic other than the Galatron is beyond me.

    Edit: Um ein Relikt zu stehlen muss man, ganz unabhängig vom Kriegsziel, die Hauptwelt des Gegners besetzen. Dann gibt es eine Chance das ein Relikt erbeutet wird.
     
    Zuletzt bearbeitet: 11. Juli 2019
    MtRobson und acer palmatum gefällt das.
  36. Clawhammer

    Clawhammer
    Registriert seit:
    5. September 2008
    Beiträge:
    10.804
    Ich habe jetzt mal ein paar Runden mit einem Kollegen gezockt, aber irgendwie bin ich mir noch nicht so ganz sicher wie ich mit Planeten umgehen soll. Also welche Distrike ich am besten wann baue, was ich da mit den Jobs und Bevölkerungen machen soll bzw welche Gebäude ich am besten wann platziere. Hättet Ihr da ein paar Tipps? Danke!
     
  37. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
    Beiträge:
    19.149
    Ort:
    Meddlfranken (tatsächlich)
    Keine Ahnung ob es mit Vanilla kompatibel bzw. aussagekräftig ist, weil ich dutzende Mods nutze, aber für Kolonien:

    Generell baue ich die Distrikte gleichmäßig aus, außer der Planet hat Modifikatoren wie +20% auf Mineralienjobs - dann natürlich Minendistrikte bevorzugt.
    Mein erstes Gebäude auf allen Planeten ist immer das welches Roboter baut (erforsche ich so schnell wie möglich: Powerrüstungen -> Roboter) und das zweite dann das welches Müll reduziert (Waste-irgendwas).
    Die nächsten beiden sind oft: das Mineralien zu Alloy, und das Mineralien zu Konsumgütern - danach Forschungsgebäude.
    Und je nach Boni die der Planet hat, halt entsprechende Gebäude die das noch weiter boosten.
     
  38. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Müll? :parzival:
     
  39. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
    Beiträge:
    19.149
    Ort:
    Meddlfranken (tatsächlich)
    Waste - ich spiels auf Englisch und wie gesagt mit Mods. Kann sein das es in Vanilla gar keine Umweltverschmutzung gibt. :ugly:
     
  40. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.710
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Guck immer ob du grad Jobs brauchst oder Wohnraum, dann baue entweder entspechend ein Disktrikt oder ein Gebäude. Wenn dein Planet zu 80% Generatordistrikte hat, lohnt es sich nur diese zu bauen und eine Generatorwelt daraus zu machen.

    Wenn du stur immer alles baust was möglich ist, hast du z. B. +20 Wohnraum und +30 Jobs verfügbar, was aber schlecht ist denn alles verbraucht laufende Kosten und wenn niemand drin arbeitet, ist das nicht effektiv. Zudem wechseln die Pops dann gerne mal die Jobs (ich möchte jetzt Wissenschaftler sein und keine Energie mehr produzieren) was in einem plötzlichen Abfallen deines Energiehaushalts resultiert. Also am besten immer nur nach Bedarf bauen.
     
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