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7 years ago
Mar 5, 2018, 4:09:34 AM


Hi all


I want to share something with you all.


I have been working on a mod for that other space game in town.


Galaxy generation and moving away from procedurally generated galaxies in favour of hand crafted ones.


This is a working model of such a galaxy and will be available soon as a mod for Stellaris.


I would love to see this in your game, along with other smaller more intimate maps


OK still with me.


This one is quite large for players seeking a real challenge.  It has around a thousand systems linked with hyper gate ways as shown


Specialised systems can be placed and it has random spawn positions.


It is a strategic map requiring control of key gateways in order to survive.


This is why I am pushing for a map editor.


 

Also other key changes;


Factions to have own dedicated tech trees.  The current one is a total mess to put it bluntly.  No sense of discovery, just same old every time.  Simpler is better here.  Progressive tech tree, constantly unlocking new techs as you discover things in the galaxy.


Espionage could quite easily fit into Vodyani with other factions getting some cloaking techs and ship classes to compensate.  (Chameleon scouts as cloaking ships, spies.)


System diversity, more unique systems such as constructed stars, gate worlds, relic systems.






Updated a month ago.
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7 years ago
Mar 5, 2018, 12:09:12 PM

I love the idea of human crafted maps. The only issue here would be how the AI plays on them. Ideally making a map would include giving some basic instructions to the AI that it can understand so it plays better on these maps.

Anyway yeah im super in favorite of being able to make map on the other hand a seperate tehc tree for each race is something i think is not right. in ES2 races are already very different and have race specific mechanics. Some are so extreme that the race completely does not engage in specific game mechanics all other races engage in.

Races already have specific techs of their own in the tech tree and to me that feels exactly right.

I definately think the Tech tree is lacking something in ES2 to be perfect but I cant point my finger on what.


Hard to comment on espionage since we dont know how they plan on implementing it in the next expansion.


As far as different unique systems im of course completely in favor. Its the same as with the tech tree. Something is a bit missing from the galaxy in ES2. I dont know exactly what but something is missing.

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7 years ago
Mar 5, 2018, 12:50:58 PM

Yes I see your point on techs for factions.  We have struggled with the tech tree since EA and it has not really been resolved.  I dont like the ergonomics, spending time looking at the tech you want and having all techs desplayed takes the discovery out of the equation.  You just end up pressing the same buttons every playthrough.  Also why would a race like cravers use the same techs as say Vodyani or any other faction.  It just looks a mess of buttons.  You have to constantly zoom in and out to see what you are doing, thats just dumb.  Anyway I think it needs a rethink.

We must also remember that technologies are a process of discovery or re discovery.  Like thought, one leads to another and so on.  We never have full knowledge at any given time.



Maps would need some basic AI programming, nothing that can not be done though.  

Interesting enough I am (Stellaris) playtesting this map just as it is, no rules, and it is working out OK.  Empires have plenty of room before they start to clash, making strategy options for systems viable.  Gate ways allow any empire to navigate the map, which might solve quest blockage in ES2.  Maps like this have more stratigic options and some systems will become battlegrounds where players will need to hold them.  Still need to test it more though.  





Updated 7 years ago.
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7 years ago
Mar 10, 2018, 12:20:03 AM

I have just come out of playing Stellaris and I can tell you that it's AI is very capable and strong for players seeking a challenge.  It is even adaptive in the sense that I have play tested a created map and its AI has almost trashed me on occupying the new gate worlds that I have installed.  The bird race has played aggressive and persistent pressure on occupying these gate worlds, forcing a status quo in two wars over a 100 game years.  I can hold my own but the cost is high and protracted, and I will most likely lose against other empires that have built themselves up through avoiding war.  (Its AI has adapted itself to a new map type without the need for additional programming and is playing rather well, better than I would have expected.)


I am now starting to think that the real challenge is going to be in humans keeping up with an adaptive AI experience.  A little scary I think in the long term.  Stellaris is showing that player Vs player may not provide all the answers.  Human adaptive play style is no longer a guarantee that we will survive a capable growing AI.  


The new overlords have arrived.


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