Zloth
I smell a... wumpus!?
It's getting a little strange out there. PC Gamer gave it a 70. Metacritic says 78. Yet the Steam reviews are NINTEY FIVE percent positive!?
Steam should update your Stellaris version to 1.0.1 momentarily.
This hotfix contains the following:
- Fixed CTD when showing tooltip for an ambient object that gets destroyed
- Fixed CTD when an ambient object gets destroyed while selected
- Fixed fleets getting stuck trying to use wormhole stations belonging to other empires
- Improved performance issues and fixed issues with stuttering in early game
We are also currently working on a second hotfix that fixes various bugs and stability issues. The work with the first larger patch has also begun, no final release date set for that one yet.
My friend is greatly enjoying the game, I have yet to pick it up yet. He says the flavor and everything is there and he's going to have dozens of hours of fun with it until the DLC and patches Paradox inevitably releases makes it even more fun.
He enjoys playing with large galaxies and less empires so it's more an "exploration" game than "being stuck in your small corner" game. You can pretty much set parameters to make it play however you want it seems.
I've already played 3 games of Stellaris. The first one, I got to medium sized (won a war and vassalized and annexed a civilization), then two neighbors got in an alliance and destroyed me. The second one, a militaristic civilization found me while I was concentrated on exploring/colonizing, they declared war on me and annihilated me. The third game I had 2 neighbors, a friendly and an unfriendly, then two bigger civilizations found me, both unfriendly but farther away, so I attacked and vassalized the closest unfriendly and now the map has me, a friend, my vassal and another friendly (still no allies yet) surrounded by two bigger unfriendly civilizations. It's all random.
I haven't read the review, but yeah, it seems like it's somewhat incomplete. It only has two victory conditions: 40% of all territory conquered or everyone killed.
This makes the end a very unsatisfying drag and not much of a choice.
From reading the examples, no. They are all the same.Every game is totally different.
What is that all random? The recounts show the same approach all the time. It is all about expanding, crushing the surrounding territories.It's all random.
Well, the developers themselves stated now that it was taken out as it wasn't finished yet and will be patched back in once balanced.
As stellaris isn't a typical Paradox Game but has big 4X elements I'd also compare it more to other games. And in games like Civ or MOO non-domination victory always played a big role.
So to clarify, the other PG products have different scenarios and gameplay depending on what country you pick. Right?
Well, combat is definitely a good way to "win" a game. But right now even reaching this victory condition is just insane, especially in a big galaxy.
In Civ or even other paradox games (from my knowledge) you always have a time restriction. So..if the game isn't ended by year XYZ, the player with the highest score wins.
But in Stellaris you might have 30% of the whole map, killed various factions, and the only way to conclude the whole thing is spending another 10 hours to conqer enough planets to win that thing. That's just boring. Of course you could just stop playing, but I very much prefer to bring it to an real end.
Well, combat is definitely a good way to "win" a game. But right now even reaching this victory condition is just insane, especially in a big galaxy.
In Civ or even other paradox games (from my knowledge) you always have a time restriction.
That's not the way most Paradox games end. After more than 800 hours on CK2 and another 800 hours in EU4, I think I've only "finished" one game (by finished I mean play to the end of timeline). Victoria 2 is different as it only spans 100 years or so. More likely you just set yourself a goal when you start and when you reach it, you play another game. For example, start as Austria and form Germany through merging HRE, or start as France and conquer England, or start as Portugal and colonize America, etc. Others use achievements as their ending conditions. So, in Stellaris you may stop once you feel there is no more challenge, though supposedly the 'disasters' can give you a challenge when noone else will, so there's that.
Now, before we begin the expansion cycle in earnest, we will spend the rest of May and June only focusing on bug fixes and free upgrades to the game. We carefully listen to all your feedback, which has already made us alter our priorities a bit. As a veteran designer of our complex historical games, I was anticipating a fair amount of criticism regarding the mid-game in Stellaris compared to that of our historical games, but I was more concerned with the depth of the economy than the relative lack of diplomatic options, for example. I also find much of the feedback on the Sector system interesting; the GUI and AI concerns will receive the highest priority. One area I was not at all surprised to get flak for is the lack of mid-game scripted content, however. We simply took too long getting all the early and late game stuff in, and neglected a whole category of events called “colony events”, which were supposed to be the bread and butter of the mid-game for the Science Ships.
We’ve been digesting and discussing your feedback and how to best go about improving the mid-game to make it more dynamic, both in the short and long run. Let’s start with our short term plans. When the game was released, we had already proceeded to fix a lot of issues. Together with some other pressing issues that have been reported, the plan is to release the 1.1 update - “Clarke” - near the end of May. We will try to cram as much as we can into this update, but the more fundamental stuff will have to wait until the next update (“Asimov”), which is scheduled for the end of June. The “Clarke” patch will mainly be a bug fix and GUI improvement update. Here are some of the highlights:
"CLARKE" HIGHLIGHTS
* Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
* The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
* Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
* Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
* AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"…
* Myriads of bug fixes and smaller GUI improvements.
* Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
* EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
* EDIT: Corvettes are too good.
Me, I want to roleplay a space empire
The time formatHow's the multiplayer? Can anyone see if there's a lot of multiplayer going on? Can we play 3v3s? co-op? Is it possible to play a match in ~45 minutes?
No word about additional victory conditions
But at least they are going to add some mid game content.
When after tons of hours sunk in Stellaris, and that the issue of staticness is required to be reported by another, better the mom still is alive to lace the shoes on.