Page layers 1.9.111/14/2023 Good pacing despite the poor late-game performance.Ģ.7.2 Playing the equivalent amount of real-time (a weekend) I will not be anywhere near the same in-game date (maybe 50 years earlier, I remember comparing dropped-saves where I spent a single session and in 1.9.1 I dropped them 50 years later on average). Performance drops during battles, but I like to watch them so don't mind it being slower (there are fewer, more decisive battles, I want combat to be slow anyway to be able to hit retreat if the battle is not going my way). It's a subtle change, performance is a little slower at first and gets worse like the frog in the proverbial saucepan.ġ.9.1 I can play to the endgame and have a rewarding and difficult challenge in the Crisis. I feel like the more I play the more I'm making the game perform worse simply with optimal play. (based on distance to ally territory and fleet involved in the battle, so if your ally gets to the battle first/the first battle is on their borders ALL the territory will go to them and none to you, or vice versa)Ĭlick to expand.I find in 2.7.2 I quickly get x2 or x3 the pops of the nearest AI empire (even upping the difficulty, the AI just can't handle planets and stops all growth prematurely). Joint Total wars give territory to the Allied powers in a messy, chaotic fashion. or if you can't reach every system then you have to wait for centuries for the AI to end the war automatically when the timer runs out The war does not end until the target, their allies and their dogs are destroyed. Wargoals set (like humiliate) that gives you no benefit or does something you'd never want (Liberate creating a new rival megacorp instead of a standard empire) Your ally automatically drags you into a war with an instant invite (bug) The AI appears competent and you aren't fighting it for control of systems. Each goal listed under the relevant empire flags (4 under your ally, 4 under your flag). if they invite you to a joint war it'll show in the invite that they want to liberate 4 worlds and they want you to claim 4. +Your Ally clearly indicates what systems they want in the war AND what systems/wargoals you would get on winning the war. I've just remembered something else since you mentioned allies and war: what did 1.9.1 have that we don't have in 2.7.2?"Ĭlick to expand.I agree with this, I'd add: don't feel bad if the AI is giving you a challenge, the AI was just good back then and you'd turn the difficulty down if you didn't want to struggle and just wanted to roleplay. but apart from the Cartesian co-ordinates and the combat mechanics and the war system and the planetary building options and the FTL systems and the strategic resources and the cultural expansion and the competent AI and the working crisis and the machine templates and the biotrophy mechanics and the nomads and the complexity and the challenge. Some people aren't aware of what has been tried and what worked, what it could look like if restored and how much sheer weight of features could be supported. In the building analogy the features back then were like the Roman foundations beneath a now unstable house that needs a lot of work. I do not want to continue abandoning and decommissioning parts of the house when they don't function perfectly and hastily building flimsy replacements on top. Talking of polish and unified vision I'd really like existing features to get a lot more love so they are fixed to work and interact with one anther as you'd expect them to. I like new things being different, and for old things change when needed, as long as the end result is better for the changes. The funny thing is though, most of the features from the 1.9.1 version of the game seemed to have been initially created with a unified vision with a great deal of polish and it is exactly that unification and polish that I'd like to see more of. Click to expand.I can understand the sentiment, it's easier to imagine Stellaris 2 having a unified vision than the disparate, disconnected features of Stellaris congealing into a clean and solid design.
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