What DLCs are going to be released that the modding community cant create?
So in other words, this is basically just like a Warlock: Master of the Arcane, but in space?
What DLCs are going to be released that the modding community cant create?
After 5 hours I was really loving this game, but after 20 hours I realized that it needs another year of development to be worth the price of admission :/
There isn't much reason to keep playing it at this point until its finished.
After 5 hours I was really loving this game, but after 20 hours I realized that it needs another year of development to be worth the price of admission :/
There isn't much reason to keep playing it at this point until its finished.
In my first game I'm not convinced the empire management AI is all that hot either. I'm sandwiched between 2 neighbors with nasty personalities but they've only managed to expand to two worlds each and have completely stagnated out. Not quite sure what their issue is. They appear to have reasonable buffers on their far sides as well. I'm on a quad ring system and the other two empires I've encountered seem to be doing alright, but I've not observed any powerhouses yet. My core economy is extremely well developed but otherwise I've been passive and probably haven't expanded appropriately.
I think the problem with combat is it's basically the same type of number rolls system abstracted in EUIV. The problem with this is the player visually sees ships fighting it out so we think it should be doing more. Ideally I'd like to see some degree of fleet formations, auxiliary support fleets, and individual ship engagement stances that are set in the designer (crash, standard, standoff; ship target size priorities). The options they give you in weapon types and modules beg for this, I'm just not sure the way combat actually works would ever support this.
All said this game is still pretty fun. It's interesting comparing this to Distant Worlds. While playing you see some elements (especially economy) that you think wow, DW did this so much better. At the same time, Stellaris just introduces so many good concepts that make the game so much less fatiguing to play and presents most of its information so cleanly that you don't get bogged down in management hell.
Sort of... I haven't played this in a while nor am I completely familiar with GalCiv3 so I can't fully comment. My understanding was at the end of the day GC3 is basically a calculate combat system and that's the end of it. Stellaris plays out in real time and takes some time for larger battles to unfold. You can make some minor tweaks to what the fleet is doing and there is time for reinforcements to show up. Additionally, they seem to be working toward giving the player more direct and tactical control over combat, but we'll have to see how far they take it. Regardless, I would shelve this one until the first real expansion comes out and then reevaluate the game.Am I reading this correctly, they're doing a Gal Civ II type deal where they basically just play a video clip for combat determined by firepower/Dice roll, and that there is no actual combat (tactics)?
If that's the case . . . wow, did they miss the boat on this one, at least for me.
ThanksI just tried it out yesterday on a Gigabyte Brix with an AMD A8-5557M yesterday and it was running fine at 1080p with all settings on low. I doubt that would hold up late game, but I'd say you'd likely be fine on your laptop.