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Tópico: Stellaris

  1. #131
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    Fiquei interessado no game

    0 Not allowed! Not allowed!
    \"Não se ataca apenas para fazer mal a alguém, para derrotá-lo, mas talvez simplesmente para tomar consciência da própria força.\" -Nietzsche

  2. #132
    Fight Club Founder Avatar de Malkav
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    ALguém me explica, COMO CARALHOS EU FAÇO PARA AS NAVES PARAREM DE IR PARA A 1st Fleet?! Tô tentando dividir a bagaça e todas as naves que eu construo vão automaticamente para a 1st Fleet e ela tá na casa do caralho!

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  3. #133
    Avatar de Lt. Rasczak
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    Citação Mensagem Original de Malkav Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    ALguém me explica, COMO CARALHOS EU FAÇO PARA AS NAVES PARAREM DE IR PARA A 1st Fleet?! Tô tentando dividir a bagaça e todas as naves que eu construo vão automaticamente para a 1st Fleet e ela tá na casa do caralho!

    Sua 1st Fleet esta como rally point. Seleciona ela e da uma olhada nas opções na parte superior, se não me engano a opção parece uma bandeira, desmarque.

    Da pra setar como rally point frotas existentes ou planetas e da pra ter mais de uma ao mesmo tempo. Neste caso as naves construídas vão para o rally point que for mais próximo.

    Pra setar como rally point selecione o planeta ou frota e vá na mesma opção na parte superior, a que parece uma bandeira. Seus rally point tbm vão aparecer naquele menu a direita.


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    King in the North! King in the North!





  4. #134
    The All Seeing Eye Avatar de S.Templar
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    Stellaris: Synthetic Dawn Announced - briefly
    (hx) 06:48 PM EDT - Aug,03 2017 - Post a comment
    Paradox Interactive, a publisher and developer of digital entertainment for organic minds, today announced a new Story Pack for Stellaris, the sci-fi grand strategy game from Paradox Development Studio. The new content, titled “Synthetic Dawn,” will add new ways for players to experience Stellaris, focused primarily on synthetic life forms. Robot workers and citizens can now form entirely mechanical societies at the start of the game and seek greatness among the stars – including the ability to rise up and conquer those squishy organics. Stellaris: Synthetic Dawn will be released for Windows, Mac, and Linux PCs later this year.


    0 Not allowed! Not allowed!
    Intel Core i7 3960X|Asus X79 Rampage IV Extreme|2x EVGA GTX980Ti SC+ ACX2.0+ SLI|G.SKILL Ripjaws Z Series 16GB 2400 4x4GB|Corsair Hydro Series H100i w/ 4x Cougar Vortex CFV12HP Push/Pull|Samsung 840 Pro SSD 256GB + OCZ Vector SSD 256GB + HDD Western Digital 2TB Caviar Black SATA 7200 64MB Cache + HDD Western Digital 2TB Caviar Black SATA 7200 32MB Cache + HDD Western Digital 320GB Caviar Blue + 2x HDD Seagate Barracuda 300Gb|Creative Recon3D Fatal1ty Champion|Samsung S23A550H 23" + S27A550 27"|Corsair AX1200i|Cooler Master HAF-X 942|Plextor PX-LB950SA|Logitech G910 Orion Spark Keyboard|Logitech G502 Proteus Core|Razer Firefly|Nostromo Speedpad n52|Logitech Orbit AF|Scythe Kaze Master Pro|Asus RT-AC68U|Razer Leviathan|Razer Carcharias



    Templar's Machine Reloaded (New)
    Templar's Machine Turbo (Old)
    "Give me chastity and give me constancy, but do not give it yet.".

    "Se roubam de mim, é corrupção. Se roubo dos outros, é jeitinho!" - HUEzileiros

  5. #135
    Avatar de brender
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    Citação Mensagem Original de S.Templar Ver Mensagem
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    Stellaris: Synthetic Dawn Announced - briefly
    (hx) 06:48 PM EDT - Aug,03 2017 - Post a comment
    Paradox Interactive, a publisher and developer of digital entertainment for organic minds, today announced a new Story Pack for Stellaris, the sci-fi grand strategy game from Paradox Development Studio. The new content, titled “Synthetic Dawn,” will add new ways for players to experience Stellaris, focused primarily on synthetic life forms. Robot workers and citizens can now form entirely mechanical societies at the start of the game and seek greatness among the stars – including the ability to rise up and conquer those squishy organics. Stellaris: Synthetic Dawn will be released for Windows, Mac, and Linux PCs later this year.

    Parece bom

    0 Not allowed! Not allowed!
    Processador: i5 6600k Skylake | Cooler: Cooler Master Hyper 212x | Placa mãe: ASRock Fatal1ty Z170 Gaming K6 | Memória: 2x Kingston HyperX Fury DDR4 8gb 2133mhz - HX421C14FB2/8 |Placa de vídeo: Gigabyte GTX 770 WindForce OC 2 GB | HD: Western Caviar Blue 1 TB - 7200 RPM - 64 mb - SATA III | Fonte: Corsair TX750w V2 | Gabinete: NZXT Source 530 Full Tower |
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  6. #136
    Periquito Carniceiro Avatar de Harpia
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    Citação Mensagem Original de brender Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    Parece bom
    Parece mesmo


    Sent from my brain

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    "Senhor, dai-me força para mudar o que pode ser mudado.
    Paciência para aceitar o que não pode ser mudado.
    E sabedoria para distinguir uma coisa de outra."
    www.caccst.org.br www.casaapoiocancer.org.br www.graacc.org.br www.amicca.org.br

  7. #137
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    Processador: i5 6600k Skylake | Cooler: Cooler Master Hyper 212x | Placa mãe: ASRock Fatal1ty Z170 Gaming K6 | Memória: 2x Kingston HyperX Fury DDR4 8gb 2133mhz - HX421C14FB2/8 |Placa de vídeo: Gigabyte GTX 770 WindForce OC 2 GB | HD: Western Caviar Blue 1 TB - 7200 RPM - 64 mb - SATA III | Fonte: Corsair TX750w V2 | Gabinete: NZXT Source 530 Full Tower |
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  8. #138
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    Stellaris: Synthetic Dawn traz um novo jeito para os jogadores estabelecerem seu império nas estrelas, começando o jogo como o Império Máquina, uma sociedade composta inteiramente de robôs.


    http://store.steampowered.com/app/64...wn_Story_Pack/





    Características de jogo únicas e cadeias de evento permitirão que as máquinas se expandam como uma consciência robótica e criem uma rede liderada por uma IA que cresce rumo à dominação galáctica

    Características:


    Você, Robô:



    Jogue Stellaris como uma civilização robótica personalizada, completa com uma série de retratos robóticos para cientistas, trabalhadores e mais
    IA, é? É!:


    Siga novas cadeias de evento e características de história para liderar sua raça robô rumo à grandiosidade como um império de IA intergaláctico. Busque a perfeição mecânica nas estrelas


    Ascensão das Máquinas:



    Sintéticos oprimidos podem se rebelar contra seus mestres e formar novos impérios, ou podem até descobrir uma civilização sintética na imensidão do espaço
    Melhorias digitais:


    Novos retratos da raça sintética e pacotes de voz expandidos para VIR

    3 Not allowed! Not allowed!
    Processador: i5 6600k Skylake | Cooler: Cooler Master Hyper 212x | Placa mãe: ASRock Fatal1ty Z170 Gaming K6 | Memória: 2x Kingston HyperX Fury DDR4 8gb 2133mhz - HX421C14FB2/8 |Placa de vídeo: Gigabyte GTX 770 WindForce OC 2 GB | HD: Western Caviar Blue 1 TB - 7200 RPM - 64 mb - SATA III | Fonte: Corsair TX750w V2 | Gabinete: NZXT Source 530 Full Tower |
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  9. #139
    Strafe abuser Avatar de Chacineiro
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    Stellaris cada vez melhor. Acabando Divinity 2 parto pra essa expansão...

    1 Not allowed! Not allowed!
    Nick in-game COH, SC2(NA) e BC2: Chacineiro

    Fazendo Chacinas desde 1996!

  10. #140
    Avatar de Lt. Rasczak
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    Dev Diary #91 - Grandes Mudanças a caminho.

    Vão mudar bonito o gameplay e sinceramente acho que para melhor.

    Spoiler de Starbases:
    Hello everyone and welcome to another Stellaris development diary. Today's dev diary marks the start of dev diaries about a major upcoming update that we have named the 'Cherryh' update after science fiction author C.J. Cherryh. This is a major update that will include some very significant reworks to core gameplay systems, reworks that we have been prototyping and testing for some time. Right now, we cannot say anything about the exact nature of the update or anything at all about when it will be released, other than that it's far away. Normally, we wouldn't be doing dev diaries on an update at this stage at all, but there's simply so much to talk about that we have to start early. Cherryh will be a massive update, the largest one we've done to date, and there are many new and changed things to talk about in the coming weeks and months.

    Please bear in mind that screenshots are from an early internal build and will contain art and interfaces that are WIP, non-final numbers, hot code and all that business.

    Border Rework
    We've never been entirely happy with the border system in Stellaris. While it generally works fine from a gameplay perspective, it has some rather quirky elements, such as being able to claim ownership of systems that you have never visited and indeed have no ability to reach and making it hard to tell what the exact border adjustments will be when planets are ceded or outposts are built. For this reason, we have decided to fundamentally rework the Stellaris border system to be based on solar system ownership. Each system will have a single owner, with complete control of the system, and borders are now simply a reflection of system ownership rather than a cause for it to change. In the Cherryh update, who owns a system is almost always based on the owner of the
    Starbase in said system.


    Starbases
    A Starbase is a space station orbiting the star of said system. Each system can only have a single Starbase, but this can be anything from a remote Outpost to a massive Citadel with its own 'fleet' of orbiting defense stations. Starbases can be upgraded and specialized in a variety of ways (more details on this below), and is the primary means of determining system ownership. This means that wars are no longer fought for colonies controlling a nebulous blob of border that may not actually include the systems you really want, but rather for the exact systems you are interested in, and their starbases. This change of course would not be possible if we kept the wargoal system that exists in the live version of the game (just imagine the size of that wargoal list...), but more on that in a couple weeks.


    As Starbases now determine system ownership, it will no longer be possible to colonize or invade primitives outside your borders in the Cherryh update, but if a system contains a colony and no starbase, it will still count as being inside the borders of the colony's owner. These restrictions are moddable. Since Starbases now cost influence to construct (see below), we have removed the influence cost for colonizing and attacking primitives.

    Starbases entirely replace the old system of Frontier Outposts.

    Starbase Construction
    With borders from colonies gone, empires now start only owning their home system, with a Starbase already constructed around their home star. To expand outside their home system, empires will have to construct Outposts in surveyed systems. An Outpost is a level 'zero' Starbase that has only very basic defenses and cannot support any buildings or modules, but also does not count towards your maximum Starbase Capacity (more on that below). Building an Outpost in a system costs influence, with the cost dependent on how far away the system is and how contigous it is to your empire as a whole, so 'snaking' or building starbases to ring in a certain part of space will be more influence-costly than simply expanding in a natural way. Starbases do not cost any influence upkeep, just an up-front cost when first building one in a system. As this change makes influence far more important in the early game, there will also be significant balance changes to empire influence generation in the Cherryh update.


    As an aside note, because we felt it made very little sense to have a home system with a fully built Starbase but no surveyed planet, empire home systems will now start surveyed, with a only slightly randomized amount of resources, and mining/research stations for some of those resources already in place. This should also help make player starts a little less random, ensuring that you are never *completely* without resources in your home system.


    Another thing we have been wary about when working on this is making sure that building the Outposts for each system does not simply feel like adding tedium. Right now, between the fact that which systems you choose to spend your limited influence on is an extremely important choice, and various tweaks and interface improvements we are making to ease up the process of developing your systems, we are confident that this will not be the case. We've also made it so that there are no entirely 'empty' systems (systems with no resources at all), as we discovered during playtesting that spending influence to claim such a system felt extremely unrewarding.

    Upgrades and Capacity
    Each empire will have a Starbase Capacity that represents the number of upgraded Starbases they can support. There are five levels of Starbases:
    Outpost: A basic Outpost that exists only to claim a system. Costs no energy maintenance and does not count towards the Starbase Capacity, and cannot support buildings or modules. Outposts will also not show up in the outliner or galaxy map, as they are not meant to be interacted with at all unless it is to upgrade the Outpost to a Starport.
    Starport: The first level of upgraded Starbase, available at the start of the game. Supports 2 modules and 1 building.
    Starhold: The second level of upgraded Starbase, unlocked through tech. Supports 4 modules and 2 buildings.
    Star Fortress: The third level of upgraded Starbase, unlocked through tech. Supports 6 modules and 3 buildings.
    Citadel: The final level of upgraded Starbase, unlocked through tech. Supports 6 modules and 4 buildings.


    Regardless of the level of the Starbase, so long as it is not an Outpost, it will use 1 Starbase Capacity and will show up on the map and in the outliner. Overall, the design goal is for the vast majority of Starbases to be Outposts that you never have to manage, with a handful of upgraded Starbases that are powerful and critical assets for your empire. Going over your Starbase Capacity will result in sharply increased Starbase energy maintenance costs. Starbase Capacity can be increased through techs, traditions and other such means. You also gain a small amount of Starbase Capacity from the number of Pops in your empire. If you end up over Starbase Capacity for whatever reason, it is possible to downgrade upgraded Starbases back into Outposts. It is also possible to dismantle Starbases entirely and give up control of those systems, so long as they are not in a system with a colonized planet.



    Spaceports and Ship Construction
    Starbases fully replace Spaceports in the role of system/planet defense and military ship construction. Spaceports still exist, but are no longer separate stations but rather an integrated part of the planet, and can only build civilian ships (Science Ships, Construction Ships and Colony Ships). To build military ships you will need a Starbase with at least one Shipyard module (more on that below). Starbases also replace Spaceports/Planets in that they are now the primary place to repair, upgrade, dock and rally ships, though civilian ships are also able to repair at planets.



    Modules and Buildings
    All non-Outpost Starbases can support Modules and Buildings. Some of these are available from the start of the game, while others are unlocked by tech. Some modules and buildings are only available in certain systems, for example Trading Hubs can only be constructed in colonized systems.

    Modules are the fundamental, external components of the Starbase, and determine its actual role. Module choices include Trading Hubs (for improving the economy of colonized systems), Anchorages (for Naval Capacity), Shipyards (for building ships, duh), and different kinds of defensive modules such as gun turrets and strike craft hangar bays that improve the Starbase's combat ability. There is no restrictions on the number of modules you can have of a certain type, besides the actual restriction on module slots itself. This means, for example, that you can have a Starbase entirely dedicated to Shipyards, capable of building up to 6 ships in parallell. Modules will also change the graphical appearance of the Starbase, so a dedicated Shipyard will look different from a massive defensive-oriented fortress brimming with dozens of gun turrets.


    Buildings represent internal structures inside the Starbase proper, and typically work to enhance modules or provide a global buff to the Starbase or system as a whole. Building choices include the Offworld Trading Company that increases the effectiveness of all Trading Hub modules, and the Listening Post that massively improves the Starbase's sensor range. You cannot have multiples of the same building on the same Starbase.


    Defenses
    One of the fundamental problems with the military stations in the live version of the game is that they simply do not have enough firepower. Even with impressive hit points and shields, a station with at most a dozen or so guns simply cannot match the firepower of a whole fleet. An another issue is the ability to build multiple defense stations in the same system, meaning that no single station can be strong enough to match a fleet, as otherwise a system with several such stations will be effectively invulnerable. For this reason we decided to consolidate all system defenses into the Starbase mechanics, but not into a single station. Starbases come with a basic array of armaments and utilities (gun and missile turrets, shields and armor, etc), with the exact number of weapons based on the level of the Starbase. These are automatically kept up to date with technological advances, so your Starbases won't be fielding red lasers and basic deflectors when facing fleets armed with tachyon lances.


    Additionally, Starbases (with the exception of Outposts) have the ability to construct defense platforms to protect them. Constructed defense platforms will form a 'fleet' around the Starbase, supporting it with their own weapons and giving Starbases the firepower needed to engage entire fleets. The amount of defense platforms a Starbase can support may depend on factors such as starbase size and modules/buildings, technology, policies, and so on. The exact details here are still being worked on, but the design intent is that if you invest into them, Starbase defenses will scale against fleets across the whole game rather just being completely outpaced in the late game as military stations and spaceports currently are in the live version.


    One last note on Starbases: For a variety of reasons (among them to avoid something like the tedious rebuilding of Spaceports that happens at the end of wars) Starbases cannot be destroyed through conventional means. They can, however be disabled and even captured by enemies. More on this in a couple weeks.

    ... whew, this was a long one but that's all for today! Next week we'll continue talking about the Cherryh update, with the topic being Faster than Light travel...


    Fonte: https://forum.paradoxplaza.com/forum...bases.1052064/

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    Última edição por Lt. Rasczak; em 28/10/2017 às 09:07.
    King in the North! King in the North!





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