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报告翻译问题
The mechanics arn't all that different.
Sectors were in both SOTS II and in Stellaris, same ship design mechanic (3 sections of the ship, Command, main, engine, depending on the size of said ship, and weapons/modules are added to hardpoints.) A research tree where you can learn "rare" techs by scavenging, terraforming and setteling based on your species habitability zone, etc.
Though I like this game; it is, as I said earlier, a larger scale SOTS II.
why not GalCiv or Moo? their "Influence" mechanics work more like Stellaris than Sots ever did? Sectors didn't even function the way the do in most 4x space Strat games in Sots.
a Game with Stellaris's Empire management and event system with Sots 2's combat would be world shattering to me.
I guess I take sour to the comparison because Dox dropped Sots 2 and the game hasn't and wont ever recover in the public eye, which is a shame.
I hope the Expansions for Stellaris are beastly though, anyway I'm done trying to be a contrarian
Thats a stretch though with the red laser tech comment. Everything I have pointed out IS 100% in both games. Also, Paradox had a hand in both games. I'm not saying anything against this game or the SOTS franchise, just that they are more similar then people are realizing, and that the fact Paradox was the publisher for the fore mentioned SOTS and is both the publisher and developer of Stellaris shows in the game mechanics.
As I said before, the 3 sections of the ship, sectors, rare tech found through salvaging debries after a fight, habitability zones for specfic races, terraforming the planets to match your species specific zone, intergrating other species into your empire, hardpoints for weapons/mods on the 3 ship sections, etc. All of these can be attributed to SOTS because Paradox had a hand in the creation of that specific game.
If Paradox had made a game of the sci-fi genre before then you could say that all of these did not come from SOTS. Since they do not have a former sci-fi/space rts game, then it is easy to say these ideas are strictly from SOTS which once again, they did have a hand in making.
This is a simple 2+2=4 scenario. Doesn't take a rocket scientist to figure it out.
/thread
In SoTS there are more technologies tied to wood. In Stellaris they are issued randomly (3-5 from a set).
In SoTS, factions have more differences, from the type of engine to their predisposition to psionics, technology, and planetary types.
SoTS has simplified economics and politics. So you concentrate more on developing your faction.
In SoTS the galaxy is 3-dimensional, in Stellaris it is flatter, although navigation in Stellaris is more convenient.
In SoTS there are quite scary non-factional opponents, in Stellaris there are crises and Forerunners.
In Stellaris there are abandoned ring worlds and artificial planets, I didn’t see this in SoTS.
In SoTS you cannot invade with a landing force to capture another planet. In Stellaris this is provided, but this is a pack of small transports; larger ships carrying Planetary troops are not provided for.
Well, as a highlight in Stellaris, you will often have to suffer due to the concept of High and Wide empires. I don’t particularly remember this in SoTS.
Look like that's it. Briefly and to the point.
Both games are quite good, but I wouldn't mind a hybrid of these games, it would be amazing.
UNTIL!
A fella created a mod to improve ship combat. I asked him if he could create a stand alone version that simply gave me the ability to continue to give movement commands once my fleet engages the enemy. Which he did. It's called Tactical Computer. It is the closest I've been able to get Stellaris to feel like SOTS! Check out the mod! It's awesome.