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Dev Log - Stardate 23820.6

The past two weeks have been a whirlwind of activity. From rolling out multiple hotfixes to releasing our patch this Tuesday, our commitment to enhancing the game remains unwavering.

While we continue our pursuit of resolving issues, it's important to us that you, our players, remain informed about the direction we're headed. This Dev Log aims to shed light on our broader objectives and vision for the game.

Let's dive right in!

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Patch Cadence
With the commitment to enhancing your Star Trek: Infinite experience in mind, we swiftly put together the 1.0.1 Patch in just four days—from the 17th to the 20th of October. We then entrusted our QA team to test and verify the changes, culminating in the fix we released on the Tuesday.

Our journey doesn't end here, though. We are ramping up our efforts to address bugs and implement quality of life upgrades. You can expect a steady roll-out of patches—at an estimated pace of one per week—for at least the upcoming month.

So expect the next patch early next week.

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Hull Management
A resounding request from our player community has been for an even broader array of ships. At launch, we were proud to introduce nearly 100 meticulously crafted 3D models for ships and space stations. We poured our energy into ensuring each faction had its crucial slots filled, leaving no faction without a suitable ship or station.

However, in our drive to achieve this, certain iconic models were inevitably sidelined—like the Ambassador, Nebula-class, and the notable absence of the B'rel-class. These decisions stemmed from scope considerations, resource limitations, and the need for a system that would aptly accommodate them.

Our current endeavor focuses on developing a mechanism to interchange hull designs within each ship's size category. This aims to offer modders the flexibility to introduce additional ship hulls without displacing existing ones. Plus, it's a step forward in our commitment to continually bring fresh ship designs to our player base. While this feature remains in its infancy, I promise to be back with more detailed insights as it progresses.

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UI Scaling
Addressing this challenge is intricately tied to the very engine on which we built Star Trek: Infinite. While it might seem like a straightforward tweak, it's not as simple as checking a box. Fortunately, our foresight ensured that our art assets were designed with scalability in mind. However, as with any complex system, increasing scale sometimes introduces unexpected quirks.

Rest assured, we're committed to enhancing this feature. While a comprehensive solution might evolve through gradual improvements, our team is already hard at work, exploring and testing fixes for specific elements of this challenge.

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Playable Minor Nations
The idea of Playable Minor Nations has always resonated with us, lingering in our developmental thought process. Introducing it, however, is akin to adding an entirely new faction—a task of considerable magnitude.

Currently, we're diving deep into the feasibility of bringing this feature to life. Yet, it's crucial to understand that it's still in the exploratory phase. Much like introducing an entirely new faction, there's a myriad of intricacies and potential challenges we might encounter. For now, consider it “to be determined”-feature. We're excited about the possibility but are still navigating its complexities.


Stay tuned, and I'll return with more updates as and when they unfold.

PDX_Ruk
 
1. Consider adding a Victoria-style Great Powers-Secondary Powers-Minor Powers distinction where depending on how well a nation is doing, it moves up and down tiers

I think you articulated this better than I did. I agree, adding secondary powers - who are more active than minors even if they're not playable - would help make the game a lot more dynamic. And there are also races like the ones you mentioned that were somewhat active in interstellar affairs, so they should be a step up from true minors like the Betazoids or the Acamarians and not just be there to get integrated by a major power. In fact, an additional distinction for secondary powers from minor powers should be that they can't be integrated unless you knock them back down to minor status.
 
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Outstanding game!
And I know there is even more to come…
Mid-game Romulan experience currently. Looking forward to some Klingon action next. :bow:
It would be nice to play. I cant get past moving the construction ship in the tutorial it shuts down my Mac. The Mac version is unplayable. either shutdowns or CTDs.
 
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So, If I read this correctly, you're going to rely upon Modders to fix the missing Canon ships?
You didn't read it correctly, as it says right here:

"Plus, it's a step forward in our commitment to continually bring fresh ship designs to our player base. "

So they do plan on bringing their own designs as well.

The Hull Management feature will allow the dev team and modders to bring in alternate designs.

are you going to provide modding tools for us to do that?
You can use most existing Stellaris modding guides.
Stellaris doesn't have official modding tools either, and yet look at all the mods people have made.
 
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LOVE LOVE LOVE the game.

Though it keeps crashing. o_O

Im super excited to see what is coming up!!! Star Treks rich Lore ( :p ) can be so fun to integrate!!

bringing in hero ships that follow the shows storylines.

like the enterprise randomly disappearing on some damn crazy adventure.

Or Sisko's death is becoming a Prohpet. This also kills Dukat!!

or Voyager being lost in the delta quadrant, and comes back with some crazy tech advances, like Borg upgrades, which can help the federation help defeat the Borg!!

I haven't played the Klingons yet. I hope there's like a war cry that sends the whole empire into a frenzy for Kahless!!!

Im not sure if the following is actually cannon

For anyone who was confused as I was. The Miranda class, with the triangle dorsal pod, is apparently a late era refit. Called the Antares class.
Here's a link to someone who either did the research or just made it up, lol


Im a big trek fan if you can't tell.
 
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This is an enjoyable game and a valiant effort, but I'd say there was one major miss. The tech trees for each of the empires should be different, at least as far as their weapons technology is concerned. For example, Klingons use disruptors, not phasers, so why is my Klingon science team doing phaser research? It really takes me out of the spirit of the game for everyone to use the exact same technology.
 
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This is an enjoyable game and a valiant effort, but I'd say there was one major miss. The tech trees for each of the empires should be different, at least as far as their weapons technology is concerned. For example, Klingons use disruptors, not phasers, so why is my Klingon science team doing phaser research? It really takes me out of the spirit of the game for everyone to use the exact same technology.
Yes I agree, I was surprised to find that I got Phaser 10% research with my first war with the Cardasians. Which I lost. I won 90% of the space battles so the mechanics behind this are a bit esoteric to me. It would be nice off we could get the different technologies with their own unique statistics so we could incorporate them in our own ships. Maybe even clone an enemy ship for stealth and spy mission.
 
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Yes I agree, I was surprised to find that I got Phaser 10% research with my first war with the Cardasians. Which I lost. I won 90% of the space battles so the mechanics behind this are a bit esoteric to me. It would be nice off we could get the different technologies with their own unique statistics so we could incorporate them in our own ships. Maybe even clone an enemy ship for stealth and spy mission.
Were your wins defensive, in and around your own Star systems? Or did the wins result in your turning an enemy planet into an occupied world?
 
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Where your wins defensive, in and around your own Star systems? Or did the wins result in your turning an enemy planet into an occupied world?
Overall they took out 2 of my Starbases that I recovered. I had none of mine occupied and I had 3 of theirs in my possession and won all space battles except when they took out my 2 defenceless ones. I defended their major starbase multiple times after I captured it. I was about to take out their starbase on Cardassia. After just defeated their fleet trying to recover their starbase when it suddenly said I lost the war. The only thing I can assume was that the credits for defending the occupied starbase system goes to the original owner. No occupied worlds on either side.
 
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