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Dog Kisser posted:
This is the best robot ever. But isn't it missing the second half of its left (our right) arm?
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# ? Mar 22, 2017 02:48 |
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# ? Jun 8, 2024 08:03 |
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GodFish posted:This is the best robot ever. But isn't it missing the second half of its left (our right) arm? Annoyingly, that's how it's aligned in the default portrait. Short of muckin' around with Maya, that's the best I can do. Shame!
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# ? Mar 22, 2017 02:53 |
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Is it possible to mess with fleet formation somehow? I don't want my cruisers to lead the charge.
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# ? Mar 22, 2017 04:46 |
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Does forcing one ftl type on a map prevent premade empires with a wrong ftl type from spawning?
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# ? Mar 22, 2017 04:50 |
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I think it just makes them use the one set type.
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# ? Mar 22, 2017 04:55 |
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Dongattack posted:Is it possible to mess with fleet formation somehow? I don't want my cruisers to lead the charge. It is not.
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# ? Mar 22, 2017 06:45 |
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Dongattack posted:Is it possible to mess with fleet formation somehow? I don't want my cruisers to lead the charge. There's a few mods that do it with battle computers, but nothing in the base game. So if you can't/wont mod your save, build your ships accordingly.
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# ? Mar 22, 2017 06:46 |
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Dongattack posted:Is it possible to mess with fleet formation somehow? I don't want my cruisers to lead the charge. http://steamcommunity.com/sharedfiles/filedetails/?id=790455347
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# ? Mar 22, 2017 07:04 |
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Psycho Landlord posted:There's a few mods that do it with battle computers, but nothing in the base game. So if you can't/wont mod your save, build your ships accordingly. Ah okay, i assumed it could be done since i read something about having corvettes tank with high evasion, but they are always bumbling in the back of the fleet with me before trying to get to the front. Thanks!
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# ? Mar 22, 2017 14:51 |
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Baron Porkface posted:Does forcing one ftl type on a map prevent premade empires with a wrong ftl type from spawning? They'll spawn with the appropriate FTL engine for how the game is initially set. You can create a custom race that uses warp, then play them in a hyperdrive-only game and they'll have hyperdrive.
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# ? Mar 22, 2017 15:06 |
I started a new game to get back into this game. So... Dumb question. I have a bug that's showing up, i'm wondering which number to trust here: If it's not immediately obvious, the fleet has a different power level over the fleet compared to what it reports on the side-bar. Never seen this before. If there is a difference/error in calculation in the future if anyone has an idea to the more accurate number, it'd be nice to know.
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# ? Mar 22, 2017 15:52 |
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Might just be that different displays round values differently?
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# ? Mar 22, 2017 16:01 |
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I'm sure that one point of power difference will change the course of battle. How can we possibly make intricate plans like "throw fleet at other fleet" with tiny rounding discrepancies.
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# ? Mar 22, 2017 16:07 |
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I destroyed an Awakened Empire fleet of 150k strength with a fleet only two-thirds as strong, so I wouldn't worry too much about a single digit rounding error that will disappear from view once your fleet strength gets above 1k. The long and short answer to all Stellaris combat questions: the numbers are mostly meaningless and the combat is bad and dumb.
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# ? Mar 22, 2017 16:26 |
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GunnerJ posted:Might just be that different displays round values differently? That would be my assumption also. The combat is much more involved than I expected for the game but I would probably describe it as "having a lot of room for expansion" rather than necessarily bad. OwlFancier fucked around with this message at 16:30 on Mar 22, 2017 |
# ? Mar 22, 2017 16:28 |
Baronjutter posted:I'm sure that one point of power difference will change the course of battle. How can we possibly make intricate plans like "throw fleet at other fleet" with tiny rounding discrepancies. if it's more than a rounding error, the concern is when it comes up later dude. i know it doesn't matter at that scale.
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# ? Mar 22, 2017 16:42 |
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basic hitler posted:if it's more than a rounding error, the concern is when it comes up later dude. i know it doesn't matter at that scale.
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# ? Mar 22, 2017 18:07 |
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basic hitler posted:if it's more than a rounding error, the concern is when it comes up later dude. i know it doesn't matter at that scale.
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# ? Mar 22, 2017 18:24 |
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So are the energy based torpedo types immune to point defense? Is it just the slow travel time that keeps them from being game breakers?
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# ? Mar 22, 2017 18:26 |
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The Muffinlord posted:So are the energy based torpedo types immune to point defense? Is it just the slow travel time that keeps them from being game breakers? Yep, they are regular direct damage attacks. For that reason I suspect that their travel time is actually purely cosmetic, but I don't remember if the megapost on why missiles are totally bizarre went into that.
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# ? Mar 22, 2017 18:40 |
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It just seems like if they're immune to PD that removes the primary complaint against torpedos and missiles.
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# ? Mar 22, 2017 19:04 |
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Is there a mod that will let me zoom out to galaxy map without having to press E? Drives me nuts not being able to zoom in and out smoothly.
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# ? Mar 22, 2017 19:18 |
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I have a modding question. Is there a way to pull one portrait from an existing portrait grouping and make a new entry using just that portrait? When I get into hive minds I want all of my drones to be identical.
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# ? Mar 22, 2017 19:36 |
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In my last two games I had two empires using the same portraits as I was and one empire that was using the same race name. I feel like there should be checks for that. Edit: I should clarify that there were three races in total involved here as the same name guys weren't the same guys as the same face guys.
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# ? Mar 22, 2017 19:39 |
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The Muffinlord posted:It just seems like if they're immune to PD that removes the primary complaint against torpedos and missiles. It's a decent 'reward' for going up both the Laser line and the Torpedo line.
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# ? Mar 22, 2017 19:47 |
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The whole need to constantly zoom in and out was a big interface/design mistake. Everything should be able to be played from one main map by either making in-system movement not important (2 fleets in a system = fight, no need to micro). Imagine having to zoom in and out of every province in EU4 or Victoria to make sure your troops are on the correct border or else the enemy will just walk straight through. Or oops you aren't sieging the province because your troops are all on the north border of the province while to siege you need to manually move the units onto the city. Make in-system movement fast enough that if you see an enemy fleet in a system on the galaxy map you can move your fleet there and a battle will happen, planets will be bombarded, invasions will happen all without the need to micro and babysit.
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# ? Mar 22, 2017 19:51 |
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Baronjutter posted:The whole need to constantly zoom in and out was a big interface/design mistake. Everything should be able to be played from one main map by either making in-system movement not important (2 fleets in a system = fight, no need to micro). Imagine having to zoom in and out of every province in EU4 or Victoria to make sure your troops are on the correct border or else the enemy will just walk straight through. Or oops you aren't sieging the province because your troops are all on the north border of the province while to siege you need to manually move the units onto the city. You can already set fleets to automatically engage enemies in a system.
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# ? Mar 22, 2017 19:55 |
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Swedish Horror posted:You can already set fleets to automatically engage enemies in a system. You still need to micro them or they'll decide to hunt down every mine in the system before bombarding planets. Or they'll see a squirrel and decide to stop bombarding, or they'll go bombard a pre-warp planet in the same system instead of the enemy system. The tactical system maps were a mistake. Treat systems like provinces and have them be the smallest level of movement detail. Sure have the system screen for system development and building things, but make star systems the only thing you need to worry about for war and fleet movement. If 2 fleets are in a system they are fighting. If a fleet is in a system with an enemy planet, it's being bombarded. No micro, no babysitting.
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# ? Mar 22, 2017 20:02 |
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What happens when there are multiple planets in system but I only want to bombard/invade one, or I want to hit a specific target in the system without engaging the doomstack on the other side of it, both of which are things I can already do with the current implementation?
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# ? Mar 22, 2017 20:09 |
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fuf posted:Is there a mod that will let me zoom out to galaxy map without having to press E? Drives me nuts not being able to zoom in and out smoothly.
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# ? Mar 22, 2017 20:09 |
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Is it possible to have ships temporarily switch to a different template without deleting/editing the old one? Just for instance say you have laser corvettes with only armor modules and you want to quickly change to only missiles and shields. Is editing the current template the only way to do it?
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# ? Mar 22, 2017 20:09 |
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Baronjutter posted:You still need to micro them or they'll decide to hunt down every mine in the system before bombarding planets. That seems like a problem that could be more easily solved without radically remaking the game.
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# ? Mar 22, 2017 20:47 |
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Get rid of the graphics, replace everything with spreadsheets IMO.
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# ? Mar 22, 2017 20:50 |
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I'd love to get rid of the planet grid, the system view or at least any tactical movement within it, and cut ship design and just have pre-set balanced ships that get better/unlock with tech. Merge planets, orbitals, and mines into a single system view that just listed the system's combined statistics and open slots. Orbital mines/labs would just be a slot system within the system view. Energy Mine 5/6, Mineral Mine 3/8 and so on in a list. Every planet and orbital would simply increase the pop capacity. So that nice big continental planet adds +23 capacity, but you also have pop slots open up by building orbital improvements and dome-colonies and poo poo on planets. Click on that barren planet, build a colony dome and now the system has +5 pop capacity. Have most all the important stats and basic building menu fit along the bottom or side of the screen when you click on a system, or double click for a more detailed view that shows all the pretty planet art if you're into "graphics" or what ever.
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# ? Mar 22, 2017 20:59 |
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Baronjutter posted:I'd love to get rid of the planet grid, the system view or at least any tactical movement within it, and cut ship design and just have pre-set balanced ships that get better/unlock with tech. Merge planets, orbitals, and mines into a single system view that just listed the system's combined statistics and open slots. Orbital mines/labs would just be a slot system within the system view. Energy Mine 5/6, Mineral Mine 3/8 and so on in a list. Every planet and orbital would simply increase the pop capacity. So that nice big continental planet adds +23 capacity, but you also have pop slots open up by building orbital improvements and dome-colonies and poo poo on planets. Click on that barren planet, build a colony dome and now the system has +5 pop capacity. Have most all the important stats and basic building menu fit along the bottom or side of the screen when you click on a system, or double click for a more detailed view that shows all the pretty planet art if you're into "graphics" or what ever. i dont want any of that my vote cancels out yours
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# ? Mar 22, 2017 21:01 |
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Baronjutter posted:I'd love to get rid of the planet grid, the system view or at least any tactical movement within it, and cut ship design and just have pre-set balanced ships that get better/unlock with tech. Merge planets, orbitals, and mines into a single system view that just listed the system's combined statistics and open slots. Orbital mines/labs would just be a slot system within the system view. Energy Mine 5/6, Mineral Mine 3/8 and so on in a list. Every planet and orbital would simply increase the pop capacity. So that nice big continental planet adds +23 capacity, but you also have pop slots open up by building orbital improvements and dome-colonies and poo poo on planets. Click on that barren planet, build a colony dome and now the system has +5 pop capacity. Have most all the important stats and basic building menu fit along the bottom or side of the screen when you click on a system, or double click for a more detailed view that shows all the pretty planet art if you're into "graphics" or what ever. Let's go a step farther and get rid of any need for player interaction, like Distant Worlds.
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# ? Mar 22, 2017 21:07 |
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Baronjutter posted:I'd love to get rid of the planet grid, the system view or at least any tactical movement within it, and cut ship design and just have pre-set balanced ships that get better/unlock with tech. Merge planets, orbitals, and mines into a single system view that just listed the system's combined statistics and open slots. Orbital mines/labs would just be a slot system within the system view. Energy Mine 5/6, Mineral Mine 3/8 and so on in a list. Every planet and orbital would simply increase the pop capacity. So that nice big continental planet adds +23 capacity, but you also have pop slots open up by building orbital improvements and dome-colonies and poo poo on planets. Click on that barren planet, build a colony dome and now the system has +5 pop capacity. Have most all the important stats and basic building menu fit along the bottom or side of the screen when you click on a system, or double click for a more detailed view that shows all the pretty planet art if you're into "graphics" or what ever.
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# ? Mar 22, 2017 21:11 |
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Go play space engine if you just want pretty space graphics
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# ? Mar 22, 2017 21:12 |
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Swedish Horror posted:Get rid of the graphics, replace everything with spreadsheets IMO. The EVE Online thread is elsewhere.
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# ? Mar 22, 2017 21:38 |
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# ? Jun 8, 2024 08:03 |
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Baronjutter posted:I'd love to get rid of the planet grid, the system view or at least any tactical movement within it, and cut ship design and just have pre-set balanced ships that get better/unlock with tech. Merge planets, orbitals, and mines into a single system view that just listed the system's combined statistics and open slots. Orbital mines/labs would just be a slot system within the system view. Energy Mine 5/6, Mineral Mine 3/8 and so on in a list. Every planet and orbital would simply increase the pop capacity. So that nice big continental planet adds +23 capacity, but you also have pop slots open up by building orbital improvements and dome-colonies and poo poo on planets. Click on that barren planet, build a colony dome and now the system has +5 pop capacity. Have most all the important stats and basic building menu fit along the bottom or side of the screen when you click on a system, or double click for a more detailed view that shows all the pretty planet art if you're into "graphics" or what ever. Only if you give me the option to un-buy the game.
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# ? Mar 22, 2017 21:42 |