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Nuclearmonkee posted:Play hyperlanes so you can fortify a choke and skip a lot of the annoying part in step 6 I don't know why people have so much trouble with war in Stellaris, I just make up a couple tiny fleets to advance into enemy territory while the main fleets dance around each other, and wreak absolute havoc on their economy. Sooner or later their main fleets will start chasing your tiny fleets, giving you time to siege down one world after another. When the main fleets finally clash, the war is already basically over. As long as you aren't massively outnumbered or for some reason chose the worst possible equipment for your enemy, you get one easy victory after another.
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# ? Aug 9, 2017 06:58 |
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# ? May 20, 2024 04:51 |
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Libluini posted:I don't know why people have so much trouble with war in Stellaris, I just make up a couple tiny fleets to advance into enemy territory while the main fleets dance around each other, and wreak absolute havoc on their economy. Sooner or later their main fleets will start chasing your tiny fleets, giving you time to siege down one world after another. When the main fleets finally clash, the war is already basically over. People have trouble because they just ape what the AI does and then wonder why war is a boring numbers game that takes forever. Protip: Don't fight wars like the AI does.
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# ? Aug 9, 2017 08:07 |
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Don't do what Droidy Don't does.
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# ? Aug 9, 2017 13:02 |
Thyrork posted:I just want my loving transports to stay with the military fleet. you can upgrade the ship designs for your transports to include better engines and FTL drives
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# ? Aug 9, 2017 13:32 |
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And to expand in that, for those not aware, you can modify all your civilian ships in the ship designer screen. Outfitting your science ships with some shields usually gives them a chance when they stumble in to hostiles while exploring.
Psychotic Weasel fucked around with this message at 15:11 on Aug 9, 2017 |
# ? Aug 9, 2017 14:37 |
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I wish science and construction were ship sections. Want my science dreadnaught.
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# ? Aug 9, 2017 14:42 |
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Libluini posted:I don't know why people have so much trouble with war in Stellaris, I just make up a couple tiny fleets to advance into enemy territory while the main fleets dance around each other, and wreak absolute havoc on their economy. Sooner or later their main fleets will start chasing your tiny fleets, giving you time to siege down one world after another. When the main fleets finally clash, the war is already basically over. It's not hard, it's just tiresome. As long as you keep your fleets together and don't pick a fight with someone whose fleet power is more than 2-3 times your maximum, you basically can't lose. The AI is too dumb to put up a real fight or to meaningfully rebuild after their fleet is wrecked, so you spend 90% of the war time either chasing around the enemy fleet, or carefully escorting your transports as you slowboat around sieging and invading every single enemy planet. Even if you screw up and get your fleet wrecked, all you have to do is send a couple corvettes to hunt down the enemy transports - if you destroy them, the AI will essentially lock up and do nothing while you rebuild your fleet.
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# ? Aug 9, 2017 15:03 |
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Wiz has posted about robots getting Machine Worlds, but also this: https://twitter.com/Martin_Anward/status/895263696909369344 Finally. Getting a Gaia World in MOO2 felt like a positive as they had actual bonuses to production, whereas in Stellaris they've previously been just habitable worlds that many races can live on in sticky togetherness.
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# ? Aug 9, 2017 16:13 |
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Aethernet posted:sticky togetherness. Risa is that u
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# ? Aug 9, 2017 16:20 |
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Bohemian Nights posted:Risa is that u Wiz, where are our tourism planets?
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# ? Aug 9, 2017 16:56 |
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Replace Frontier Clinic with Breeding Pits. Done.
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# ? Aug 9, 2017 17:18 |
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Libluini posted:I don't know why people have so much trouble with war in Stellaris, I just make up a couple tiny fleets to advance into enemy territory while the main fleets dance around each other, and wreak absolute havoc on their economy. Sooner or later their main fleets will start chasing your tiny fleets, giving you time to siege down one world after another. When the main fleets finally clash, the war is already basically over. You don't even need to destroy their economy, just beeline their planets. Especially if you're taking over their space- saves you the trouble of having to rebuild all that poo poo. Also, blowing up their economic buildings doesn't add much (any?) to your war score. I wish it had more impact, especially with rare/strategic resources like in CIV V/VI, but it really is a waste of time instead of just directly invading planets. Current war mechanics are not really fun at all. It's not hard- just tedious. It's a real pain in the rear end to go full hive mind and devour the galaxy when each war takes an absurd amount of extra actions once the war is already effectively won.
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# ? Aug 9, 2017 17:45 |
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Omniblivion posted:You don't even need to destroy their economy, just beeline their planets. Especially if you're taking over their space- saves you the trouble of having to rebuild all that poo poo. Also, blowing up their economic buildings doesn't add much (any?) to your war score. I wish it had more impact, especially with rare/strategic resources like in CIV V/VI, but it really is a waste of time instead of just directly invading planets. Agreed, economic buildings have no impact on warscore so if you're planning on taking planets or making them a tributary you'll probably be causing yourself a net loss as you'll end up rebuilding them yourself or be waiting longer to get the benefits from their economy. Also strategic resources aren't really highlighted unless you've already surveyed the system so it's harder to beeline for them, and even then many of them give happiness bonuses so don't effect war at all. TLDR - Just beeline to blow up their doomstack then siege all their planets, nothing else matters.
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# ? Aug 9, 2017 18:24 |
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My first order of action after defeating the bulk of the enemy fleet is to split my forces up and go nuke all of my opponent's spaceports to stop them from rebuilding if I know that I'm going to end up fighting them again later.
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# ? Aug 9, 2017 20:05 |
Libluini posted:I don't know why people have so much trouble with war in Stellaris, I just make up a couple tiny fleets to advance into enemy territory while the main fleets dance around each other, and wreak absolute havoc on their economy. Sooner or later their main fleets will start chasing your tiny fleets, giving you time to siege down one world after another. When the main fleets finally clash, the war is already basically over. It's not hard it's just annoying. After you crush them they build a continuous trickle of crap which rushes to its death until you manage to kill all of their stations. After crushing their crap i do split the fleet to increase station smashing speed and support multiple bombard/invasion groups but the whackamole is real. I completely ignore their economic stations (unless it's a multiplayer game) as they are simply a time consuming distraction.
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# ? Aug 9, 2017 20:12 |
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Strudel Man posted:Offering substantially less ability to differentiate a species than MoO2 is a legacy of MoO2? I assume they meant that the ability to easily make hilariously overpowered custom races in MOO2 lead to a counter-reaction where you can't get cool powers in this and (other) race-designers and are limited to poo poo like +3% widget production?
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# ? Aug 9, 2017 20:25 |
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Omniblivion posted:I feel like you should be able to build a local defense force that functions similarly to a federation fleet. Except it's automated and only patrols your territory. That'd save many a headache instead of trying to manually chase down those random corvettes/destroyers while you're at war. This would be awesome. Or have sectors build ai-only defense fleets, especially military sectors. By the time I have a few sectors, I try to give each sector a small fleet for rapid response to minor issues by hand, but I always end up combining for wars, and splitting it all up with the right ratios for sector defense duty afterwards is a pain. Letting sectors have their own automated private fleets would make it far less fiddly, and let me focus on more big picture stuff.
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# ? Aug 9, 2017 20:39 |
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It's me again, (from Guilli's planet modifiers) so I deleted my planetary shield and shipyard graphics things and started over. Their location in space was not being saved in the savegames :/, they ended up reseting to 0 every time you loaded the game. The new ones: Warning might want to turn the sound down, shadowplay sound recording bugged out so it's a weird buzzing sound. https://www.youtube.com/watch?v=EAw8jEg6qtM The shield is for the precursor planet modifier and the 6 shipyards models come with the precursor shipyards modifier. Some of the shipyards will be damaged (might be random, not sure yet). I know the clouds of the planet interact weirdly with the shield but I cannot find a way to fix that. I'm still debating if the precursor shield will be up 100% of the time or if I make it into a guaranteed colony event which turns it on to give a bit of player interaction. Thoughts? Oh btw, you'll be pleased to hear I'm working with a few people to update my entire localisation. All modifier/event/tileblocker text will be updated, improved and expanded. I have a few people helping me out including an actual professional sci-fi writer & editor! Guilliman fucked around with this message at 21:02 on Aug 9, 2017 |
# ? Aug 9, 2017 20:59 |
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That looks great man! Happy to hear you're working on it, your mods are some of my favorite for making planets more interesting and giving you more reasons to fight over specific ones. I really like stumbling across all these ancient ruins and bizarre planetary anomalies especially when they actually have meaningful modifiers or those cool little event chains. Keep it up! I can't wait to try the new version.
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# ? Aug 9, 2017 21:44 |
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I have 100 corvettes what should I do
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# ? Aug 9, 2017 21:47 |
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Yeah, I only destroy economic stations if the enemy is big enough that they're still going to be a credible threat after the war, in which case it's disgustingly effective at crippling them till the truce runs out. They'll spend years worth of mineral income just putting their economy back together after the war, and then they'll have to spend even more than that rebuilding their fleet, and then by the time they've caught up to where they were before you'll be ready to declare another war with a ten-year economic advantage. And as much as people like to talk about tactics and fleet loadouts and compositions, the number one most important thing is having the economic advantage so you can produce more and better ships than your foe.
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# ? Aug 9, 2017 21:54 |
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Thefluffy posted:I have 100 corvettes what should I do go crash them into a something who's strength value is a skull and then build something better, like 200 cruisers
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# ? Aug 9, 2017 21:56 |
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Killer-of-Lawyers posted:Some of those ships wouldn't have actually been built in SR1, they were spawned in as an example, but they were technically possible. Planets didn't run out of resources so it was just a matter of pumping a galaxy's worth of resources into a ship for decades. I actually prefer SR1, SR2 has some really good and interesting systems but I like SR1's simple "get resources, refine resources into stuff, build stuff with stuff" approach rather than SR2's budget management stuff. Also SR1 I think integrated stuff better because it really was just a matter of building a gun big enough that the range reached the next star system, and you could frontload the costs too so it wouldn't bankrupt you to run it. Thefluffy posted:I have 100 corvettes what should I do Build another three hundred and kill people with them. I tend to run corvettes for a long time. Honestly my only real complaint with them is that they invariably leave lots of technology for your enemies to pick up so sniper battleships are important if you're playing a technology focused empire. OwlFancier fucked around with this message at 22:08 on Aug 9, 2017 |
# ? Aug 9, 2017 21:58 |
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If I terraform a world with unique modifiers like the ones that raise beauty or increase minerals, will they be lost after terraforming?
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# ? Aug 10, 2017 01:01 |
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Spaseman posted:If I terraform a world with unique modifiers like the ones that raise beauty or increase minerals, will they be lost after terraforming? This, but also will it kill my wandering forest reserve?
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# ? Aug 10, 2017 01:24 |
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Spaseman posted:If I terraform a world with unique modifiers like the ones that raise beauty or increase minerals, will they be lost after terraforming? Terraforming a planet will not remove the modifiers, at least not the negative ones (hooray for my Bleak, Unstable Gaia worlds), it will kill presentient pops on it though. Don't know about the wandering forests off hand but terraforming a planet does remove all the tile blockers, so maybe?
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# ? Aug 10, 2017 01:37 |
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Spaseman posted:If I terraform a world with unique modifiers like the ones that raise beauty or increase minerals, will they be lost after terraforming? No. Midnight Voyager posted:This, but also will it kill my wandering forest reserve? Yes.
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# ? Aug 10, 2017 01:41 |
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My guys'll just have to deal with it then. That reminds me, presentients. I have never managed to see a single presentient race. I had an event that was like "OH LIFE ON OTHER PLANETS!" at the very start, but never saw any presentients. Are they just rare or something?
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# ? Aug 10, 2017 01:45 |
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Midnight Voyager posted:My guys'll just have to deal with it then. They're super-rare by default. There are some mods in the workshop to increase their chance to spawn.
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# ? Aug 10, 2017 02:32 |
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I got pre-sentient Tomb World Roachlings and hammered that uplift button as fast as I could.
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# ? Aug 10, 2017 02:34 |
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I have two Tomb Worlds near my capital world that are the last uncolonized worlds in the galaxy. My main faction has Unhallowed Ground so I haven't colonized them or tried to terraform them yet, but I wanted to know if turning them into regular worlds would let me colonize them without upsetting that faction?
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# ? Aug 10, 2017 02:39 |
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crazypeltast52 posted:I have two Tomb Worlds near my capital world that are the last uncolonized worlds in the galaxy. My main faction has Unhallowed Ground so I haven't colonized them or tried to terraform them yet, but I wanted to know if turning them into regular worlds would let me colonize them without upsetting that faction? It will, I did that!
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# ? Aug 10, 2017 02:42 |
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Midnight Voyager posted:It will, I did that! Sweet! Gonna turn those into another set of glorious core worlds in my empire!
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# ? Aug 10, 2017 02:46 |
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Midnight Voyager posted:My guys'll just have to deal with it then. I suspect you're not looking hard enough. There's usually at least 5 in an average sized galaxy. Open the species tab, flip to Galaxy view.
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# ? Aug 10, 2017 02:52 |
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Guilliman posted:It's me again, (from Guilli's planet modifiers) I guess you might hear this a lot but it's killing me when I use your mod and cool interesting stuff comes up on planets I can never colonize. Worst was a bunch of neat precursor stuff on ringworld structural support sections with no potential habitability. Otherwise I love your mod.
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# ? Aug 10, 2017 03:06 |
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wiegieman posted:I got pre-sentient Tomb World Roachlings and hammered that uplift button as fast as I could. Hell yes
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# ? Aug 10, 2017 03:52 |
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PittTheElder posted:I suspect you're not looking hard enough. There's usually at least 5 in an average sized galaxy. Open the species tab, flip to Galaxy view. All I found when I did that were pre-FTL species. No pre-sentients. Maybe some rear end in a top hat race wiped them all out. I did have this one really insane psychotic race just attack everybody near it no matter how strong they were. Didn't last long, but it sure was a show.
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# ? Aug 10, 2017 05:35 |
GunnerJ posted:Would be kinda neat if they devolved to pre-sapience for later uplift as individuals. That would be cool. For the first time I decided to do a xenophobe/pacifist/spiritualist empire, and I colonized a planet with chimp-birds with the intention that I would eventually uplift and enslave them. Instead they're all instantly set to purge. My purge settings are currently on 'displace' but it makes sense that these guys can't just get up and leave. So do I have to go into demographics to stop it or is there no way to keep them alive?
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# ? Aug 10, 2017 05:51 |
Also, how do I get the fancy pistol shrimp guys? Wiki says you just need to be logged in with a paradox account, and I am, but I don't have them. I do have the blue birb. Also I have to log in every time I launch the game for some reason.
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# ? Aug 10, 2017 06:12 |
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# ? May 20, 2024 04:51 |
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Pre-sentient treatment is a separate policy from purging. Like treatment of pre-FTL civs, the policy only appears once you find some. Pre-sentients be tolerated or wiped out, no in-between.
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# ? Aug 10, 2017 06:17 |