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Zulily Zoetrope
Jun 1, 2011

Muldoon
Yeah, titans lacking any kind of configuration outside of perdition beam and six large guns is kind of weird, especially since you want to design three different classes so each will get a unique aura.

ConfusedUs posted:

Nice Pratchett quote for your Lords and Ladies there.

Pratchett elves are the only elves I acknowledge. :colbert:

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Pylons
Mar 16, 2009

I hope they do something to make carriers viable again. They're my favorite thing, thematically, but I just can't justify them with the way things are now.

Magil Zeal
Nov 24, 2008

Pylons posted:

I hope they do something to make carriers viable again. They're my favorite thing, thematically, but I just can't justify them with the way things are now.

Until the bug where strike craft fly off the map for larger battles gets fixed there's just no point in even trying.

Pylons
Mar 16, 2009

Magil Zeal posted:

Until the bug where strike craft fly off the map for larger battles gets fixed there's just no point in even trying.

Shame, because that's kinda what I'd like them to do but in a controllable way.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Pylons posted:

I hope they do something to make carriers viable again. They're my favorite thing, thematically, but I just can't justify them with the way things are now.

This. I was incredibly disappointed that I could make Corvette size Escort Carriers with one hangar slot and nothing else after they popped up on my research before I'd even gotten Destroyers. :(

Then I realized they were for defense platforms. I guess it could have been worse.

Reveilled
Apr 19, 2007

Take up your rifles

Admiral Joeslop posted:

Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45.

I also made a spreadsheet showing all the Ethics combinations that aren't included yet. Feel free to make whatever species you want but if you're stuck on Ethics, pick a combo that hasn't been done already. I hope to someday have at least one of each, even if they're a lovely combo!

Spreadsheet of missing ethics is here.

If they're not already included, feel free to add in the empires from Arks of Humanity, since that was a submod of GryphGlyph's pack which I spun off to keep maintained.

Staltran
Jan 3, 2013

Fallen Rib

Magil Zeal posted:

I did want them as a vassal to increase my naval capacity, but I guess I'll go for tributaries in the future. Might be better off conquering worlds and then releasing them as vassals to get naval capacity, I hear that's horribly busted because the vassal gets all of your +30 naval capacity techs and you get half of that, even if they just have one planet.

Yeah, found that out earlier today by accident. I had released 6 12-14 size planets as vassals just for vassal acculturation, then when I took the domination naval capacity tradition my naval capacity doubled.

Autonomous Monster posted:

There's an energy equivalent of kinetic batteries now- neutron blasters. Same range, much higher alpha, hoses armour instead of shield. Sweet as gently caress.

My current end game fleet is mostly autocannon swarm corvettes backed by sniper battleships and destroyers armed with neutrons/lances. I can't see much of a use for cruisers at the minute; they're too easy to hit, too thin to take a beating and can't be sniper fit. Maybe as pocket carriers? Those command points are much better spent on battleships.

Pretty sure neutron launchers have 130 range to kinetic artillery's 120. I use Giga Cannons now because of that, you don't want to waste the first neutron salvo on shields.

I assume you meant neutron/kinetic artillery destroyers? Cruisers can get 2L/2M or 2L/1M/2S for weapons, two destroyers 2L/4P, 2L/4S, 2L/2M, or some mix. Seems pretty similar to me, but cruisers get one aux slot more. I don't think the evasion difference matters that much, so either is fine for the sniper role I think.

Pylons
Mar 16, 2009

Autonomous Monster posted:



My current end game fleet is mostly autocannon swarm corvettes backed by sniper battleships and destroyers armed with neutrons/lances. I can't see much of a use for cruisers at the minute; they're too easy to hit, too thin to take a beating and can't be sniper fit. Maybe as pocket carriers? Those command points are much better spent on battleships.



I think there's merit for cruisers as a raiding force. They're faster than battleships and other cruisers (if fitted with afterburners), and can ruin destroyers and corvettes. That's basically their purpose in naval strategy anyway.

Speaking of which, I'd absolutely *love* to see some kind of submarine analogue that isn't bound by hyperlanes. Cloaking technology is a sci-fi staple that's missing from Stellaris right now.

Pylons fucked around with this message at 22:12 on Mar 3, 2018

Patrat
Feb 14, 2012

I have found a lot of mileage in having a separate fleet that is entirely afterburner equipped corvettes and a 'Trickster' admiral for sublight speed and disengage chance.

They are not amazing in a straight battle but even if they lose that means very few ships actually destroyed and they are about 60% quicker than a more conventional force. Amazing for running around occupying systems, hunting down pirates, killing smaller raiding fleets, etc. Alternatively they can catch a fleet you are chasing down with one of your main kill formations and bog them down attempting to swat flies for quite some time whilst often inflicting disproportionate damage to their actual casualties.

hobbesmaster
Jan 28, 2008

Zulily Zoetrope posted:

Yeah, titans lacking any kind of configuration outside of perdition beam and six large guns is kind of weird, especially since you want to design three different classes so each will get a unique aura.

Titans, colossus and khan are all that was in the DLC right?

Zulily Zoetrope
Jun 1, 2011

Muldoon

hobbesmaster posted:

Titans, colossus and khan are all that was in the DLC right?

That, and the Raider civic/ascension perk, and the Gaia/Tomb world start civics.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Staltran posted:

I use Giga Cannons now because of that, you don't want to waste the first neutron salvo on shields.

I assume you meant neutron/kinetic artillery destroyers?

That's not the clearest sentence I ever wrote, yeah. At this specific moment in time it's battleships with tachyon lances and an even split of neutrons and kinetics, while the destroyers have a neutron and two flak guns for PD. Switching to giga cannon is probably a better idea, you're right- originally I was hoping that the corvette swarm would tear through enemy shields while the snipers were still coming into range, but there is so much range on arty that that didn't pan out.

The destroyers are there purely for PD duty- if I didn't need them for that I'd just build more battleships instead.

hobbesmaster
Jan 28, 2008

Zulily Zoetrope posted:

That, and the Raider civic/ascension perk, and the Gaia/Tomb world start civics.

The Gaia start is the only thing that I’ve had a lot of fun with.

Titans seem like a trap option.

binge crotching
Apr 2, 2010

I can only build two Titans, I thought the limit was 3?

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


You get 1 Titan +1 for each 200 fleet cap.

Magil Zeal
Nov 24, 2008

hobbesmaster posted:

Titans seem like a trap option.

I think Titans have some value, they have nice auras and they're pretty tough. The admiral seems to always command from them if you have one in the fleet which means he's unlikely to randomly die when the ship blows up.

appropriatemetaphor
Jan 26, 2006

AAAAA! Real Muenster posted:

Ah, the barbarian hordes that come to space-pillage you can use wormholes :thumbsup:. Now I am starting a new game because they completely ravaged my interior but left the four super border forts untouched and I am in a death spiral. What a great way for a game to end! And you cant turn it off or avoid it, either!

Yeah my first 2.0 wormhole led straight to the center of a marauder empire. I built up the biggest station I could waiting for the inevitable showdown. They never attacked it. :(

I've run through a few games now and I've never gotten to even use my gently caress-off fortresses which is a bummer.

The Locator
Sep 12, 2004

Out here, everything hurts.





Patrat posted:

I have found a lot of mileage in having a separate fleet that is entirely afterburner equipped corvettes and a 'Trickster' admiral for sublight speed and disengage chance.

They are not amazing in a straight battle but even if they lose that means very few ships actually destroyed and they are about 60% quicker than a more conventional force. Amazing for running around occupying systems, hunting down pirates, killing smaller raiding fleets, etc. Alternatively they can catch a fleet you are chasing down with one of your main kill formations and bog them down attempting to swat flies for quite some time whilst often inflicting disproportionate damage to their actual casualties.

This is what I did in my last game. I was up against some space monsters that could kick my rear end, and were blocking all continued exploration, so I was throwing stacks of 20 (my command limit at the time, very early game) AB corvettes at them, killing a few of their entities each battle before all 20 of my corvettes were defeated. Then a few months later 17 or 18 corvettes would magically appear at their home base ready to repair. Repair/reinforce, repeat, and I had 2 fleets doing that until I finally overwhelmed the space crystal beasts so I could continue to explore my galaxy.

Magil Zeal
Nov 24, 2008

appropriatemetaphor posted:

I've run through a few games now and I've never gotten to even use my gently caress-off fortresses which is a bummer.

Same. In the first game I played I set up a network of bastions around every wormhole and a gateway network to connect all my shipyards and bastions so I could rapidly respond to any attack, and it all came to nothing because the only time I ever got attacked it was by pitiful fleets in my fringe regions.

binge crotching
Apr 2, 2010

raverrn posted:

You get 1 Titan +1 for each 200 fleet cap.

Ah, thanks! I guess I need to build more anchorages.

Eltoasto
Aug 26, 2002

We come spinning out of nothingness, scattering stars like dust.



I got a harsh lesson in Federations. Just as I build a big fleet to take down the cosmic squid, the federation declares war and then I become president. Went big time negative energy and minerals and was only barely able to nurse my way out of it. So now his dumb war will be given peace ASAP and then these federation fleets get to have fun fighting a squid.

Sedisp
Jun 20, 2012


I see migration treaties are still useful only for making sure one building has near constant vacancy. Hmm leave the planet where you have 95% happiness to a 40% habitability planet populated by squids and at war?

loving war tourists.

Baron Porkface
Jan 22, 2007


Does the A.I have personalities in terms of what ship ratio and hulls they will use?

Magil Zeal
Nov 24, 2008

Baron Porkface posted:

Does the A.I have personalities in terms of what ship ratio and hulls they will use?

The Fallen Empires/Awakened Empires use the same configurations every time. I don't know if any of the other AI empires have similar preferences.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Baron Porkface posted:

Does the A.I have personalities in terms of what ship ratio and hulls they will use?
Short answer yes, long answer https://stellaris.paradoxwikis.com/AI_personalities

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

Despicable Neutrals lol

Ignorant Hick
Mar 26, 2010

binge crotching posted:

Ah, thanks! I guess I need to build more anchorages.

It seems to be limited to an absolute maximum of 3 titans. I've got 810 fleet capacity and can't build any more than 3.

The Oldest Man
Jul 28, 2003

Barbaric Despoilers sucks. 500 energy credit reward for winning a war and the raiding bombardment stance can't even take the last 5 pops on a planet, so it's useless in the early game which is exactly when you need to use it.

Baron Porkface
Jan 22, 2007



Do we know if any personalities prefer corvette swarms or fighters etc.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Baron Porkface posted:

Do we know if any personalities prefer corvette swarms or fighters etc.
Don't know about ship sizes but each entry on that page has a weapons type preference and for some of them it's strike craft.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

Koorisch posted:

So what is the general opinion of each of the different ascension perks?

I mean in terms like awful, decent or extremely useful.

Synthetic - Pros: lots of resources, no more reliance on food, really good bonuses.
Cons: have to manually build each pop, contingency will be more difficult and the god ray colossus wipes out your worlds.
Psychic - Pros: Immortal leader, really good ground troops, psi tech is really good.
Cons: The shroud is capricious.
Biological - Pros: Really good ground troops, can alter species to suit planet, can make trap species and give them to other empires.
Cons: Biological trait perks are usually mediocre.

This is by no means an exhaustive list but, enough to get started.

Zulily Zoetrope
Jun 1, 2011

Muldoon
Synthetic pops also fuckin love the materialist faction, and psychic pops are pretty stoked about the spiritualist faction, so having happy factions is basically a given on either path.

Evolution ascension gets the least flavor text (psionic by far the most), but it gets the most fun toys. Note that there's a tech you have to research after getting the second perk to unlock all the good stuff, like making your leader species tough and sexy and super smart while nerve stapling your xenophobes and making your livestock extra tasty and nutritious.

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
Shame I can't purge people. I have a large faction of spiritualists in my race but we are cyborgs.

The weird thing is that the faction started after the process of turning everyone into cyborgs finishes, and they weren't migrants.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell
Not sure when it was added, but the end game gene modding with the super traits gets really good. With both ascension perks and all techs, you can make a venerable, erudite, resilient species with any other 2x -1 traits. I picked slow breeders and sedentary because both can be compensated for with energy (healthcare campaign, and now resettlement costs energy instead of influence) which is abundant by lategame. Between erudite & the leader enhancement policy you can get nearly level 10 caps, and with +130 lifespan from venerable and resilient by the time you get everything it will be 2350 or later so even your oldest leader at that point will probably outlast the crisis, making them functionally immortal.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

Zulily Zoetrope posted:

Synthetic pops also fuckin love the materialist faction, and psychic pops are pretty stoked about the spiritualist faction, so having happy factions is basically a given on either path.

Evolution ascension gets the least flavor text (psionic by far the most), but it gets the most fun toys. Note that there's a tech you have to research after getting the second perk to unlock all the good stuff, like making your leader species tough and sexy and super smart while nerve stapling your xenophobes and making your livestock extra tasty and nutritious.

How so with respect to the biological ascension path? The capstone modifications you can do seemed fairly tame compared to what you can get from either psionic or synthetic ascensions.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

IAmTheRad posted:

Shame I can't purge people. I have a large faction of spiritualists in my race but we are cyborgs.

The weird thing is that the faction started after the process of turning everyone into cyborgs finishes, and they weren't migrants.

Assimilate them.

Lyndon LaRouche
Sep 5, 2006

by Azathoth
As I was fighting a war yesterday, somehow a single enemy corvette bugged out. My fleet could follow it around but the fleet combat menu never came up and I couldn't do any damage to it. The bugged enemy corvette, on the other hand, could do damage to me and my starbases.

I just let it do its thing until I ended the war.

Baron Porkface
Jan 22, 2007


Azuth0667 posted:

, can make trap species and give them to other empires.

There should be a "flesh sculpture" achievement for having 20 pops with 10 negative points as domestic slaves or bio-trophies.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Holy poo poo there's a lot of random dead ancient dudes with distress transponders in this game

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Strudel Man
May 19, 2003
ROME DID NOT HAVE ROBOTS, FUCKWIT

paperwind posted:

As I was fighting a war yesterday, somehow a single enemy corvette bugged out. My fleet could follow it around but the fleet combat menu never came up and I couldn't do any damage to it. The bugged enemy corvette, on the other hand, could do damage to me and my starbases.

I just let it do its thing until I ended the war.
Had that happen to me once, except it was an entire (minor) enemy fleet. They did do damage. :( Fortunately, quitting and reloading fixed it.

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