|
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.
|
# ? Mar 3, 2018 21:34 |
|
|
# ? May 24, 2024 18:00 |
|
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.
|
# ? Mar 3, 2018 21:36 |
|
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.
|
# ? Mar 3, 2018 21:37 |
|
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.
|
# ? Mar 3, 2018 21:42 |
|
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.
|
# ? Mar 3, 2018 21:42 |
|
Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. 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.
|
# ? Mar 3, 2018 21:56 |
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. 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.
|
|
# ? Mar 3, 2018 22:04 |
|
Autonomous Monster posted:
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 |
# ? Mar 3, 2018 22:09 |
|
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.
|
# ? Mar 3, 2018 22:23 |
|
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?
|
# ? Mar 3, 2018 22:27 |
|
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.
|
# ? Mar 3, 2018 22:31 |
|
Staltran posted:I use Giga Cannons now because of that, you don't want to waste the first neutron salvo on shields. 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.
|
# ? Mar 3, 2018 23:01 |
|
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.
|
# ? Mar 3, 2018 23:05 |
|
I can only build two Titans, I thought the limit was 3?
|
# ? Mar 3, 2018 23:11 |
|
You get 1 Titan +1 for each 200 fleet cap.
|
# ? Mar 3, 2018 23:16 |
|
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.
|
# ? Mar 3, 2018 23:17 |
|
AAAAA! Real Muenster posted:Ah, the barbarian hordes that come to space-pillage you can use wormholes . 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.
|
# ? Mar 3, 2018 23:18 |
|
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. 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.
|
# ? Mar 3, 2018 23:18 |
|
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.
|
# ? Mar 3, 2018 23:27 |
|
raverrn posted:You get 1 Titan +1 for each 200 fleet cap. Ah, thanks! I guess I need to build more anchorages.
|
# ? Mar 3, 2018 23:27 |
|
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.
|
# ? Mar 3, 2018 23:32 |
|
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.
|
# ? Mar 3, 2018 23:38 |
|
Does the A.I have personalities in terms of what ship ratio and hulls they will use?
|
# ? Mar 3, 2018 23:42 |
|
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.
|
# ? Mar 3, 2018 23:45 |
|
Baron Porkface posted:Does the A.I have personalities in terms of what ship ratio and hulls they will use?
|
# ? Mar 3, 2018 23:59 |
|
Splicer posted:Short answer yes, long answer https://stellaris.paradoxwikis.com/AI_personalities Despicable Neutrals lol
|
# ? Mar 4, 2018 00:07 |
|
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.
|
# ? Mar 4, 2018 00:19 |
|
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.
|
# ? Mar 4, 2018 00:19 |
|
Splicer posted:Short answer yes, long answer https://stellaris.paradoxwikis.com/AI_personalities Do we know if any personalities prefer corvette swarms or fighters etc.
|
# ? Mar 4, 2018 00:36 |
|
Baron Porkface posted:Do we know if any personalities prefer corvette swarms or fighters etc.
|
# ? Mar 4, 2018 00:40 |
|
Koorisch posted:So what is the general opinion of each of the different ascension perks? 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.
|
# ? Mar 4, 2018 00:42 |
|
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.
|
# ? Mar 4, 2018 00:52 |
|
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.
|
# ? Mar 4, 2018 00:57 |
|
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.
|
# ? Mar 4, 2018 01:04 |
|
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. 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.
|
# ? Mar 4, 2018 01:24 |
|
IAmTheRad posted:Shame I can't purge people. I have a large faction of spiritualists in my race but we are cyborgs. Assimilate them.
|
# ? Mar 4, 2018 01:27 |
|
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.
|
# ? Mar 4, 2018 01:27 |
|
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.
|
# ? Mar 4, 2018 01:31 |
|
Holy poo poo there's a lot of random dead ancient dudes with distress transponders in this game
|
# ? Mar 4, 2018 01:39 |
|
|
# ? May 24, 2024 18:00 |
|
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.
|
# ? Mar 4, 2018 01:40 |