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Does anyone know what the deal is with things like this? I have 6 destroyers (Coventry class) but none of them are going into the same category in the fleet manager even though they appear to be fully upgraded.
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# ? Mar 21, 2018 17:24 |
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# ? May 23, 2024 08:14 |
Did you just upgrade the fleet from when it had a bunch of disparate models of the destroyer? I've noticed in that case that it won't properly consolidate them into one..box/category/whatever until you reselect the fleet. If that wont do it, split them off into their own fleet, merge again? Are they auto-designed? That might have something to do with it.
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# ? Mar 21, 2018 17:30 |
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Spanish Matlock posted:Yeah essentially consider it like this: Your pops can go do whatever you want them to do, because they're you, but if you send them to a planet where the air corrodes their skin off they're going to be slightly less efficient at mining ore. Hold on, I can send pops between planets? I didn't know this
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# ? Mar 21, 2018 17:34 |
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Your race has to allow forced resettlement to do so. Then click a pop, and hit the Resettle button. You can shift them around then, between any two planets.
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# ? Mar 21, 2018 17:37 |
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Even with forced resettlement off you can shift robots and droids around.
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# ? Mar 21, 2018 17:49 |
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Arrath posted:Did you just upgrade the fleet from when it had a bunch of disparate models of the destroyer? I've noticed in that case that it won't properly consolidate them into one..box/category/whatever until you reselect the fleet. Yeah I just use auto-design like 90% of the time.
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# ? Mar 21, 2018 17:55 |
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Bedshaped posted:Yeah I just use auto-design like 90% of the time. Auto-complete design is fine, but the auto-generate will definitely cause fleet issues as it currently is.
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# ? Mar 21, 2018 17:57 |
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It's a bit annoying because even though I really like the fleet manager, because of this issue, when the game realises that the ships in the fleet are the same type I've specified- the reinforce button ends up giving me having like 19/12 or something like that because it didn't recognise the first 12 before. Also a nice QOL addition would be the ability to use the fleet manager to build individual ships and have them automatically be built in the nearest shipyard and sent to join the fleet.
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# ? Mar 21, 2018 18:40 |
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How does point defense work? Like right now I'm running missile boat corvettes which have a torpedo/missile/whatever and a small gun. I run gun boat destroyers which are in picket and then I run artillery cruisers. If the enemy has the same point defense to missiles will none of them get through or is it a damage over time to missile flight time? Also, is there a way to see how much armor adds to resistance? Because I'm trying to figure out if I should just stand the +Hull HP plates and a couple armor plates or stack more armor plates..
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# ? Mar 21, 2018 18:44 |
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Armor no longer gives damage reduction, but is instead a separate health bar that weapons perform differently against. Energy weapons and missiles do well against armor, energy weapons do pooy against shields and pd shoots down missiles.
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# ? Mar 21, 2018 18:51 |
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TipsyMcStagger posted:How does point defense work? PD used to really hard counter missiles to the point that if the enemy fleet stuck a PD weapon on a few of their ships missiles were almost useless. Now it's the reverse, you can have a fleet of 100% PD ships and missiles still get them, it's much more effective to spend those minerals on more offense instead. In the current beta meta PD is regarded as useless by the turbospergs and apparently the super competitive multiplayer folks just spam missile corvettes these days.
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# ? Mar 21, 2018 18:55 |
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Sloober posted:isnt that only the titan assembly yard? That and for Bastions since the base strength of the citadel is larger than the star fortress, though I'm questioning just how useful bastions are because usually by that point in the game it seems to me that passive defenses aren't very effective. They have their uses I'm certain but I have yet to actually have the situation come up where I felt like it was a good investment. In theory though the Citadel upgrade is super important for Bastions since their strength goes up pretty high and while defense platforms tend to get picked off a few at a time and drop your strength down quick the Bastion fires at full power until it goes down.
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# ? Mar 21, 2018 19:11 |
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wiegieman posted:Armor no longer gives damage reduction, but is instead a separate health bar that weapons perform differently against. That can't be right.. right? So adding all +hull HP is better than adding armor plates if they're the same? Because weapons say +50% ARMOR damage not 50% HULL damage.
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# ? Mar 21, 2018 19:22 |
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In my non-multiplayer not-turbosperg world, PD is useless except in the situations where you put it on a fleet that will be flying through enemy territory planting your flag on the systems - the basic claim-the-system starbases that have ~200 power only shoot missiles, so by having like 10-12 corvettes with a PD you can have this fast-flying Corvette fleet that runs around knocking over flag poles and takes no damage doing it. Otherwise, bleh.Magil Zeal posted:That and for Bastions since the base strength of the citadel is larger than the star fortress, though I'm questioning just how useful bastions are because usually by that point in the game it seems to me that passive defenses aren't very effective. They have their uses I'm certain but I have yet to actually have the situation come up where I felt like it was a good investment. In theory though the Citadel upgrade is super important for Bastions since their strength goes up pretty high and while defense platforms tend to get picked off a few at a time and drop your strength down quick the Bastion fires at full power until it goes down. TipsyMcStagger posted:That can't be right.. right? So adding all +hull HP is better than adding armor plates if they're the same? Because weapons say +50% ARMOR damage not 50% HULL damage.
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# ? Mar 21, 2018 19:24 |
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TipsyMcStagger posted:That can't be right.. right? So adding all +hull HP is better than adding armor plates if they're the same? Because weapons say +50% ARMOR damage not 50% HULL damage. There are plenty of +hull damage weapons out there I assure you But yes armor as damage reduction is a dead concept.
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# ? Mar 21, 2018 19:30 |
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Captain Oblivious posted:There are plenty of +hull damage weapons out there I assure you I just read up on a wiki that ships effectiveness goes down by % of hull damage.. so hull tanking isn't a good idea. So you'd want Armor to keep your ship 100% effective as long as possible. But if thats the case, there's a good reason to stack armor instead of any shields if you can because there's weapons which bypass shields
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# ? Mar 21, 2018 19:33 |
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TipsyMcStagger posted:I just read up on a wiki that ships effectiveness goes down by % of hull damage.. so hull tanking isn't a good idea. And if you stack armor, your opponent is incentivized to use anti armor loadouts which are largely negated byyyy shields.
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# ? Mar 21, 2018 19:36 |
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TipsyMcStagger posted:That can't be right.. right? So adding all +hull HP is better than adding armor plates if they're the same? Because weapons say +50% ARMOR damage not 50% HULL damage. There are also weapons that say -##% armor damage like the autocannon which shreds every other part of the ship.
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# ? Mar 21, 2018 19:36 |
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wiegieman posted:Armor no longer gives damage reduction, but is instead a separate health bar that weapons perform differently against. If you mouse over armor while inspecting a ship, it still gives the old description. Autocannons description says it pierces armor, despite dealing reduced damage to armor. I'm sure there's more. Shadowlyger fucked around with this message at 19:51 on Mar 21, 2018 |
# ? Mar 21, 2018 19:43 |
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Stellaris 2.0, the best Early Access game on Steam
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# ? Mar 21, 2018 19:49 |
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Once I discovered disruptors and torpedos I found myself unable to anything but full torpedo/disruptor loadouts. Who cares whether they have armor or shield tanks if your weapons bypass everything? By 2400 I'd obliterated both Fallen Empires, one because the Militant Isolationist had a wormhole into the middle of my empire and the other because I had unity/tech-rushed hard enough to piss off the awokened Keepers (building a Science Nexus and then restoring an abandoned one next door to them saw to that). The only two wars I fought because I started Inward Perfection/Agrarian Ideal until my Chosen One took over and dropped the Fanatic Pacifist. It probably shouldn't be optimal but it crushed the two Fallen Empires' fleets. I have two fleets of entirely torpedo/disruptor corvettes with a few PD thrown in there in case of missiles and they are way better than my traditional mixed fleet with similar loadouts.
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# ? Mar 21, 2018 20:04 |
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Bedshaped posted:Also a nice QOL addition would be the ability to use the fleet manager to build individual ships and have them automatically be built in the nearest shipyard and sent to join the fleet. I'm not sure what you mean by this, because that's exactly what the fleet manager does. You click the + on the ships you want built, you push the reinforce fleet button in the same window and it'll queue them up in the nearest shipyard(s) and send them to join the fleet. TipsyMcStagger posted:I just read up on a wiki that ships effectiveness goes down by % of hull damage.. so hull tanking isn't a good idea. The more hull you have the more likely ships are to disengage, since disengage chance is rolled when you take hull damage and you're already below 50% hull. The more hull there is, the more hits you'll take to potentially trigger disengagement.
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# ? Mar 21, 2018 20:05 |
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Bedshaped posted:Does anyone know what the deal is with things like this? Disable the auto generation of new designs. That seems to gently caress up the fleet manager really badly. If you've already done that then I have no idea, seems to work fine for me with specific designs with auto upgrade checked.
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# ? Mar 21, 2018 20:07 |
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Senor Dog posted:There are also weapons that say -##% armor damage like the autocannon which shreds every other part of the ship. Yeah while armour doesn't give you as many HPs as the crystal plating does, it's worth noting that all ships have a bunch of hull HP, so every fleet should be at least partly specialized against hulls, and there are a number of good weapons that do particularly good damage against hull, autocannons and normal missiles in particular. Armour has fewer hitpoints but it has extra resistance to kinetic weapons, so depending on what you're facing it may still be preferable. Autocannons are the most extreme form of this where they will obliterate hull but armour has effectively four times as many hitpoints against them.
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# ? Mar 21, 2018 20:17 |
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OwlFancier posted:Yeah while armour doesn't give you as many HPs as the crystal plating does, it's worth noting that all ships have a bunch of hull HP, so every fleet should be at least partly specialized against hulls, and there are a number of good weapons that do particularly good damage against hull, autocannons and normal missiles in particular.
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# ? Mar 21, 2018 20:23 |
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fantastic in plastic posted:Stellaris 2.0, the best Early Access game on Steam Truth.
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# ? Mar 21, 2018 20:27 |
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Napoleon Bonaparty posted:I've had a really good iron man game so far, even leading up to the contingency showing up, but they seem to be getting stuck on individual planets. The bug's cycle seems to be: Bombard planet, invade planet, purge planet, refugees show up, contingency can't purge the refugees, ships/troops stuck in orbit forever, contingency stopped forever. This has happened at all four sites now. In certain parts of the galaxy I'm trying to let the contingency win, so I've gone so far as to destroy the occupying fleet, save the planet and leave so the planet can be purged again. This is definitely a bug and it's a huge pain since it's in ironman, and at 2450 it's my first crisis event. If I had console commands I'd just spawn the unbidden and put the galaxy out of its misery, but ironman The pops being purged were there when the invasion ended, but the other pops were refugees after, and won't be purged by the AI. They also won't move beyond this star system until all pops are purged. Is this being addressed in 2.02?
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# ? Mar 21, 2018 20:55 |
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DatonKallandor posted:I'm not sure what you mean by this, because that's exactly what the fleet manager does. You click the + on the ships you want built, you push the reinforce fleet button in the same window and it'll queue them up in the nearest shipyard(s) and send them to join the fleet. For example, say my fleet template shows: Corvette - 10/20 Destroyer - 3/6 Cruiser - 0/2 Reinforcing fleet will always seem to build from smallest to biggest first. Maybe instead of spending the minerals I have on 8 corvettes, I want 4 destroyers or a couple of cruisers instead; the fleet manager doesn't seem to facilitate it. Ideally instead of 'retrofit' appearing on the right, you would be able to see a list of your nearby shipyards to select which one to build an individual ship from.
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# ? Mar 21, 2018 21:07 |
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That is pretty edge case to spend a bunch of dev time on. If you want to massage it a bit, you can go into your fleet manager, drop the ship counts on your corvettes to your existing level and then hit reinforce.
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# ? Mar 21, 2018 21:14 |
Jazerus posted:habitability gives -% modifiers to production, in addition to its effects on happiness which don't matter for you. 50% planets are probably fine, 20% planets are not going to pay for themselves. Isn’t 20% habitability about a -20% penalty or something? I just had a look at a 30% habitability size 12 that I have in my current game and it’s still profitable. After taking the science/unity hit into account I’m up about 7 science per category, 4 unity, bit over 10 minerals after consumer goods, and 12 food, and 7 energy in the red. It’s not a great investment, but it’s paying itself back. Granted it’s a 30% planet instead of 20%, but I doubt the few extra percentage points would make it unprofitable. And it’s still size 12. Also now that I look at it ten of the twelve pops are at 22% faction happiness (due to worm stuff). Frankly, lategame, a 20% hab size 12 planet is almost as good as a habitat, with tile bonuses making up for most of the penalties. Hell, might be even better, I haven’t done the math.
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# ? Mar 21, 2018 21:21 |
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ZypherIM posted:That is pretty edge case to spend a bunch of dev time on. If you want to massage it a bit, you can go into your fleet manager, drop the ship counts on your corvettes to your existing level and then hit reinforce. It's also worth noting that if you have a fleet stationed above a shipyard (that is it's homebase) and order the yard to build a new ship, the new ship automatically goes into the fleet and the manager ups that ship # to include it. So if the fleet had 8/10 of a destroyer class, you build one at the yard manually then the count goes to 9/11. Similarly, if you are at 9/9 and build one it goes to 10/10.
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# ? Mar 21, 2018 21:21 |
AAAAA! Real Muenster posted:2x Plasma and 1x Autocannon on Corvettes is hilariously powerful even through the lategame, especially when you have a Battleship + Titan fleet to act as the anvil. Yeah, this is my bread and butter. Owns.
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# ? Mar 21, 2018 21:25 |
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Staltran posted:Isn’t 20% habitability about a -20% penalty or something? I just had a look at a 30% habitability size 12 that I have in my current game and it’s still profitable. After taking the science/unity hit into account I’m up about 7 science per category, 4 unity, bit over 10 minerals after consumer goods, and 12 food, and 7 energy in the red. It’s not a great investment, but it’s paying itself back. Granted it’s a 30% planet instead of 20%, but I doubt the few extra percentage points would make it unprofitable. And it’s still size 12. Also now that I look at it ten of the twelve pops are at 22% faction happiness (due to worm stuff). Also you shouldn't have any 20% habitability planets by late game, especially as a hive mind. You'll have 5-10% from tech, maybe 10% from tradition tree, and 10-30% from traits (30% if you go for bio ascendancy).
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# ? Mar 21, 2018 21:34 |
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AAAAA! Real Muenster posted:2x Plasma and 1x Autocannon on Corvettes is hilariously powerful even through the lategame, especially when you have a Battleship + Titan fleet to act as the anvil. What are you using in the utility slots
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# ? Mar 21, 2018 21:46 |
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ZypherIM posted:Also you shouldn't have any 20% habitability planets by late game, especially as a hive mind. You'll have 5-10% from tech, maybe 10% from tradition tree, and 10-30% from traits (30% if you go for bio ascendancy). Isn't it worth it just to terraform planets to be what you want anyways?
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# ? Mar 21, 2018 21:47 |
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Staltran posted:Isn’t 20% habitability about a -20% penalty or something? Not sure about the resource production, but it's an 80% increase in the amount of time needed for a pop to grow.
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# ? Mar 21, 2018 21:57 |
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Spanish Matlock posted:Yeah essentially consider it like this: Your pops can go do whatever you want them to do, because they're you, but if you send them to a planet where the air corrodes their skin off they're going to be slightly less efficient at mining ore. Whiners.
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# ? Mar 21, 2018 22:00 |
TipsyMcStagger posted:What are you using in the utility slots For vettes, 2x Shields and 1 armor if I have the power for it. Afterburner in the aux slot.
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# ? Mar 21, 2018 22:23 |
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TipsyMcStagger posted:Isn't it worth it just to terraform planets to be what you want anyways? If you're hive mind or have adaptability tree then no, I don't think it is. It is a pretty big energy sink, but more importantly it is a really big time sink. The way the economy works the faster you get stuff going the bigger the snowball, so getting a planet rolling faster is better. As I said before you're likely to have a base 60% for every planet as a hive mind (20[base] + 30[trait] + 10[tree/tech]) which knocks most of that penalty out (I think you can get to 80% after multiple techs). The adaptability tree has an option which gives 5% unity per different planet type. This means you want 6 planet types already, so instead of trying to terraform you'll want to mod to different environments or habitability. If you're not either of these, one of the best options is to get a bunch of different races to stick onto biome types instead of terraforming. So in the end the only time I actually do terraforming is when I'm doing a single race non-bio ascendancy empire.
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# ? Mar 21, 2018 22:31 |
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# ? May 23, 2024 08:14 |
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So, apparently your hired scientists have now learned now clone themselves. Not sure the duplication is periodic or on renewing the research aid treaty. They don't seem to take up any new leader slots either. I had a 4th one out in a science vessel for a while. Also, first game I bothered to take to a legit ironman win. Haven't really played since before Utopia, sure seems easier to hit domination now. Probably helped that I played Ensign or whatever the way-too-easy no bonuses difficulty was. Won in the 2360s, didn't even have time to get any of the formal crises. I did sort of manufacture my own in 2350 by having my fanatic materialist space penguins leave the shackles of the flesh behind and ascend to a pure and synthetic form ... while bordering a spiritualist fallen empire. The spiritualists did not appreciate my choices. I managed to barely eek out the tech to get the 33% FE damage ascension perk before they declared, which let my fleets wear theirs down. They neutron purged 6 of my worlds before I inflicted enough casualties for them to call it quits. I was just rubbing my hands in glee at putting all their juicy tech and silly sacred gaia worlds to better uses when the game announced domination. Other bugs observed: - Going cybernetic when you've gene modded some of your pops for specific climates and the like doesn't work right. Everyone just reverts to the baseline type with cybernetic, so my sand penguins suddenly got a hankering for the arctic. For now you should either toy with genetic improvements or the embrace the immortal purity of the machine, I guess. - This might have been me fudging the controls, but I got jump drive in the Big FE War and figured I'd use it to jump an aid fleet from my core shipyards to the front. I didn't realize there was a little tiny circle for the range, so I tried jumping to the distant front, which somehow got two of my other fleets lost in space for a few months instead. - The ensign AIs had a lot of trouble dealing with their own pirates. A few empires seemingly got their entire navies wrecked, repeatedly, and never recovered.
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# ? Mar 21, 2018 22:39 |