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I'd be okay with anomalies in owned space being off limits but I don't get why I can't investigate an anomaly in space no one owns.
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# ? Dec 6, 2019 02:38 |
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# ? May 26, 2024 08:25 |
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You can, unless you mean archaeology. I dunno, archaeology is a fair bit more involved than just some scientists checking out some weird signal, surely it needs some sort of infrastructure.
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# ? Dec 6, 2019 03:14 |
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Hey wait, did they change the way refunding influence for systems you can't claim works? I sent a construction ship to build a new starbase, but before I got there someone else claimed the system. I didn't get my influence back, though. Kinda sucks given how slowly it accrues. Was this part of a recent patch or something?
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# ? Dec 6, 2019 03:55 |
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Electro-Boogie Jack posted:Hey wait, did they change the way refunding influence for systems you can't claim works? I sent a construction ship to build a new starbase, but before I got there someone else claimed the system. I didn't get my influence back, though. Kinda sucks given how slowly it accrues. Was this part of a recent patch or something? edit: If you're not on ironman you can press ~ then type "influence 100" without the quotes to get 100 influence.
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# ? Dec 6, 2019 04:40 |
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Black Pants posted:You can, unless you mean archaeology. I dunno, archaeology is a fair bit more involved than just some scientists checking out some weird signal, surely it needs some sort of infrastructure. Yeah I mean you can jump between star systems obliterate planets fight space dragons build synthetic intelligences. But there’s no way you could dig up old trash on another planet that’s illogical.
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# ? Dec 6, 2019 05:03 |
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AAAAA! Real Muenster posted:I think its been bugged for a while and never fixed. ah yes, the stellaris story
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# ? Dec 6, 2019 05:52 |
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It's amazing when dig sites spawn in the border region of a xenophobe fallen empire too so you judt dont get tl dig that stufff up for most of the game. Or inside. I've seen relic worlds or even just precursor dig sites spawn inside marauders or even fallen empires too. Hooray for just not getting those while they're at all relevant!
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# ? Dec 6, 2019 06:08 |
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https://twitter.com/StellarisGame/status/1202907008875278337?s=19 This was in the Dev Diary, and it's worth noting that the speed booster is just hilariously better than all the others.
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# ? Dec 6, 2019 12:20 |
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Yami Fenrir posted:It's amazing when dig sites spawn in the border region of a xenophobe fallen empire too so you judt dont get tl dig that stufff up for most of the game. I got a precursor archeology chain that spawned its second dig site inside the Enigmatic Fortress system. By the time I could take out the Fortress and get to that dig site there were no longer any nearby unclaimed systems left so the chain just broke when trying to spawn the third dig site
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# ? Dec 6, 2019 12:27 |
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Aethernet posted:https://twitter.com/StellarisGame/status/1202907008875278337?s=19 Munitions Plant seems kind of pointless in many scenarios, at least outside of multiplayer. With the exception of Fallen Empire worlds, I have barely seen a single world in the current version of Stellaris where it was better to leave a fleet bombarding before an invasion than to simply let the fleet keep conquering nearby space while I brought a slightly larger invasion force for the planet. As for Strike Command, are strike craft ok these days? The last few versions they have seemed rather 'meh' compared to other weapons.
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# ? Dec 6, 2019 12:36 |
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Strike craft are basically fine, inasmuch as you're not gimping yourself too badly if you use them rather than conventional weapons, but you have to lean hard into using them along with missiles, torpedoes and swarmers to ensure you saturate point defence. Given that the Juggernaut has mostly fighter slots, they may be being buffed further in the new patch, in which case I suspect they will instantly become horrendously OP.
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# ? Dec 6, 2019 13:02 |
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I find auras unexciting and overused. Part of this is the lack of moving parts to plug them into. If ammunition and resupply was actually a thing then something called munitions plant would excite me, but as is it's all just numbers and I want "things".
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# ? Dec 6, 2019 13:20 |
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Bofast posted:Munitions Plant seems kind of pointless in many scenarios, at least outside of multiplayer. With the exception of Fallen Empire worlds, I have barely seen a single world in the current version of Stellaris where it was better to leave a fleet bombarding before an invasion than to simply let the fleet keep conquering nearby space while I brought a slightly larger invasion force for the planet. does taking Tomb World adaptation and then using Orbital Bombardment as Aggressive Terraforming still work? If so that's definitely a way to speed it up.
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# ? Dec 6, 2019 13:23 |
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cock hero flux posted:does taking Tomb World adaptation and then using Orbital Bombardment as Aggressive Terraforming still work? If so that's definitely a way to speed it up. Concussive terraforming still works, yes. It does require purifiers or equivalent however.
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# ? Dec 6, 2019 13:39 |
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Idea: ditch Jump Drive as a regular late game drive type, make it a station install that turns stations into slingshots. You can also install jump drives on Titans and Juggernauts as an Aura slot, who will take a number of smaller ships along for the ride. Ditch numbergoup auras and replace them with things competitive with teleportation.
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# ? Dec 6, 2019 13:40 |
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lol @ munitions plant.
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# ? Dec 6, 2019 16:28 |
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"Hey guys, we have these bigger-than-battleship ships that can fit a special module on them that will grant special beneficial "Auras" to their own fleet or a debuff to an enemy fleet. We call these units "Titans". With this next DLC lets add a bigger-than-Titan ship that.... can fit a special module on them that will grant special beneficial "Auras" to their own fleet or a debuff to an enemy fleet. We call these units "Juggernauts"! It will be so cool and add so much to the game!"
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# ? Dec 6, 2019 16:35 |
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yeah. Titan auras were already disappointing with their...numbers, yay numbers. At least Colossus do something different. Juggernauts should do off the wall poo poo like mobile gates, the ability to freeze an enemy fleet in time for a year, be effectively mobile planets that you have to first disable then land troops to actually knock it out, have a giant shockwave cannon that scatters enemy ships across the system, have an enormous minefield fabricator that effectively makes a system completely unassailable while the juggernaut is there if you let it dig in for a year (nasty if you manage to dig in in enemy territory).... i mean the thing is almost post-endgame. TheDeadlyShoe fucked around with this message at 17:08 on Dec 6, 2019 |
# ? Dec 6, 2019 17:04 |
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TheDeadlyShoe posted:yeah. Titan auras were already disappointing with their...numbers, yay numbers. Having a portable FTL inhibitor on the Juggernaut would at least have been interesting.
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# ? Dec 6, 2019 17:30 |
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Bofast posted:Having a portable FTL inhibitor on the Juggernaut would at least have been interesting. ....yes. YES.
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# ? Dec 6, 2019 17:38 |
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Mobile shipyard is pretty handy...
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# ? Dec 6, 2019 18:30 |
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OddObserver posted:Mobile shipyard is pretty handy... I think we know exactly why they didn't do this. *Queues up new fleet unrelated the mobile shipyard's fleet* *Main shipyards at the core systems churn out half the fleet in a few minutes, the other half is an 40 ship long queue of battleships being produced exclusively at the one mobile shipyard* e: Oh wait they are doing this lol. Ok well then that's my prediction.
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# ? Dec 6, 2019 18:49 |
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Chomp8645 posted:I think we know exactly why they didn't do this.
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# ? Dec 6, 2019 19:31 |
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I seem to recall shipyard logic was optimized a long time ago so that that wasn't an issue.
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# ? Dec 6, 2019 19:38 |
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It's still an issue. I had 4 maxed shipyards and whether I manually set a home base for a fleet or not, or whereever the fleet happened to be, the choice of shipyard to build was the one furthest from, getting 75% of the queue.
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# ? Dec 6, 2019 20:27 |
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I just remembered how blowing up the AE titans felt so good before I could build them myself
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# ? Dec 6, 2019 20:34 |
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TheDeadlyShoe posted:I seem to recall shipyard logic was optimized a long time ago so that that wasn't an issue.
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# ? Dec 6, 2019 20:44 |
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AAAAA! Real Muenster posted:Yeah, they said it was, but it is *definitely* still an issue. By best example is: Due to the aforementioned issue, I was only running one starbase that had 6 Shipyards in it. I had a fleet of 40 corvettes that I wanted to double in size to 80 corvettes. This fleet is at my only 6x Shipyard starbase, which is the fleets designated home station. The only other shipyard in my empire is 20+ jumps away, it was supposed be temporary to allow me to build some colony ships near some distant planets that I was terraforming, but I forgot to delete it. When I click the button to build the corvettes to double the size of that fleet, 50% of the corvettes get queued at the starbase I expect, and 50% get queued at the single-shipyard starbase 20+ jumps away from the fleet / the fleet's home station. Yeah, this is also why I'd only build a single shipyard until jump gates. The game wouldn't even distribute orders by number of slips, but just by stations. So a station with 6 yards gets just as much of the ship building burden as the shipyard with 1. Yet on the other hand I'd sometimes have situations where I'd have 2 shipyard with maybe 3 slots each and only 2 jumps away from each other. I'd order 40 new corvettes and 2 cruisers and the 40 corvettes would all go to one shipyard while the 2 cruisers would get split. So when you want the order actually spread to finish quick it doesn't, and when you want it all done in one spot because the other yards are on the other side of the galaxy they do. Bad.
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# ? Dec 6, 2019 20:52 |
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IMHO, they should do away with those silly limits on Titans. If we are crazy enough to build 42 Titans, let us! I'm sure our economies can take it.
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# ? Dec 6, 2019 21:19 |
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Libluini posted:IMHO, they should do away with those silly limits on Titans. If we are crazy enough to build 42 Titans, let us! I'm sure our economies can take it.
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# ? Dec 6, 2019 21:26 |
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This thing is totally the Homeworld mothership turned sideways.
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# ? Dec 6, 2019 22:39 |
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Shumagorath posted:This thing is totally the Homeworld mothership turned sideways. I was thinking the Vasari Loyalist faction's titan, Vorastra, from SoaSE
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# ? Dec 6, 2019 22:50 |
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If the shipyard logic is doing that then they broke it at some point. I am almost certain it was optimized before so that it took into account queues and travel time when picking a yard. Titans should be capped because they arnt supposed to be battleship 2.0. If they are battleship 2.0 then youve killed battleships which is bad. Hardcaps arnt ideal but at least they are backstop. Uncapped titans is basically just give up on ship roles and go download NSC.
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# ? Dec 7, 2019 03:48 |
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Shumagorath posted:This thing is totally the Homeworld mothership turned sideways. Entorwellian posted:I was thinking the Vasari Loyalist faction's titan, Vorastra, from SoaSE It's also the giant even more Super Star Destroyer from TLJ
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# ? Dec 8, 2019 03:18 |
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Shumagorath posted:This thing is totally the Homeworld mothership turned sideways. Immediately thought about the 343 Industries art "cameos" in the Stellaris mobile game with this post.
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# ? Dec 8, 2019 04:05 |
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I mean it's not really that new for Stellaris. The avian ships are extremely the Liir ships fom SotS 2.
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# ? Dec 8, 2019 15:51 |
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So I just picked this up and watched a tutorial video on getting started. I think I have a grasp on claiming space and trying to build your economy, but I had some asshat aliens show up and blow up one of my science ships and their fleet is 1k, where mine is barely 600 having 20/20 ships in it. Do I just have to wait until I research some weapons to upgrade my fleet to do something about them?
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# ? Dec 8, 2019 22:54 |
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Losing science ships happens. You can either get better tech or build Starbases with Anchorages to increase your ship cap. The cap on fleet size and the cap on how many ships you can run without massively increased maintenance are different too - sometimes you gotta stack 2 fleets in the same fight to get equal or higher power, and that's perfectly normal.
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# ? Dec 8, 2019 23:17 |
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smertrioslol posted:So I just picked this up and watched a tutorial video on getting started. I think I have a grasp on claiming space and trying to build your economy, but I had some asshat aliens show up and blow up one of my science ships and their fleet is 1k, where mine is barely 600 having 20/20 ships in it. Do I just have to wait until I research some weapons to upgrade my fleet to do something about them? The earliest techs to increase your ship caps (either empire or fleet) make a huge difference. I believe they're in society research, so try not to bog yourself down decrypting alien languages or studying aliens. You can just stack two fleets and they'll fight just fine, or if you're at your empire cap you can exceed your empire cap if you've got the resources to pay for the upkeep. Another solution is to fortify your border with the enemy with a starbase - one of those upgraded with a couple of guns can make the difference between winning or losing a fleet battle.
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# ? Dec 8, 2019 23:23 |
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# ? May 26, 2024 08:25 |
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smertrioslol posted:So I just picked this up and watched a tutorial video on getting started. I think I have a grasp on claiming space and trying to build your economy, but I had some asshat aliens show up and blow up one of my science ships and their fleet is 1k, where mine is barely 600 having 20/20 ships in it. Do I just have to wait until I research some weapons to upgrade my fleet to do something about them? Assuming we're talking the random spsce creatures (there's a bunch of different ones) and not an AI empire that declared war on you, pretty much yeah. There will be techs (and a bonus in the Supremacy tree) that will increase the 20 ship Command Limit dramatically through the game, and the ship parts you research will steadily increase the power of your ships as you go. And don't be afraid to just send multiple fleets on the same mission either. In the meantime you can just ignore them. Put your science ships on Evasive and they'll do their best not to blunder into enemies, but it'll still happen until you get better sensors. If the aliens are blocking you, you can try putting your ship on non-evasive stance and manually pathing them around the hostiles too; most aliens won't go out of their way to attack your ships.
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# ? Dec 8, 2019 23:26 |