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Omniblivion
Oct 17, 2012
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.

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Omniblivion
Oct 17, 2012

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.

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.

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.

Omniblivion
Oct 17, 2012
I have a hard time playing out until the later events happen- there is a tipping point where my fleet just becomes absolutely dominant and rivals the Fallen Empires... at that point it is just so tedious to go blow everyone up that I end up just leaving it on 3x speed waiting for a few key pieces of research to happen.

What else is there to do mid-late game prior to the crisis events?

Omniblivion
Oct 17, 2012
Armies and related combat are by far the most tedious and unfun part of the game. As mentioned by several people here, the war is already won once you annihilate the enemy fleet and shipyards. After that, it's just going planet by planet and clicking land -> waiting to heal -> depart to next planet and repeat.

Having each army unit be its own individual entity is the largest problem. Having to equip each individual army with addons is The Dumbest thing as it's currently implemented.

If armies were similar to ships, then it'd be infinitely better and more could be done with them:
- Instead of a stack of x armies, each separate force that you wanted would be one Object
- That one Object could (should) have a General attached to it
- That one Object should have a window similar to ship build where you can assign gear to the entire army
- That one Object should have a window while on a planet to Add Additional Troops (of whatever kind is on the planet) that increases that Object's power respectively
- On the map, the Object would still be represented by a group of Transport Ships- however you couldn't split them up
- There should be a function similar to Federation Fleets to build dedicated escorts that fly with a given army Object (in theory this means that your primary fleet could just be a fleet wrapped around your army, but then it'd be stuck with your army the entire time until you split it off)

This way, at least you could grow and adapt armies over time via one Object rather than dealing with tens/hundreds of individual armies and having to split them appropriately to invade planets etc. Just reduces the tedium of dealing with invasions, as it currently is loving garbage. Hell, you could eventually make each of these army objects have some sort of faction influence within your empire if they get large enough (!)

Omniblivion
Oct 17, 2012
The ticking warscore wouldn't work so well if you're in multiple wars- this falls back to the fleet stacks and the way invasions work.

Example: If you're an empire in the center and are getting attacked from three sides in a 'Y' shape. You could annihilate the big stacks of each of the three sides attacking you, but then you need to send your fleet and marines to go capture warscore from one of the sides at a time. Meanwhile, the AI is sending in a trickle of destroyers and corvettes that are harassing the other two sides. So you'd still be rocking a fleet size exponentially larger than theirs and may not have even lost planets, but them chipping away or blockading a handful of planets would build up their warscore. Even if it doesn't go high enough to net a victory, it just makes it that much more of a pain in the dick to go win the subsequent wars once they've built up this buffer.

Omniblivion
Oct 17, 2012

Crazycryodude posted:

You can make the same criticism about ticking warscore putting you at a disadvantage during multi-front wars in EU4. That's kinda the whole point. If you're letting the enemy hold chunks of your territory for long periods of time, you're losing the war. A massive fleet is meaningless if it can't protect your territorial integrity.

And not every planet has to tick, just specified wargoals/similar strategic targets that you really should be pursuing and not letting the enemy sit on for years.

I can see it ticking if they captured your capital- that'd kinda make sense as it should be the crown jewel of your empire or something.

However, I used that 'Y' example because it just happened to me in my hive mind game. Cascade of 3 war decs against me because ~for some reason~ I was threatening. I annihilated each of their big stacks and then began focusing on capturing planets one by one from one of the three attacking coalitions. On the other side of my empire, the other two had small fleets (~2-4k) that were harassing space and captured a few planets. I spent some time building local defense fleets and decided to just say gently caress it because it was too much micro chasing them around. I ended up just letting them hold on to those planets while I was busy in the south because I didn't want to fly my fleet back 40 jumps, and they weren't actually going to do any lasting damage. With ticking wargoals, I would have been "losing" the war against them, when in reality, they were next up to bat to get annihilated and purged.

Right around this point is the most annoying for me in Stellaris. In the above example I had effectively won all three wars, but my warscore was like +7 and -5 with the two I had not yet invaded. Instead of spending the next few hours assimilating their planets into my empire, I just decided to say gently caress it and start a new game. I didn't really feel that it would be rewarding with the tedium of war to keep assimilating more planets, or just sitting on max speed waiting for an endgame crisis.

The exploration,. expansion, and wars in the early game are exciting and really fun. Once you hit the point where you are winning the massive wars against the AI and it's just a matter of grinding via invasion, the game feels basically over for me. In the early game, you can go to war and effectively stunt the growth of your neighbors by blowing up FOs or mining/research stations- even if you couldn't actually take them over. You can even park a small fleet in their home system and just "blockade" them while you expand and gobble up all the good space around them before declaring white peace. Once planets are developed in the mid/late game, the only way to really stunt growth is to bombard/invade planets, and the only way to move borders is to win wars and take planets.

Jesus Christ, can you tell that I'm at work and it's Friday

Omniblivion
Oct 17, 2012
I love the idea of being able to sell off ships to other empires at war. Or at least provide them with resources for something meaningful (not just trading them free resources with a weak positive trade bonus). Like, if a nation is at war and is losing, I want to be the CIA and smuggle them ships and resources with a reward of influence or something of substance. Proxy warfare to keep my future enemies at a manageable level.

Omniblivion
Oct 17, 2012
I mean, ships retreating on their own could be both annoying and good depending on the situation. But there's so much other poo poo that is more important to fix than how fleet battles currently work so

Omniblivion
Oct 17, 2012

Nuclearmonkee posted:

So like transport bullshit, war in general and diplomancy are kind of improtant

These are separate things than how fleets retreat from each other with emergency FTL

Omniblivion
Oct 17, 2012
As an aside: it would be nice for strategic resources to have more value than they currently do. Living metal is supposed to be super rare, but the effect is marginal at best. That small amount of regen really has very little impact in any conflict.

Omniblivion
Oct 17, 2012

wiegieman posted:

All species evolve for biomes that are perfect for them, that's what evolution does.


Splicer posted:

This is very not true.

Omniblivion
Oct 17, 2012

wiegieman posted:

Okay, what's better adapted to living on a volcanic vent and what's better adapted to respiring an oxygen-nitrogen atmosphere, humans or extremophiles?

organisms evolve to better adapt to the environment that they happen to be in

insert some racist poo poo here about immigrants or jews or something regarding them adapting for the perfect biome

Omniblivion fucked around with this message at 01:10 on Aug 22, 2017

Omniblivion
Oct 17, 2012

wiegieman posted:

have unpredictable (likely negative) reactions to being introduced to new ones

mlyp

Omniblivion
Oct 17, 2012
Hyperlanes only is the only way to play. Space terrain matters.

Omniblivion
Oct 17, 2012

Wolfechu posted:

It's just the look of someone who just saw how many people voted for 'body pillow'.

more like he knows that the body pillow is a scale model of himself

Omniblivion
Oct 17, 2012
imo warfare will always suck massive schlong while large single stacks are the answer

Omniblivion
Oct 17, 2012
can we have a realistic milky way galaxy?

no man's sky did it

:smugdog:

Omniblivion
Oct 17, 2012
yikes

Omniblivion
Oct 17, 2012
Stellaris - To Serve Man Machine

:unsmigghh:

Omniblivion
Oct 17, 2012
Ran into a bug playing unmodded multiplayer- my player ally was attacked and got wrecked losing his capital and 1 of 2 other systems he had. Because he was down to 1 system, I gave him minerals and energy credits via trade (like 1k of each, more than he originally had in the first place). He then was unable to build any mining stations- it gave the error of "you do not have enough resources to build this" even though he had a ton from me.

The odd thing was he was able to build ships, just not mining or research stations.

Since it effectively crushed his game, we just reloaded and I had him take over the npc that wrecked him in the first place. Just wanted to share this bug with the team to see if anyone else ran into the same problem.

Omniblivion
Oct 17, 2012
I really haven't had issues with the Contingency at normal (default) strength, even in vanilla. Playing "standard" machine race (not assimilation or whatever).

1) Start tall- cherry pick good planets up to your planet cap; no sectors
2) Focus hard on research, build enough just to survive without getting run over
3) Once you hit repeatable techs, then either attack or colonize for new space (mineral sectors)
4) By the time Contingency hits, I almost always have a fleet that can duke it out with their roaming fleet size

That's obviously a very tl;dr version of how to do it. But, it's worked for me. I often get all 3 megastructure projects up and running before they hit (dyson sphere last). I've even had 2 contingency nodes spawn in my territory, thankfully on an edge, and was still able to nuke them.

Building Tall doesn't last all game, but it is a pretty clutch strategy at least through mid game.

That's just my experience, at least!

Omniblivion
Oct 17, 2012
Wiz- the crises are badass as-is. Maybe a little bit of tuning here and there, but they are pretty close. Even if I'm crushing the other non-fe empires 100 years in, I'm still pushing hard and keeping interest because I know some hosed up thing is about to happen to the galaxy at 200+. Without a serious threat to look forward to, the game just becomes a planet invasion grind at the end.

Omniblivion
Oct 17, 2012
So, I've been playing Guilliman's planet modifier mod. It's freaking amazingly incredible and fun. It's so much more than the standard "look for the biggest planets" now.

I wanted to see how fast I could slingshot with some favorable luck. After about 10 resets, I finally got a superior start:

Step 1) Try to get somewhere near the center, or close enough that you can colonize near the center



Step 2) Immediately build +unity building and a second science ship. Your first science ship explores space that you can improve with your constructor, the other one only scans down planets you can immediately colonize



Step 3) Find a +200% border range planet and impregnate the bitch





Step 4) Cherry pick a few decent wonder planets and proceed to stomp face. Notice the year and incomes:





Edit: Step 5) Pick up ALL the border expand you can get. Research, Ascension Point, and the domination opener. Early, border range is king; 10% research only is beneficial much later. I'd rather have +x more research and mining stations than 10% research of some low number in the double digits. Also, I tech auto explore ASAP and run the exploration edict to get as many procs as possible.


As you can see, this is a crazy fast start. The only problem is you get absolutely annihilated if someone declares war on you. I lost all three of my starter corvettes exploring (notice all the bullshit red spawned around the map). Luckily the only guy I found early was to my north and quite a far ways away, so I felt pretty safe. Also, it took 10 resets to get a border range planet near enough to me that I could colonize it; so I'm cherry picking this start. It's been exceptionally fun, though :sun:

Omniblivion fucked around with this message at 01:57 on Oct 6, 2017

Omniblivion
Oct 17, 2012
100 Year Report:





Pretty solid- buddied up with a few guys around me and so I haven't been to war once. I cleared out all the garbage and now there are only the leviathans left. I was pretty lucky and hit living metal as well, so that's neat.

I've already built the Science Nexus (3/3) and am working on my Dyson Sphere (1/3 done- +250). No sectors yet- I'll get to that once the Dyson Sphere is done. Just booted up another mineral planet and another research planet to bolster Engineering even further.

I have one protectorate to the NW- Once the Dyson Sphere is done I'll build up the rest of the fleet and go take the top half of the map. At this point I'm just waiting to finish building and doing repeatable techs. Already have jump drives and Sapient computer upgrade, too!

I've also already gone through and modded all my robots in 3 categories: Research, Energy and Minerals. Pretty easy to do at this stage, each "Apply Template" only takes about a year.

I didn't hit the Sentry Array yet because I really haven't been fighting much, but I'll get that up next and go take out all the leviathans. I'm about 10 months away from my 6th ascension point- I'll probably go the FE damage bonus so I can go dunk them as well. Still don't have 10% research; I don't feel like it'd give me much at this point (or all game even) because I'm into repeatable techs level IV and V already.

I hit a weird bug where the Precursors quest stopped working. Despite exploring the poo poo out of everything, I'm still only 3/6. The event pops up that is supposed to give me the rest of the hidden locations, but it doesn't actually spawn the anomaly. The only mod I'm using is Guilliman's planet mod.

Omniblivion
Oct 17, 2012

Aleth posted:

Edit: was someone really bitching at Wiz about the difficulty they were facing from a modpack event?

If you're referencing my post- no; the issue was with the vanilla precursor events that trigger if you don't naturally find 6/6 precursor bases. The solution above still didn't work for me :(

Omniblivion
Oct 17, 2012
Ah, gotcha.

On a side note- Whoops! Ended the game when I started steamrolling people:



I just took out the left side of the map and then the two Fallen Empires; apparently they colonized too many planets!



I also noticed that sectors actually colonize planets now- perhaps because they were all 100%? They were terraforming planets, too.

Super fast game- 134 years on normal sized with 2 FEs. Not too shabby!

Omniblivion
Oct 17, 2012
Playing tall in Stellaris shouldn't be "stick with 3-5 planets"- it should be "Play until you reach your system cap"(no sectors). Even if you are playing tall, you should still get Expansion opener and the influence cost reduction as your first two. Also, unless your government type simply doesn't allow it, you need to still expand into sectors after 100+years. Otherwise you'll just get crushed on fleet capacity and mineral generation.

Don't play like the Fallen Empires: they're the definition of tall. Mid/Late game they still get annihilated unless they decide to awaken and start expanding.

Edit: and if you're playing as inward perfection, then it's like mandatory to go mulitiple science ships fast off the bat to scout out prime territory ASAP. Open the discovery tree and the first point for more survey speed, then the expansion tree opener and influence cost reduction.

Omniblivion fucked around with this message at 19:25 on Oct 6, 2017

Omniblivion
Oct 17, 2012
Honestly, auto complete is fine as long as you:
1) clear fittings first
2) then auto fit
3) then swap out whatever stupid gun or two they include with artillery/gigas or missiles/torps

Combat is still not at a point where it really matters unless you just are way outgunned. Or are still using all missiles against enemies with assloads of PD.

When in doubt, just put kinetic artillery/cannons on your cruisers and battleships, then hit auto fit. As you play more, you'll try out some new comps and maybe like them or maybe just stick to the usual artillery spam.

Omniblivion
Oct 17, 2012
sorry humans; I have been spoiled by robots and am never going back ~~~~

Omniblivion
Oct 17, 2012
Is there a tl;dr of the cool things coming in 2.0 for those of us that are kinda waiting for the next patch/dlc?

I can only robot to victory so much before getting burnout. I think I am nearing 1k hours in Stellaris total :sun:

Omniblivion
Oct 17, 2012

:vince:

Wiz, you're a freaking god amongst men

e: LordMune is pcool too

Omniblivion
Oct 17, 2012
I don't understand the recent badposting going on about ideas and poo poo

all I know is I'm stoked for the 2.0 jesus patch

it's just too bad this still won't make stellaris live up to star citizen's standards

Omniblivion
Oct 17, 2012
With coming changes to travel and exploration, sensor range is going to be pretty powerful throughout the game. Even though it's obsoleted by the sentry array, you still have to get there.

Sensors are pretty lackluster right now because it's difficult/annoying/impossible to properly intercept a hostile fleet, and you usually just end up fighting in their destination system anyways.

Once fleets are forced to travel through a system to get to the next hyper lane, the more distance you can see, the more time you have to set your kamikaze rapid fire corvettes on the landing point of the system they're heading through.

Wiz- is that +2 to sensor range 2 hops via hyperlane or some static distance radius?

Omniblivion
Oct 17, 2012

GorfZaplen posted:

An ascension perk shouldn't prevent the player from doing anything imo. If anything it should make your research agreements worth more in the trade menu. You want our tech? You have to pay for it

The point of the proposed change to the perk is that your species/machine race has evolved methods of research which are too complex for scrubs to understand. So even if you traded it to them, they couldn't understand it.

Omniblivion
Oct 17, 2012

GorfZaplen posted:

They'll understand after they pay for the manual.

I feel like trying to explain why it is a bad idea to keep trading in with this proposed perk is a good example of the issue at hand

Omniblivion
Oct 17, 2012
I didn't even realize you could zoom in that far

Omniblivion
Oct 17, 2012
are we there yet

this feels like it's taking foreverrrrr

Omniblivion
Oct 17, 2012

quote:

* Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops 'corvette exploration')

Honestly, this is my favorite change out of the entire patch. It was super annoying "having" to spend the first few minutes of the game paused to scout out the surrounding area with split corvette fleets. Also this makes discovery way better as a first tradition pick (at least for the survey speed/survivability upgrades).

With all of these new changes, it sounds like it'll be possible to park a fleet on a chokepoint outside of your borders and prevent any empires from getting any intel on your systems (at least until big sensors are researched).

Sounds like a crazy fun inward perfection setup :getin:

Omniblivion
Oct 17, 2012

quote:

* No longer possible to trade star charts with other empires, instead you can trade for communications

I assume this means you have to trade or accept some level of communications with other empires before you just gain all of their sensor data. Otherwise it's like oh hey I found you and thanks for instantly giving me all of your system survey data.

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Omniblivion
Oct 17, 2012

quote:

* You now automatically have survey data on most systems owned by empires you have communications with. Certain empires, such as Fallen Empires, will not share survey data

rip

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