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hobbesmaster posted:Why not more bombers? Bombers against FE/AE fleets get destroyed instantly by their fighter waves, at least adding fighters will help thin those a little.
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# ? Oct 19, 2017 00:43 |
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# ? May 22, 2024 06:17 |
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hobbesmaster posted:Why not more bombers? Because I don't need more damage, I have that in my kinetic battleships. I just need a bit of PD to laugh off missiles until the bad guys are blasted into pieces.
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# ? Oct 19, 2017 00:56 |
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Mister Adequate posted:Because they made some incorrect assumptions about the dev cycle which were upended, due to the genre shift, and they had to reduce some of the planned features in order to actually ship a functional game. I hadn't heard about development can you clarify?
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# ? Oct 19, 2017 04:27 |
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Baron Porkface posted:I hadn't heard about development can you clarify? Not a huge amount to say; Basically they assumed that moving from their more usual fare, Grand Strats like EU and CK and all, to 4X would be easier than it was. Once development was underway, they realized the gap between expectation and reality was wider than they expected, so they decided to focus on making a functional game and put a few things as a secondary priority. I may be misremembering but at some point I think they confirmed that one of the things they cut back dev resources to was the midgame, the kind of events that relate to colonies like the Mhanin Kahrin or whatever it's called chain, the one with the plants. I don't think they've gone through a comprehensive list or anything of what had to go on the back burner, but sector and governor stuff is assumed to have been one of them. (For my part this was the right course of action by far) e; I'm just some rear end in a top hat on the Internet and I have no special knowledge or any poo poo like that, I'm just going by poo poo I'm remembering off the top of my head from tweets and posts and stuff over the past year or whatever. Ms Adequate fucked around with this message at 05:10 on Oct 19, 2017 |
# ? Oct 19, 2017 05:08 |
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Probably a stupid question. How do I force an empire I created to appear in my galaxy?
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# ? Oct 19, 2017 05:19 |
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Does point defense shoot down bombers?
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# ? Oct 19, 2017 05:37 |
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IAmTheRad posted:Probably a stupid question. On the Empire selection screen you should see a little icon on the empire boxes on the left sidebar; you can click the icon to change it to include as a possible empire, force it to spawn, or ban it from spawning. Baron Porkface posted:Does point defense shoot down bombers? Yup!
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# ? Oct 19, 2017 05:51 |
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IAmTheRad posted:Probably a stupid question. Click the eagle looking thing at empire selection until it's golden.
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# ? Oct 19, 2017 05:52 |
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Under what conditions is it good to use bombers?
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# ? Oct 19, 2017 06:03 |
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So, people who have played purifiers: How do you go about cleansing the galaxy? Using the Cleanse Planet war goal is frustrating because your enemy or a neighbor will immediately move in to colonize the planets you murdered--because of course they have a colony ship just waiting, why wouldn't they? Which also of course sets up faster than an outpost. Occupying and purging them is a pain too since it takes forever and the game makes you feed the soon to be dead aliens for some reason. It also seems to take longer than they say it should regardless of the purging option. When I did it last it gave me like twenty years until it was done.
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# ? Oct 19, 2017 06:10 |
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There are several purge options which sets the purge speed. If you want them dead in 5 years, you need to use extermination; you can set your default rights to Undesirables/Exterminate to avoid having to set this every time. I just use Cleanse Planet, combined with a lot of border range pressure. You should be cleansing your neighbours, and their territory should become your territory. As Fanatic Purifiers you do get Unity from purging, but I think it's an absolutely tiny amount, not really worth having to micro a bunch of garrison armies around IMO.
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# ? Oct 19, 2017 06:36 |
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Baron Porkface posted:Under what conditions is it good to use bombers? When the enemy is lacking in point defense and went heavy on shielding, and you have the resources to bring a LOT of Bombers. Strike craft are much better than they were, but they're extremely reliant on critical mass in order to be as effective as just throwing artillery downrange. Being able to bring five or more dedicated carriers is crucial to getting a good return on investment for bombers. Fighters less so, since they at least function as an effective PD platform. Good news is once you do hit that critical mass, Bombers will absolutely shred pretty much any enemy in record time except Fallen Empire fleets, since they have special super strike craft that are far and away stronger than every other strike craft type in the game, and they also poo poo out a colossal amount of them per bay for some reason.
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# ? Oct 19, 2017 07:47 |
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I know lots of people in here play on Hyperlane Only, but has anyone who doesn't play restricted ftls managed to find the Hyperlane Mapping tech? I don't think I've seen it pop up since the Capek update, and I play with all ftls unlocked all the time. Now that I've posted this I'll get it as my next tech drop, just watch
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# ? Oct 19, 2017 08:40 |
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Baron Porkface posted:Does point defense shoot down bombers? It does, but not super effectively. In recent updates strike craft got (I think) an HP boost. So PD is best used for low HP missles, and Flak is best used against strike craft.
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# ? Oct 19, 2017 11:35 |
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New dev diary, including what appears to be a picture of a SINGLE EMPIRE-WIDE SHIP BUILDING INTERFACE! https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-90-official-sound-track.1051044/ Edit: Reddit has pointed out that the 'Sol Citadel' label in the top left probably means this is a large station with multiple slipways a la Aurora, which is much less exciting than a decent ship construction UI. Aethernet fucked around with this message at 12:49 on Oct 19, 2017 |
# ? Oct 19, 2017 12:07 |
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hope and vaseline posted:Bombers against FE/AE fleets get destroyed instantly by their fighter waves, at least adding fighters will help thin those a little.
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# ? Oct 19, 2017 12:25 |
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Aethernet posted:
Yeah, the window for ships in orbit also makes it less likely that it's a single, empire wide interface. Having multiple production lines in a single station will help you crank out a lot of ships with minimal clicking though. Wonder what else these new stations can do.
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# ? Oct 19, 2017 13:03 |
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I don't like the idea of offloading PD to DDs or CLs since it has the added concern of attrition of those smaller craft when you might have to fight multiple crisis or AE fleets quickly. Losing that important "arm" of your fleet seems overly risky when you can just make another BB class for that, especially since the best PD model also has the best hangar layout. I still stick with 3:1 of 2 BB types most games, and the only functional difference is the middle hull slot swaps from artillery to carrier. You should realistically tailor your armor/shields, weapon, and fighter/bomber choices per big crisis. If I go cruisers it tends to be all cruisers since they're best used in a way that's very different from BBs in that they should enter the battle as close as possible instead of the opposite. Mazz fucked around with this message at 13:24 on Oct 19, 2017 |
# ? Oct 19, 2017 13:19 |
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https://twitter.com/Martin_Anward/status/921009923496054784
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# ? Oct 19, 2017 14:53 |
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Gosh. The new tabs rather imply that we will be seeing something like the choice between defence and offence Wiz has discussed before, probably by having a shared fleet cap for ships and stations. This might mean we're heading for all hyperlane all the time in 1.9, to ensure new defence options are meaningful.
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# ? Oct 19, 2017 15:03 |
Woah are buildings inside space ports gonna be like habitats? Where would the pops come from, the surface?
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# ? Oct 19, 2017 15:20 |
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Buildings is probably poo poo like solar panels and defense stations, while modules pertains to shipyards?
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# ? Oct 19, 2017 15:23 |
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I like the idea of these as being upgrades to frontier outposts.
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# ? Oct 19, 2017 15:27 |
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I'll be glad to have a single Fleet Academy and Engineering Bay in one mega-shipyard now, if they don't get overhauled.
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# ? Oct 19, 2017 15:39 |
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GunnerJ posted:I like the idea of these as being upgrades to frontier outposts. I assume it's related to the new border system - you build an outpost in every system which marks it for your exclusive exploitation, and those outposts can be upgraded into massive spaceforts if appropriate. Wonder how it'll combine with enlightening primitives - will systems still be able to have multiple owners, or will one empire have exclusive rights to all of it?
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# ? Oct 19, 2017 15:50 |
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A single solar-system wide upgradable station that can be everything from a super buffed defense platform to a ship factory depending on what you invest in is really good.
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# ? Oct 19, 2017 15:51 |
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yeah it is super good in fact
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# ? Oct 19, 2017 15:55 |
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Baron Porkface posted:Under what conditions is it good to use bombers? In addition to what others said if you have whirlwind/swarmer missiles and some ships to spam them they can provide cover for your strike craft, as they're hard to shoot down but PD will still try. It seems pretty effective at reducing the amount of PD aimed at strike craft/torpedoes/other missiles in my limited testing.
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# ? Oct 19, 2017 15:56 |
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Baronjutter posted:A single solar-system wide upgradable station that can be everything from a super buffed defense platform to a ship factory depending on what you invest in is really good.
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# ? Oct 19, 2017 15:58 |
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Buildings and modules, oh boy! Wonder if they'll go the Sins route and add in new ship classes aim at siege to offset the new stations, too. Kinda hope this update will allow you to hyperspecialize planets as well. Having a large starport to build things from is nice but it'd be nice to have a planet covered in nothing but factories with a massive ring of orbital shipyards around it.
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# ? Oct 19, 2017 15:59 |
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If I'll be able to queue up my mid-late fleet expansion through 3 screens instead of 12, that's an improvement.
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# ? Oct 19, 2017 16:10 |
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i have asperger syndrome and i am gay and jewish too i guess??? but i think it would be really nice to be able to allocate species to specific tiles. this way i could tell my stupid sector guy that no, the nerve-stapled mining race shouldn't be on the laboratory tile. only my smarties can go on that one (when they grow up, healthy and clean).
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# ? Oct 19, 2017 16:11 |
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and if you run out of mining tiles while the energy and lab tiles are allocated but empty, you gotta stop growing. sorry miner guy! at least you're stapled so you don't care...
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# ? Oct 19, 2017 16:15 |
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Did something change in the most recent update that would prevent fallen empires from spawning? I've started 3 new games with the map set to 2 fallen empires, quick explored 90% of the galaxy with my scouts and not run into any. Is it possible I just have too many normal empires set for the map and they are pushing out the fallen empires? Baronjutter fucked around with this message at 16:52 on Oct 19, 2017 |
# ? Oct 19, 2017 16:39 |
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I've not had any issues with the requisite number of FEs spawning in my games. My first instinct would be to tell you to check your mods for conflicts. And if you're still suspicious you can start a few random games and use the observe console command to see what the galaxy looks like upon generation.
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# ? Oct 19, 2017 17:11 |
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Psychotic Weasel posted:I've not had any issues with the requisite number of FEs spawning in my games. Yeah that's what I've been doing, not really running any mods other than the tiny interface mods and one that gives more map sizes, that's the only one that could possibly be doing something but all it does it add in some extra map size options and defaults, I'm still manually telling it "two fallen empires please". What's really odd is that this popped up out of nowhere, the only change being the latest hotfix.
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# ? Oct 19, 2017 17:47 |
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I really like the idea of Rogue Servitors but gently caress if the sector AI has no idea how to handle bio trophies. I wish there were some ruleset you could apply like, stick them in empty tiles or food +1 tile resources. AND STOP BUILDING NUTRIENT PASTE FACTORIES ON EVERY FOOD BONUS TILE FFS.
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# ? Oct 19, 2017 18:00 |
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hope and vaseline posted:I really like the idea of Rogue Servitors but gently caress if the sector AI has no idea how to handle bio trophies. I wish there were some ruleset you could apply like, stick them in empty tiles or food +1 tile resources. AND STOP BUILDING NUTRIENT PASTE FACTORIES ON EVERY FOOD BONUS TILE FFS. A decent way I've seen of handling this is give sectors planets that they can't mismanage like all trophy planets, and all Generic Workerbot planets. Devouring Swarms have some irritating pop micro of their own when you capture enemy planets but at least to move pops being devoured is influence free. I just had a game where I was getting +300 food production for +150% growth rate which gave an incredibly strong mid-game. With just 2 or 3 planets captured in an early war I was able to force feed a bunch of size 25 off-habitat worlds to full population really quickly and because Hive Mind pops don't use happiness they were almost fully productive without Habitability techs. I later terraformed them because I had too much energy sitting about but even terraforming 6 planets at once barely affecting my monthly mineral income. I guess Adaptive feels so strong in non-Hive species by getting your pops to 40 happiness more easily, rather than a direct benefit.
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# ? Oct 19, 2017 18:29 |
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If an organic empire conquers a machine pop planet can you give them individuality? Do you get horrible diplo penalties from being forced to autopurge them? Seems like there should be a way to rewire them and turn them into basic robots/droids/synths.
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# ? Oct 19, 2017 18:46 |
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# ? May 22, 2024 06:17 |
Baronjutter posted:Did something change in the most recent update that would prevent fallen empires from spawning? I've started 3 new games with the map set to 2 fallen empires, quick explored 90% of the galaxy with my scouts and not run into any. I think the fallen empires get placed after regular ones so you can end up accidentally preventing them from spawning, which is unfortunate. This was what I concluded a few patches ago, don't know if anything's changed and I might have been wrong about that.
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# ? Oct 19, 2017 19:07 |