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Wow this game needs some loving hovertext. I dont know what anything is and none of it is explained. What the gently caress is the difference between "Explore System" and "Survey System"? What/how do half the things in the fleet manager mean/do/work?
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# ? Mar 1, 2018 00:17 |
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# ? Apr 20, 2024 05:07 |
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AAAAA! Real Muenster posted:Wow this game needs some loving hovertext. I dont know what anything is and none of it is explained. What the gently caress is the difference between "Explore System" and "Survey System"? What/how do half the things in the fleet manager mean/do/work? You should consult the out of data wiki which for the most part doesn't cover the new update
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# ? Mar 1, 2018 00:19 |
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Baronjutter posted:Is there a reason why fleets set to aggressive don't auto-bomb planets anymore? Is there a way to turn this back on? Bombing isn't mandatory anymore, and it comes with some downsides, so you dont always want to do it.
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# ? Mar 1, 2018 00:22 |
AAAAA! Real Muenster posted:Wow this game needs some loving hovertext. I dont know what anything is and none of it is explained. What the gently caress is the difference between "Explore System" and "Survey System"? What/how do half the things in the fleet manager mean/do/work? explore system just moves the science ship there. this is useful only because other ships can't enter systems until a science ship has. survey system surveys all of the objects in a system for resources. every button in the fleet manager does actually have a tooltip
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# ? Mar 1, 2018 00:26 |
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The vast majority of things in the game have tooltips honestly.
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# ? Mar 1, 2018 00:30 |
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Baronjutter posted:You should consult the out of data wiki which for the most part doesn't cover the new update Jazerus posted:explore system just moves the science ship there. this is useful only because other ships can't enter systems until a science ship has. survey system surveys all of the objects in a system for resources. edit: also its a complete loving joke that I have started four games now and each of the planets I start near are size 15 or smaller. AAAAA! Real Muenster fucked around with this message at 00:40 on Mar 1, 2018 |
# ? Mar 1, 2018 00:34 |
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AAAAA! Real Muenster posted:
#/# is number of ships in the fleet vs number of ships supposed to be in the fleet, to change it you click the plus and minus buttons, that should be fairly obvious. Command limit is how many ships the fleet can have, which is separate from your naval cap which is empire wide.
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# ? Mar 1, 2018 00:40 |
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AAAAA! Real Muenster posted:
Have you tried the tutorial? Also the Wiki is out of date in terms of a lot of more subtle mechanics, but should be fairly helpful for broader stuff like what is command limit? Also this is a Paradox Interactive game. Figuring out how the game works is a substantial part of the fun and challenge.
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# ? Mar 1, 2018 00:41 |
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AAAAA! Real Muenster posted:
edit: oops wrong one Most of the tool tips are a two stage thing. First stage (top text) is immediately relevant info, second stage (bottom text) is usually a more detailed break down of what a number means and why it is that number and shows up a bit after. Though yeah it doesn't show up in the Command Limit listing on the Fleet Manager tab and that's just bad design. But yeah command limit is per-fleet, and is boosted by techs (typically ones bringing in new ship types).
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# ? Mar 1, 2018 00:42 |
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AAAAA! Real Muenster posted:
The #/# on the fleet display is the number of ships of that your currently in the fleet and the maximum number of that type assigned in the fleet template. If you have one type of ship with less in the fleet than the second number (like 2/10 or whatever), if you click the reinforce command for the fleet and have the minerals, your shipyards will produce the ships necessary to bring the fleet back into agreement with the template. Command Limit is per fleet, and serves to break up the doomstacks of 1.x.
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# ? Mar 1, 2018 00:45 |
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My neighboring devouring swarm went from being one of the strongest nations on the map to dead in about a year thanks to them settling on a holy world. It's really a shame because they were interesting to say the least, and now my cool wall of forts are pointless. What's weird is that their species is still alive on certain planets that the fallen empire now own, but they just sit there.
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# ? Mar 1, 2018 00:49 |
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Wow, thank you for all the replies. I didnt even know there was a tutorial and even if there was I would probably ignore it because Paradox tutorials are usually dreadfully bad.
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# ? Mar 1, 2018 00:50 |
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OwlFancier posted:Oh and if you tell it to build an outpost from the starmap it will try to build one on every star in the system, I think it can only actually complete one of them though, I dunno how it would react if you left it to try and build two of them. I assume it works just like mining/research things do. I assign two constructors to work a system at the galaxy map level, the first one will reserve the resources needed for all the stations. The second one will reserve the resources needed for all the stations -1 which the first constructor is already assigned to. As they work their way through the system and hit locations that the other constructor has already done, they give a report that 'cannot build station - resources refunded' and move to the next one. Works really well as long as you have a large enough resource (mineral) buffer to have about double the required resources reserved at the beginning.
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# ? Mar 1, 2018 00:53 |
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I would hope so yes, I'm just not sure how well the game accounts for that with outposts given that I've only encountered one binary system in the base game and that's one of the maurauder ones.
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# ? Mar 1, 2018 00:56 |
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AAAAA! Real Muenster posted:Wow this game needs some loving hovertext. I dont know what anything is and none of it is explained. What the gently caress is the difference between "Explore System" and "Survey System"? What/how do half the things in the fleet manager mean/do/work? Why don’t you just try it and see what happens. Geez
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# ? Mar 1, 2018 00:56 |
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TheDeadlyShoe posted:Bombing isn't mandatory anymore, and it comes with some downsides, so you dont always want to do it. Either the ground troops invade right away, or they need the fleet to soften things up a bit. Now I need to zoom into every system and manually order bombing. It's not as bad as manually ordering group troops around, but it's like 2 steps forward one step back on the fight against unnecessary invasion micro. I can see situations where you want the fleet to be aggressive against space assets but ignore planets, which would be nice if we could get another setting that included bombing, maybe a "siege" aggression setting where the fleet would auto-bomb. Or just more intelligent behavior from the fleets, where if a fleet detects a friendly ground-troop fleet set to aggressive in the same system it will bomb as needed to help the troops.
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# ? Mar 1, 2018 00:59 |
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Lumpy the Cook posted:Why don’t you just try it and see what happens. Geez
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# ? Mar 1, 2018 01:00 |
Magil Zeal posted:You can check one of the follower fleets to see what they are following. Yeah, but then you have check each fleet to find the leader. Clicking the name doesn't take me to the leader.
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# ? Mar 1, 2018 01:01 |
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Did the pirate frequency get turned down post hotfix or did I suddenly git gud at borders? I started a new game and I've only had one pirate spawn in ~50 years. Also, didn't spawn beside a marauder this time. Not being constantly hammered by pirates and raids is like playing a completely different game. I have minerals! I can build and upgrade starbases! I can build defence platforms even!
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# ? Mar 1, 2018 01:05 |
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Oh and other pro tip, a lot of people get confused by the fleet manager saying they have 0/12 of a particular design when they have 8 corvettes or whatever, and click reinforce and end up with 20 corvettes and assume it's not working. This is because they need to upgrade those 8 corvettes - The Fleet Manager is based off how many current ships of that design you have, and if you drop in the "autobest" designs they update that design all the drat time.
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# ? Mar 1, 2018 01:08 |
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AAAAA! Real Muenster posted:Wow, thank you for all the replies. I didnt even know there was a tutorial and even if there was I would probably ignore it because Paradox tutorials are usually dreadfully bad. I don't know how well the tutorial has been updated since release but when I first played Stellaris the tutorial was plenty helpful without being obtrusive. A million times better than the tutorials in EU4 or CK2.
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# ? Mar 1, 2018 01:10 |
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I'm fine with the fleet manage as is, but it being a little smarter and not reinforcing simply due to having older version of the same design would be nice. Like it should know I have 8/8 cruisers in the fleet regardless of the design and not order new ones. Reinforce should only order ships if there's space in the fleet for them.
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# ? Mar 1, 2018 01:11 |
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About https://stellaris.paradoxwikis.com/Crisis How is the roll for determining which crisis or non crisis made? How many sides are the dice?
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# ? Mar 1, 2018 01:15 |
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How do I force a custom race to have the ability to spawn as a fallen empire INSTEAD of a random generation? Is that possible? Is that what "spawn_as_fallen" is for in user_empire_designs.txt? Or is that only a random shot when telling it yes, instead of the default no?
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# ? Mar 1, 2018 01:26 |
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Help I can't stop playing on Huge maps.
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# ? Mar 1, 2018 01:31 |
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Ignorant Hick posted:Help I can't stop playing on Huge maps. How is the lag past 2550?
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# ? Mar 1, 2018 01:32 |
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They really need to split the fleet manager and fleet template components up. It's the mingling of the two sets of functionality that causes like 90% of the confusion, I think. Maybe move the fleet template functions into the designer, to keep all of the "theoretical" things together conceptually, and then rework the fleet manager to just do the management stuff like assigning a template, bringing a fleet into agreement with a template, and reinforcing.
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# ? Mar 1, 2018 01:49 |
Hypnobeard posted:They really need to split the fleet manager and fleet template components up. It's the mingling of the two sets of functionality that causes like 90% of the confusion, I think. Is there a way to get rid of all the mining stations and civilian craft?
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# ? Mar 1, 2018 02:01 |
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Soonmot posted:Is there a way to get rid of all the mining stations and civilian craft? Uh.. what?
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# ? Mar 1, 2018 02:02 |
Hypnobeard posted:Uh.. what? In the fleet manager, I have an entry for every mining/research station, every civilian craft, every starbase, and every actual fleet. Makes scrolling through a pain in the rear end. Granted I could just select my fleet and access the fleet manager through the button there.
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# ? Mar 1, 2018 02:07 |
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Soonmot posted:In the fleet manager, I have an entry for every mining/research station, every civilian craft, every starbase, and every actual fleet. Makes scrolling through a pain in the rear end. Granted I could just select my fleet and access the fleet manager through the button there. Oh. That's usually called the outliner, if you're taking about the thing on the right side of the screen. There's no way to remove them that I know of but if you click on the category (the line that says Planets or whatever) it'll lampshade the category. (Minor annoyance: it doesn't remember the settings when you reload.) I was thinking about the fleet manager screen you get to from the drop down menu or the button on the fleet detail pane.
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# ? Mar 1, 2018 02:20 |
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Hypnobeard posted:Oh. That's usually called the outliner, if you're taking about the thing on the right side of the screen. There's no way to remove them that I know of but if you click on the category (the line that says Planets or whatever) it'll lampshade the category. (Minor annoyance: it doesn't remember the settings when you reload.) Try clicking the little cog at the top, it lets you turn things on and off as well as change the order.
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# ? Mar 1, 2018 02:23 |
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Is anybody else finding it really hard to research droids? I am about 90 years into my game and I have still yet to have see the tech pop up as an option.
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# ? Mar 1, 2018 02:34 |
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I really hope this was intentional. I'm playing as Commonwealth of Man (Red) and just found UN of Earth (Blue) in 2340, literally right next door 11 jumps away from my home system. They've spent the entire game locked inside the Sol system by those raiders, I only finally found them because I put up a fortress with a listening post to stop the raiders.
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# ? Mar 1, 2018 02:43 |
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Time to save and vassalize the lost homeworld!
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# ? Mar 1, 2018 02:48 |
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Neat, a mod for fully automated luxury gay space communism. http://steamcommunity.com/sharedfiles/filedetails/?id=1316315912
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# ? Mar 1, 2018 02:53 |
Enigmatic engineering + listening post gets you a ridiculous amount of information. It’ll trigger hostile fleet warnings with ample time to respond.
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# ? Mar 1, 2018 03:07 |
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Hunt11 posted:Is anybody else finding it really hard to research droids? I am about 90 years into my game and I have still yet to have see the tech pop up as an option. Do you have Colonial Centralization from Society Research? Droids takes both that and the robot tech.
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# ? Mar 1, 2018 03:10 |
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Something I thought was interesting is that cloud lighting is now an L type mount and does pretty hefty damage bypassing shields and armour, might be a pretty high tier weapon honestly.
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# ? Mar 1, 2018 03:17 |
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# ? Apr 20, 2024 05:07 |
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Grizzwold posted:Neat, a mod for fully automated luxury gay space communism. Oh nice a space communism mod not made by a tankie and full of purges and space gulags. Pretty bare bones so far though. Also, Is there a console command to destroy outposts and revert a system back to uncontrolled, or a console command to change ownership of a system? I've got some insane bad bordergore where every AI seems to have multiple random enclaves inside everyone else's territory and it's making me UPSET.
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# ? Mar 1, 2018 03:48 |