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Do namelists disable achievements? I can't find a definitive answer for this version. All the posts I can find about it are from a year ago
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# ? Mar 4, 2018 05:43 |
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# ? Apr 28, 2024 04:56 |
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Eiba posted:After I put my butterfly people's brains in robot bodies, a bunch of repugnant porcupine refugees flooded into a planet I just settled. They were being hosed up but a great khan, but they were fanatic purifiers so while I'm typically sympathetic to refugees, I wasn't so happy to get these bloodthirsty xenophobic ones. And what's more the plannet the flooded was supposed to be a mineral base as my butterflies could only live on their gaia home world and habitats. Well, I guess as robots they could live anywhere, but out of habit (and a science specialization) I kept them mainly in habitats, and filled my mining worlds with synths. Man I can't stop laughing at that drat ugly porcupines just overrunning your empire. Magil Zeal posted:This is the thing I'm talking about when I say the worst part of Stellaris is sitting around waiting. Now I can't demand vassalization/tribute from the two nearby nations I want to target because they're at war. So I have to sit on my thumbs like a good Slaving Despot and wait for them to finish their other wars before I can get the subjugate casus belli. Woo. Yeah I don't know why they've got it like that. Seems like if you vassal them while they're at war they could just insta-status quo or something like that.
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# ? Mar 4, 2018 05:58 |
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GorfZaplen posted:Do namelists disable achievements? I can't find a definitive answer for this version. All the posts I can find about it are from a year ago They still disable achievements.
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# ? Mar 4, 2018 06:16 |
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Dallan Invictus posted:They still disable achievements. Thank you.
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# ? Mar 4, 2018 06:23 |
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Wolpertinger posted:So I was thinking - why is armageddon bombing so horrible that only a purifier can do it, meanwhile even a pacifist empire can whip up a planet cracker or neutron beams? Plus, in a game where expansion is punished, xeno pops are a liability and you invade more to limit the enemy than take new territory, all but the most friendly of empires are pretty much encouraged to crack (or shield) enemy planets to deny them from your enemy instead of increase your unity/research costs, it's suddenly the most effective for everyone to behave in a purifier-ish manner, and using armies in general just seems like a really awful idea and a waste of time over just erasing planets/pops. Well Colossi do come with a universal Total War casus belli, so part of the Perk benefit is that your society has finally reached the point where you can drop all the space nukes on Space Japan without anyone protesting. For what it's worth, pacifists actually cannot build the Planet Cracker, though they probably do get the Neutron Sweep if they're materialists. Plus I dunno what the deal with this "expansion is punished" nonsense is. You stack some small modifiers, but being bigger is basically always better, especially if you've already unlocked four perks.
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# ? Mar 4, 2018 07:17 |
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Threat dissipates over time, yeah? I'd have thought that the presence of a genocidal race's massive empire would always be a constant threat to empires, encouraging them to ally up.
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# ? Mar 4, 2018 07:49 |
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Basically tech/unity don't scale linearly with territory, but minerals and energy do and those are what you need to fight wars, so if you're an expansionist empire, your expansion plays to your strength.
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# ? Mar 4, 2018 07:49 |
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There is something seeeeriously messed up with army leader experience. I've taken half a dozen planets with my general and they're still sitting at 53/200 experience to go up to level 2.
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# ? Mar 4, 2018 07:56 |
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toasterwarrior posted:Threat dissipates over time, yeah? I'd have thought that the presence of a genocidal race's massive empire would always be a constant threat to empires, encouraging them to ally up. Threat does dissipate if I'm remembering right, but being a space rear end in a top hat will cause plenty of other anger (Border friction, opinion penalties for being xenophobic/slavery policy/etc., additional reducing-over-time penalties from genocides or the like) and most of these things take decades to go away, plus mutual rival diplo bonuses can help people ally up. It's not perfect and diplo needs work for sure, but that particular issue is not a major one.
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# ? Mar 4, 2018 07:56 |
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Strudel Man posted:There is something seeeeriously messed up with army leader experience. I've taken half a dozen planets with my general and they're still sitting at 53/200 experience to go up to level 2. it's pretty brutal considering generals have the highest casualty rates of any leader p much
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# ? Mar 4, 2018 08:04 |
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What are your strategies for the Stellarite Devourer? I just went at it with 30k+ fleet set up with lasers since it has no shields, and it absolutely wrecked me, kiting around the system. Did it get buffed in 2.0? Pondering just making a massive plasma vette fleet.
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# ? Mar 4, 2018 08:23 |
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Zulily Zoetrope posted:Well Colossi do come with a universal Total War casus belli, so part of the Perk benefit is that your society has finally reached the point where you can drop all the space nukes on Space Japan without anyone protesting. For what it's worth, pacifists actually cannot build the Planet Cracker, though they probably do get the Neutron Sweep if they're materialists. Yeah once the Colossi CB isn't bugged it'll be a lot better. Because right now you can't use it unless you rival someone i believe? But you can't rival if they don't border you or if they're too strong/weak. Like ended up having to dump ~300 influence on a claim just so I could grab the colossus cheevo.
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# ? Mar 4, 2018 08:27 |
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Eltoasto posted:What are your strategies for the Stellarite Devourer? I just went at it with 30k+ fleet set up with lasers since it has no shields, and it absolutely wrecked me, kiting around the system. Did it get buffed in 2.0? Pondering just making a massive plasma vette fleet. Corvette swarms seem really good right now, especially because they can carry point defense in the new patch. Also, Autocannons are pretty boss in small slots.
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# ? Mar 4, 2018 08:30 |
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aaaaaaaaa, this still has the annoying assimilation behavior where any time a pop is assimilated, the species it's assimilated to is granted full citizenship. That works more or less with the Dreaded Assimilators, since all drones are equal, but it's utter nonsense with cybernetics and with psionics, the latter of which now uses the assimilation citizenship type as well.
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# ? Mar 4, 2018 08:33 |
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Eltoasto posted:What are your strategies for the Stellarite Devourer? I just went at it with 30k+ fleet set up with lasers since it has no shields, and it absolutely wrecked me, kiting around the system. Did it get buffed in 2.0? Pondering just making a massive plasma vette fleet. Your best bet is either plasma, or mining drone lasers. Missiles will also do extra hull damage. Normal lasers don't do any extra damage to hull but they will help with armour some. Plasma is much better though. I almost knocked it out with a 14k fleet of torpedo corvettes plus the dreadnought.
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# ? Mar 4, 2018 08:38 |
Eltoasto posted:What are your strategies for the Stellarite Devourer? I just went at it with 30k+ fleet set up with lasers since it has no shields, and it absolutely wrecked me, kiting around the system. Did it get buffed in 2.0? Pondering just making a massive plasma vette fleet. 30k just doesn't have the alpha strike capability to comfortably kill the devourer. 40k can just barely manage it, but you'll lose nearly the whole fleet even with plasma and the curator buff. even a corvette fleet is going to take pretty enormous attrition because its XL laser can insta-kill anything and i don't think i've ever seen it miss. PD helps, as one of its weapons seems to technically be a missile. OwlFancier posted:Your best bet is either plasma, or mining drone lasers. Missiles will also do extra hull damage. Normal lasers don't do any extra damage to hull but they will help with armour some. Plasma is much better though. torpedos probably are actually the best option, then! 14k of plasma corvettes would not be able to do that. Jazerus fucked around with this message at 08:48 on Mar 4, 2018 |
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# ? Mar 4, 2018 08:45 |
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Also, are jump drives...working? I just equipped my fleet with them, and they still seem to be using hyperdrives. Not only in the visual sense, it actually still says "entering hyperlane to [blank]" when passing between systems.
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# ? Mar 4, 2018 08:56 |
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Ugh the autobuild mod broke and it's button isn't showing up.
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# ? Mar 4, 2018 08:57 |
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Strudel Man posted:Also, are jump drives...working? I just equipped my fleet with them, and they still seem to be using hyperdrives. Not only in the visual sense, it actually still says "entering hyperlane to [blank]" when passing between systems. Jumpdrives are different now. There's a button up in the top row when you select a fleet with jumpdrives, you click that, then a system within range, and they'll jump to it. But there's a 120 day cooldown between jumps (and you suffer a sizable debuff while they're recharging). Psi jump drives are much better if you can get them.
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# ? Mar 4, 2018 08:58 |
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Pylons posted:Jumpdrives are different now. There's a button up in the top row when you select a fleet with jumpdrives, you click that, then a system within range, and they'll jump to it. But there's a 120 day cooldown between jumps (and you suffer a sizable debuff while they're recharging). Psi jump drives are much better if you can get them.
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# ? Mar 4, 2018 09:00 |
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TheDeadlyShoe posted:it's pretty brutal considering generals have the highest casualty rates of any leader p much I agree. Until I got a psionic avatar army and attached my general specifically to it they would have a pretty good chance of dying in any given invasion. Pylons posted:Jumpdrives are different now. There's a button up in the top row when you select a fleet with jumpdrives, you click that, then a system within range, and they'll jump to it. But there's a 120 day cooldown between jumps (and you suffer a sizable debuff while they're recharging). Psi jump drives are much better if you can get them. Psi Jump is awesome. I got it super early in my Fanatic Authoritarian/Spiritualist slaver run, like my very first visit to the shroud was like "hey here have psi jump drive" and I got it before Hyperdrive III as a result. It rules, you can skip so much space, and my science ships got to explore those narrow corridors blocked off by other empires with a little micro. Magil Zeal fucked around with this message at 09:16 on Mar 4, 2018 |
# ? Mar 4, 2018 09:14 |
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Jump drive cooldown display when? Is it just me or are combat computer behaviours not really doing anything? I tried going carriers*, putting strike craft on my cruisers and battleships and setting them to "artillery" mode, but they just kept charging in to battle anyway. * Man is it ever disappointing how much strike craft suck. My 35k fleet jumped up to 55k when I replaced the strike craft with large weapons, and my fleet stopped getting its poo poo pushed in by like 30k worth of space mongol stations and ships and I could finally wipe them off the face of the galaxy.
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# ? Mar 4, 2018 09:17 |
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Jazerus posted:30k just doesn't have the alpha strike capability to comfortably kill the devourer. 40k can just barely manage it, but you'll lose nearly the whole fleet even with plasma and the curator buff. even a corvette fleet is going to take pretty enormous attrition because its XL laser can insta-kill anything and i don't think i've ever seen it miss. Eh, no plasma would probably work better, torpedoes are good against armour but they can't alpha strike it either. You just want maximum damage to hull because the thing is mostly hull, and plasma is very good against both armour and hull. Torpedoes are mostly good at bypassing shields which it doesn't have. I had like 120 corvettes total and while it will basically one shot everything it shoots at, it can only shot one thing at a time so the more ships you bring the better. E: Though that said, torpedoes are a high damage weapon in general, while S mount plasma is more tracking focused. You might actually do better with M/L destroyers wielding plasma because the bigger the mount you use, the more DPS efficient you get, but you lose tracking in the process, so if the thing can't dodge then you might find M/L destroyers quite effective, they might also be tough enough to take a hit from some of its weapons too, maybe retreat, so it might prove less costly. OwlFancier fucked around with this message at 09:42 on Mar 4, 2018 |
# ? Mar 4, 2018 09:26 |
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GotLag posted:Is it just me or are combat computer behaviours not really doing anything? I tried going carriers*, putting strike craft on my cruisers and battleships and setting them to "artillery" mode, but they just kept charging in to battle anyway. There seems to be a difference in behavior between say swarm and artillery, artillery will sort of sit still and fire while swam will circle the enemy. However the artillery computer's range bonus doesn't work so it's bad, and it probably hurts the behavior there.
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# ? Mar 4, 2018 09:46 |
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Soonmot posted:Is there a bug where you can't hyperlane into systems? Twice, in two different wars, I couldn't enter the enemy system. Lanes were blue, but my fleet wouldn't do it. This recent time, I had jump drives and was able to jump in, but it totally detailed my earlier war. What's probably happened is you've taken the station in the system but left the planets. The planets have FTL inhibitors if they have strongholds on them. It can make war a slog when you have to bomb down and invade places so you can move freely! And still no answer for if you can see which systems are the targets of a federation war. Man the new war thing really is a bit of an arse, I like it being totally clear what war has been declared for. In a perfect world your allies would actually go for the things they've declared war to grab but they don't so it's up to me to just randomly grab stuff until I find out what's meant to be grabbed! Taear fucked around with this message at 10:08 on Mar 4, 2018 |
# ? Mar 4, 2018 10:03 |
OwlFancier posted:Eh, no plasma would probably work better, torpedoes are good against armour but they can't alpha strike it either. You just want maximum damage to hull because the thing is mostly hull, and plasma is very good against both armour and hull. Torpedoes are mostly good at bypassing shields which it doesn't have. yes, i think torpedoes are probably the way to go because they are effectively corvette-mounted L slot weapons, which means you can maintain a dual advantage over the devourer GotLag posted:Jump drive cooldown display when? weapon range is also important for how the ship interprets its combat behavior; if you want a ship to hang way back, it can't be using medium or small weapons. this means, unintuitively, that the best carrier set up doesn't actually hang back at all; carrier cruisers with M and S weapons and a picket behavior will hang out close to the battle, but between the swarm and the line most of the time. artillery-type ships with large weapons are going to be the biggest threat to a cruiser no matter where it is on the field while small weapons are not such a concern, so this seems to be a good position to maximize strike craft uptime and let your PD intercept missiles headed for the line and artillery. strike craft do kinda suck unfortunately, but you also get PD in the bargain, which actually seems quite effective now. in general, the computers seem to nudge the AI into grouping into 4 different positions in the battle, swarm -> picket -> line -> artillery, but their weapon ranges must be suited for the role the computer is intended to play or they will charge in close.
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# ? Mar 4, 2018 10:03 |
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I've been warned away from using cruisers due to them not being particularly cost-effective; will Destroyers with small weapons hovering around the "line" engagement range still contribute to the fight? Or should I just spec them as "artillery" destroyers + 1 medium weapon and leave the point defense to the corvettes?
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# ? Mar 4, 2018 11:25 |
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Magil Zeal posted:There seems to be a difference in behavior between say swarm and artillery, artillery will sort of sit still and fire while swam will circle the enemy. However the artillery computer's range bonus doesn't work so it's bad, and it probably hurts the behavior there. Yeah, you still want Artillery on anything with X- or T-size guns, since those can only fire on ships they're facing directly, so you want to keep as far from the field as possible. Swarm does its best to gently caress up large guns, while Line will set up at medium range and focus on anything trying to make a move for your Artillery backline. Picket also gets all up in the enemies face, but tries to screen the Line, as well.
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# ? Mar 4, 2018 11:33 |
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I find it extremely weird that destroyers don't have any missile slots at all.
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# ? Mar 4, 2018 11:34 |
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toasterwarrior posted:I've been warned away from using cruisers due to them not being particularly cost-effective; will Destroyers with small weapons hovering around the "line" engagement range still contribute to the fight? Or should I just spec them as "artillery" destroyers + 1 medium weapon and leave the point defense to the corvettes? I've had mediocre results with line destroyers. I tried it for a while but I found that in large engagements they tended to evaporate very quickly without contributing much. I was fighting the Contingency so I ended up swapping out for line cruisers instead and they were meaty enough that my reinforcement costs went way down. A full corvette swarm would probably have been even better but I just didn't feel like designing new models and fiddling with the fleet manager to add them all.
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# ? Mar 4, 2018 11:39 |
So. Weird game. One side of my galaxy, literally split down the middle, is full of peaceful Federation Builders and Erudite Explorers and so on, who have blobbed up into a Federation since pretty early. The other side of the galaxy is filled with Hegemonic Imperialists, Fanatic Purifiers and Slaving Despots and other mean types. It's... kind of odd?
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# ? Mar 4, 2018 11:58 |
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Zulily Zoetrope posted:Yeah, you still want Artillery on anything with X- or T-size guns, since those can only fire on ships they're facing directly, so you want to keep as far from the field as possible. Swarm does its best to gently caress up large guns, while Line will set up at medium range and focus on anything trying to make a move for your Artillery backline. Picket also gets all up in the enemies face, but tries to screen the Line, as well. Picket also comes with a hefty tracking bonus which makes it very good for larger ships being used to take out smaller craft. You may also consider that if you have the No Retreat doctrine available, larger craft will likely be better for you, because No Retreat will lead to abhorrent losses with corvettes, but on big ships you will probably benefit more from the fire rate improvement.
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# ? Mar 4, 2018 12:08 |
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Fleet manager seems to work on ship names, so if you overwrite a corvette with a destroyer design you can go massively over the fleet limit and if you try to reduce the number of ships you end up at -10/20 or something. Is this due to the fix that means retrofitting ships are considered the same in fleets?
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# ? Mar 4, 2018 12:09 |
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Wolpertinger posted:So I was thinking - why is armageddon bombing so horrible that only a purifier can do it, meanwhile even a pacifist empire can whip up a planet cracker or neutron beams? Plus, in a game where expansion is punished, xeno pops are a liability and you invade more to limit the enemy than take new territory, all but the most friendly of empires are pretty much encouraged to crack (or shield) enemy planets to deny them from your enemy instead of increase your unity/research costs, it's suddenly the most effective for everyone to behave in a purifier-ish manner, and using armies in general just seems like a really awful idea and a waste of time over just erasing planets/pops. What the game does do is punish rapid expansion without development but there is no mechanical downside and a lot of mechanical upsides to slow, steady expansion. Stealing already developed planets combines the upsides of slow steady expansion with the speed of rapid expansion at the cost of rebellious pops and ship death.
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# ? Mar 4, 2018 12:10 |
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So I was looking over the AI Personalities, and noticed that Determined Exterminators no longer have border friction, but do have a whopping +200 opinion towards other Exterminators. I've now set up a game where I'm all buddy-buddy with my fellow Exterminators in the Synthetic Defense League in our half of the galaxy. The other half of the galaxy is filled with filthy organics and biophiles, some wishy-washy Machine Intelligences, and a single noble Exterminator too far away to join our federation. It's kinda fun, really. edit: The last Exterminator asked to join up, sending the following message: "Allow us to federate with you, NEX, and together we shall exterminate the biomass that pollutes this galaxy" Sure thing buddies, welcome aboard. Caustic Soda fucked around with this message at 13:10 on Mar 4, 2018 |
# ? Mar 4, 2018 12:32 |
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I think my next run will by Gaia dudes pushing for Habitats, Ringworlds, and Colossi. All other planets suck, blow them up for parts.
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# ? Mar 4, 2018 12:45 |
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Maybe I'm just really dumb on the ethics and expectations of bug reporting but I find the 100 character limit for bug reports really infuriating. So much so I'm expecting to be banned for posting it as a normal thread: https://forum.paradoxplaza.com/foru...mplate.1075385/ That error message made me far more angrier than I'd like.
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# ? Mar 4, 2018 13:19 |
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Strudel Man posted:There is something seeeeriously messed up with army leader experience. I've taken half a dozen planets with my general and they're still sitting at 53/200 experience to go up to level 2. Yeah, generals get about 10 XP per conquered planet, which is crazy given how many troops seem to die in Somme-like meatgrinders whenever I invade anywhere.
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# ? Mar 4, 2018 13:29 |
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I've got a Xenophobe fallen empire that's awakened but they're not attacking anyone. They pushed out to their "natural borders" and now are just sat there. They border some inferior slaving turkeys and a fallen empire that's just had their heads kicked in by some spiritual pigs (fallen empires now only have 100k of troops, not too hard). I don't understand why they aren't attacking!
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# ? Mar 4, 2018 13:34 |
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# ? Apr 28, 2024 04:56 |
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I think there should be an 'invasion' war policy thst lets you mod how your armies attack a planet. Right now there still isn't much point in having more than one army since even with combat width slowing down invasions it still takes only amonth or two to conquer most planets. I'd like an option to 'siege' planets: land my guys and leave them there for half a year or more. Armies would deal less much less damage and have a higher chance of disengaging, so you probably wouldn't lose any armies in each invasion but they would each take upwards of a year or more. This would encourage multiple armies with multiple generals. Right now you only need 1 army with (combat width + expected casulaties) troops.
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# ? Mar 4, 2018 13:45 |