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Tomn posted:The key is that you don't HAVE to build every fleet up to its full command limit - doing so is likely overkill and reduces flexibility since you only have the one roving hammer while your enemies stream past you with weaker fleets to gently caress up your rear areas. This advice falls apart when fighting an FE though, because you will absolutely need every ship you can muster and your admirals will emergency FTL if their individual fleets get reduced too much, while the FE fleet refocuses on the remaining ships. I had three capped fleets with a deliberate armor+pd choice against a kinetic FE (they're usually kinetic or energy focused) and it was close.
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# ? Mar 4, 2018 22:41 |
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# ? Apr 26, 2024 09:28 |
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Well it was a good run, but I'm going to have to throw in the towel on my first game. It started out pretty well; I claimed a good homeland by putting down bases in key chokepoints, and my fleet was strong enough to make any of my fleshy neighbors think twice about messing with me. I even managed to get over half the races to like me, despite my desire to (eventually) assimilate everyone. It all fell apart shortly before the Contingency showed up. One of the FEs awakened into conquerors, then the FE caretakers went berserk (though thankfully they were next to the conquerors, so they got smacked down). Then the Contingency rolled in with 130k fleets, and while I held them out of my space for a little while, eventually they started shooting out the star fortresses from under me. I did finally find a ship design that could punch up enough to take a bite out of their roaming fleets, but by then it was too late. Even if I had the income to support the number of fleets I needed, by that point they had spread through over half the galaxy and there was no one left who was even a speedbump to them.
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# ? Mar 4, 2018 22:43 |
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TalonDemonKing posted:Is it just me or is there no real purpose to having more than 1 governor, 1 general, and 1 admiral? One governor takes care of all your core systems, 1 general for your attacking army, and 1 admiral for your 1 fleet (I never seem to any more capacity than my fleet size that wouldn't be a smidge of corvets or something useless.) Invest in Anchorages. Having two fleets near max capacity is really good.
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# ? Mar 4, 2018 22:50 |
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Is a fallen empire waking up considered a endgame crisis?
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# ? Mar 4, 2018 22:51 |
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Devourer trip report: Pickets don't do anything against it's missiles so don't bother with them. 60 corvetters with torp/plasma got it to half health or so, but refitting them to be all plasma seemed to do nothing. Guess I need to, uh, get 100 of them or so.
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# ? Mar 4, 2018 22:54 |
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Dongattack posted:Is a fallen empire waking up considered a endgame crisis? I'd consider it a late mid-game crisis since it shakes up the balance of power in the galaxy but isn't a galaxy ending threat.
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# ? Mar 4, 2018 22:57 |
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GorfZaplen posted:I'd consider it a late mid-game crisis since it shakes up the balance of power in the galaxy but isn't a galaxy ending threat. Ah okay, mine is running late and i'm excited to see what it is.
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# ? Mar 4, 2018 22:58 |
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Dongattack posted:Is a fallen empire waking up considered a endgame crisis? Midgame-ish. They'll have 100-150k in fleet power, and it will be in special FE-only ships that outperform normal vessels. They typically awaken when your fleets are big enough to fight them, though, and they replace ships slowly.
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# ? Mar 4, 2018 23:00 |
GunnerJ posted:Nothing particularly optimal. Sedentary is pretty much a freebie for your biotrophies, though, because you really don't need to move them around much. I usually phase out the robots on my home planet over time and let the biotrophies take over while my robots are working the highest slot planet I can find because they have infinite habitability. Slow breeders is vaguely an issue, but I haven't noticed a problem with it, really. Once you get higher tiers of terraforming you can pick another high slot planet and turn it into paradise for your beta males to run around awkwardly on, so hitting 40% is rarely an issue. Sedentary on your biotrophies is much less of a deal than bulky on your robutts.
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# ? Mar 4, 2018 23:02 |
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The Deleter posted:So I'm working on a thing. It's essentially Rogue Servitors but as xenophiles and you can be the Collector dude from Marvel. Put Howard the Duck in a glass case and have your people stare at him. I have other ideas around this civic but I want it to essentially be a way to do something cool with being a Xenophile. Still some kinks to work out as I've only got a core concept and an icon in the game that does nothing. I made you an icon:
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# ? Mar 4, 2018 23:06 |
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Does anyone else feel combat speed is way too fast? I don't think artillery ships or long range starbases are possible right now. The enemy fleet just has to tank one shot before they're in engagement range with their superior shorter range weapons.
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# ? Mar 4, 2018 23:09 |
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Reveilled posted:I made you an icon: That's incredible. Mind if I use it? I was thinking of a cage or something but stamps is way more appropriate.
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# ? Mar 4, 2018 23:13 |
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Reveilled posted:I made you an icon: VVVV hobbesmaster fucked around with this message at 23:20 on Mar 4, 2018 |
# ? Mar 4, 2018 23:14 |
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Hahaha, if you use the Planet Cracker on Earth (even if it generated as a tomb world), there's a chance of a "Hyperspace Bypass" wormhole spawning with one opening in Sol
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# ? Mar 4, 2018 23:19 |
AAAAA! Real Muenster posted:Oh poo poo, yeah, I see it now. I have no way of taking additional systems. Lame. You can make new claims during a war, but they cost x2 or x3 influence depending on whether you are the defender our attacker. Expensive, but sometimes worth it.
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# ? Mar 4, 2018 23:24 |
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Cheers, this helped a lot.
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# ? Mar 4, 2018 23:33 |
Dongattack posted:Ah okay, mine is running late and i'm excited to see what it is. Remember that crises can only spawn once it's been 50 years since the start of the endgame (so 2450 with default slider). FEs can start waking up the moment the endgame starts (and I think the spiritualists can now wake up before that if someone destroys a holy world). Autism Sneaks posted:Hahaha, if you use the Planet Cracker on Earth (even if it generated as a tomb world), there's a chance of a "Hyperspace Bypass" wormhole spawning with one opening in Sol That is incredible
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# ? Mar 4, 2018 23:35 |
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Guilliman posted:Does anyone else feel combat speed is way too fast?
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# ? Mar 4, 2018 23:35 |
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How do I build dyson spheres and sentry arrays? an icon doesn't show up on the star.
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# ? Mar 4, 2018 23:38 |
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Gyshall posted:Sanity check: In 2.0, a multi planet system still counts as a single colonized system, even if you settle all three planets, correct?
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# ? Mar 4, 2018 23:39 |
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Baron Porkface posted:How do I build dyson spheres and sentry arrays? an icon doesn't show up on the star.
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# ? Mar 4, 2018 23:40 |
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Fellblade posted:This sounds totally great, basically you get to be the fallen empire that collects pops. I want this so bad right now.
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# ? Mar 4, 2018 23:40 |
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Baron Porkface posted:How do I build dyson spheres and sentry arrays? an icon doesn't show up on the star. Are you already building or restoring a galactic wonder elsewhere?
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# ? Mar 4, 2018 23:41 |
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In my current game as psychic space plants, I got a shroud event where the entity just said "LEAVE." Naturally I didn't, and my dice roll failed so it sent a corrupt avatar into one of my back systems. A problem because my fleet and freebie avatar were on the other side of the galaxy, having just killed the Stellarite Devourer. Then I realized it didn't just spawn in a backsystem, it spawned in the system with the Artisan Troupe station. And my starbase was a defenseless art installation / anchorage. Oh poo poo. The avatar steamrolls my station and then heads for the artisan enclave. Turns out the artisan station is packing an X-class arc emitter with 100% shield and armor penetration. They completely loving annihilated it. poo poo, they probably enjoyed the fireworks.
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# ? Mar 4, 2018 23:52 |
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The Deleter posted:That's incredible. Mind if I use it? I was thinking of a cage or something but stamps is way more appropriate. Absolutely! Just make sure you finish the mod so I can play it.
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# ? Mar 4, 2018 23:56 |
The Deleter posted:So I'm working on a thing. It's essentially Rogue Servitors but as xenophiles and you can be the Collector dude from Marvel. Put Howard the Duck in a glass case and have your people stare at him. I have other ideas around this civic but I want it to essentially be a way to do something cool with being a Xenophile. Still some kinks to work out as I've only got a core concept and an icon in the game that does nothing. xenophile/authoritarian, maybe? it should definitely conflict with egalitarian
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# ? Mar 5, 2018 00:00 |
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AAAAA! Real Muenster posted:Question: What happens to an empire's systems if you take all of their planets? From the Sol System, right? these guys were the all stars of the very first game of Stellaris I ever played. I was messing about with an ultra friendly super sciencey race and I found the Sol tomb world on the other side of the galaxy and those guys were on it, so I built an outpost and uplifted them. And then some fanatic purifiers blindsided me and conquered basically every one of my original planets, leaving me with a tomb world full of uplifted bugs. As emergent stories go, it was pretty awesome. A bunch of only just raised to sentience bugs left alone after their uplifters just vanish one day. They had the prole trait, so they were awful at science, but awesome at building, so they build a fleet and go flying back towards where their buddies are. There's a slaver empire in the way though, so they have to smash through them by flying fleet after fleet after fleet of crappy ships, till the slavers are just overwhelmed. Maybe the slavers are the reason the uplifters vanished? the slavers get purged, just in case. So does a despotic empire and a one planet sized purifier civilisation who picked the worst time to make the trip to the stars. Finally the Roachoids make it back to the uplifters home system, obliterating the original fanatic purifiers fleet in a battle where the purifiers are outnumbered five to one and the planet is liberated! The Roachoids finally get to meet their uplifters face to face, all two of the pops that hadn't been purged yet. The Roachoids mass migrate to their new homeworld to guard their uplifters. Of course, by this point the threat they've built up means that all the neighbouring races are starting to build up, so it was time or the Roachoids to rally their own fleets again...
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# ? Mar 5, 2018 00:00 |
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I wish this game had weapons that were terrible at space combat, but really amazing at orbital bombardment.
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# ? Mar 5, 2018 00:07 |
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Guilliman posted:Does anyone else feel combat speed is way too fast? Yes it's way too fast. If you watch combat at normal game speed everything is zipping around like crazy. Ships turn, accelerate and move far too fast in combat (and weirdly, seem to have proper acceleration curves and turning speeds outside of combat).
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# ? Mar 5, 2018 00:18 |
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Anyone have any tips for maximizing the fleet power of your Citadels? I'm looking at the last achievement I could pull off in this current game - Citadel over 40K fleet power. I'm stuck at around 36K with endgame technology levels, though, so I'm really not sure how this is going to work unless I spend a truly inordinate amount of time researching repeatable technologies.
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# ? Mar 5, 2018 00:22 |
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DatonKallandor posted:Yes it's way too fast. If you watch combat at normal game speed everything is zipping around like crazy. Ships turn, accelerate and move far too fast in combat (and weirdly, seem to have proper acceleration curves and turning speeds outside of combat). I was wondering if they sped up combat in 2.0 or if I was imagining it. Turning the speed down to slowest looks more like how it should be.
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# ? Mar 5, 2018 00:22 |
Space Skeleton posted:I was wondering if they sped up combat in 2.0 or if I was imagining it. Turning the speed down to slowest looks more like how it should be. Likewise.
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# ? Mar 5, 2018 00:25 |
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Did they fix the thing from pre 2.0 where if you get Star Charts in a trade, the anomalies and researchies were unavailable?
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# ? Mar 5, 2018 00:36 |
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The ships flying around is cool but also makes it hard to see what my fleet strength is
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# ? Mar 5, 2018 00:37 |
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Xenaero posted:Did they fix the thing from pre 2.0 where if you get Star Charts in a trade, the anomalies and researchies were unavailable? Star charts are gone entirely, instead you trade for communications with other empires
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# ? Mar 5, 2018 00:38 |
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GorfZaplen posted:Star charts are gone entirely, instead you trade for communications with other empires Oh my goodness. I haven't yet found another empire for my Radishes to even talk to yet since I'm still super early game but the anomalies brought that to mind. Kinda missed getting intel from all over the galaxy if I threw in some sweeteners. I may have miscalculated by trying out Lifeseeded on top of all these other changes 2.0 brought in. We'll see how it works out. I kinda love the outposts and PARALLEL BUILDING SHIPYARDS (gone are the days of 8 hotkeys for starbases). So far I'm very cool with hyperlanes being forced, I can (so far) easily plot choke points and setups if I get stormed. Noticed that Strongholds provide defensive armies, so I assume you can't recruit and stack a million defensive armies anymore?
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# ? Mar 5, 2018 00:41 |
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Admiral Joeslop posted:
If you're still taking submissions, here's one: code:
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# ? Mar 5, 2018 00:59 |
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ulmont posted:Anyone have any tips for maximizing the fleet power of your Citadels? I'm looking at the last achievement I could pull off in this current game - Citadel over 40K fleet power. I'm stuck at around 36K with endgame technology levels, though, so I'm really not sure how this is going to work unless I spend a truly inordinate amount of time researching repeatable technologies. What kind of gear is it running? I think guided weapons give the most fleet power per slot, and that 8 defense platforms contribute more than one ion cannon. Outside of that, there's an ascendancy perk that lets you build more defense platforms, and if you're not a pacifist, adopting pacifism will change one of the Supremacy traditions to buff them.
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# ? Mar 5, 2018 01:08 |
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Or just keep repeating techs that upgrade weapons/armor/defense platforms/etc I am continuing progress towards figuring out how to purge my homeworld after moving to a ring so I can crack EVERY inhabitable planet.
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# ? Mar 5, 2018 01:16 |
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# ? Apr 26, 2024 09:28 |
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Is there a hotkey to upgrade all on a defense platform? Better, add a hotkey to upgrade all on all starbases
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# ? Mar 5, 2018 01:55 |