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AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

Staltran posted:

I thought shields regenerated during combat, but apparently not? Did they change that or do I just remember wrong? I could have sworn I've seen it happen...

If it behaves like armor and hull repair, it only starts regenerating after ~8-10 days of not taking damage. I don't know if that is the case though. I seem to recall modding an item to massively increase shield regen way back in the early days to test this, and it didn't actually do anything much until combat was over.

Can't really find anything in the defines that tells either. Stations start repairing after 10 days of not being damaged, shields regenerate 5 times faster out of combat than in combat, but nothing else explaining delays in repairs and shield regens.

AG3 fucked around with this message at 21:06 on Apr 3, 2019

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Warmachine
Jan 30, 2012



AAAAA! Real Muenster posted:

I've been on an Authoritarian/Spiritualist/Xenophobe with Byzantine Bureaucracy and Police State kick lately and even if it is not optimal I really enjoy it and seem to be doing well with it.

I've been playing my most recent game as Authoritarian/Spiritualist/Xenophile instead, with Byzantine, Feudal Society, and Imperial Cult. It's been fun uniting the galaxy in a Holy Federation under the God-Empress. And if you don't bend the knee, you can always be forcibly subsumed as a vassal state. It's for your own good, you know. (It's me, I'm the Fallen Empire)

The early game was rough because I had four militarists in my neighborhood, and I basically had to fight the same enemies every 10 years, and the wars always seemed to be less than stellar for me. I managed to form a Federation early with one of them which gave me some breathing room, but it wasn't until after a particularly nasty one that I decided that the smart play was to just switch to a tech rush and try and out-research them.

That worked far better than I expected, and the next war after I started that path went much better for my side. I had to retool the federation when my militarist partner started beefing with the pacifist partner (sorry pacifist guy, you're a vassal now!), but other than that, it was a pretty easy time. I now have 3 partners in my federation, two vassals, and after I wrap up this latest war, I'll be trying to add a third vassal out of the large but failing empire on the trailing edge of my space.

I also am trying a Team America experiment and funding an AI rebellion. I don't particularly like their former masters either, so I sent them a nice gift package of energy credits, alloys, and minerals to help make their rebellion successful. Call it "Operation Mujaheddin."

I should mention that I'm playing with GAI on, and I'm curious as to how much that is affecting the AI's competence. It certainly seems far more aggressive, and appears to be fielding competent fleets even deep into the endgame. One of the major battles was between three of my 40k+ fleets against a 100k deathball that one of the non-FE AI's had. A Federation deathball, but still. I've never seen an AI federation that competent in my previous three games.

binge crotching
Apr 2, 2010

ZypherIM posted:

Rough rule of thumb is your alien/event techs are much better than t2 weapons, and usually on-par or maybe a tad worse than t3 while being a bit cheaper than t3.

Yeah, I know that. It would still be interesting to see how they compare against different defenses though.

Thinking about it, what I really want is a spreadsheet that has 3 drop downs for each of the 3 weapon slots so I can choose what weapons I'm testing with. It would have a fourth drop down to choose no ethos / militarist / fanatic miltarist, and then 3 drop downs for the target to choose whether each slot has shields/armor/hull plating, and an option for no tech / +100 hull / +200 hull.

If I knew the first drat thing about making a spreadsheet I would do it, but I've never been able to make anything more complex than a super basic one.

Epicurius
Apr 10, 2010
College Slice
About naval cap, I seem to remember that in the past, if you were over naval capacity, ship losses would do pretty horrible things to your war exhaustion. Was I imagining this? If not, is it still teue?

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
Speaking of naval chat, are hangars still terrible? Because I'd really like to use them but in past iterations of the game they've been worthless.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Fojar38 posted:

Speaking of naval chat, are hangars still terrible? Because I'd really like to use them but in past iterations of the game they've been worthless.

Hangars are pretty good, and my go-top pick for defense platforms since they're both fairly strong and inflate fleet power (station itself packs guns, though.)

The "issue" with strikecraft currently is that while their damage output is solid, since it comes in small discrete packages it increases the chance of enemy ships disengaging (each hit below their retreat HP threshold giving them a roll to withdraw). So they're relatively good at winning battles, but poor at actually eliminating enemy ships.

Conspiratiorist fucked around with this message at 22:21 on Apr 3, 2019

Staltran
Jan 3, 2013

Fallen Rib

Epicurius posted:

About naval cap, I seem to remember that in the past, if you were over naval capacity, ship losses would do pretty horrible things to your war exhaustion. Was I imagining this? If not, is it still teue?

War exhaustion from losing ships is scaled to your naval cap. But that doesn't quite mean being over the cap makes ship losses give lots of WE, but rather having a low naval cap does that. Pretty sure losing 10 corvettes when initially at 30/20 cap or initially at 20/20 cap gives the same WE.

Xerxes17
Feb 17, 2011

binge crotching posted:

Can you toss the Tiyanki weapon on there too? With the research bonus you get for completing the special project I tend to get it about the same time I'd be picking up t2 mass drivers anyway.

Done! It appears that the ES is a really solid option if you combine them with lasers. They don't have any penalty to hull, so at T2 they are an excellent choice. I also added in the NVB while I was at it and it delivers similar shield-killing as an AC, but doesn't deliver much A or H damage.


PittTheElder posted:

Your abbreviated forms for the weapon loadouts make the table needlessly difficult to read.
....

As I'm putting this into a spreadsheet, I'm trying to be character efficient. As to the combination standardization, I'm trying to keep to the pattern of Shield/Armor/Special.


ZypherIM posted:

Keep in mind that you'll want to up the hull on corvettes (and other sizes) as you're moving up the tech tree (https://turanar.github.io/stellaris...ee/vanilla/#top). Tier 1 tech for +100 hull, rare t2 tech for another +100 (could roughly say you'd get it during t3 weapon techs). These techs are super good, because your costs don't change (like they do for improved armor/shields).
....

Oh yes, I used to skimp on them a bit, but now that i see that the biggest things is simply chewing through hull, I'm going to be going for them in the future. I've skipped it for now, but I hope to add it in later.


Aethernet posted:

You missed out one of my favourite designs: missile plus MD. The math for it for the default arrangement is:

TTDS (MD only) 33.67s
TTDA (M only) 14.92s
Damage applied to hull by missile only while MD kills shields: 78.35
Remaining hull: 221.65
TTDH: 35.98
TTK: 69.65s

Of course, missile DPS is slightly random given its low rate of fire, but on raw numbers alone this is the strongest T1 arrangement. Easy to hard counter, of course.

I skipped missiles for now as I'd have to do them each by hand as I don't have the math chops to setup an equation that would do them for me.


binge crotching posted:

Yeah, I know that. It would still be interesting to see how they compare against different defenses though.

Thinking about it, what I really want is a spreadsheet that has 3 drop downs for each of the 3 weapon slots so I can choose what weapons I'm testing with. It would have a fourth drop down to choose no ethos / militarist / fanatic miltarist, and then 3 drop downs for the target to choose whether each slot has shields/armor/hull plating, and an option for no tech / +100 hull / +200 hull.

If I knew the first drat thing about making a spreadsheet I would do it, but I've never been able to make anything more complex than a super basic one.

:(:respek::( same here buddy.

Ak Gara
Jul 29, 2005

That's just the way he rolls.
Is there a command or save game edit to skip ahead in time, I set the end at 2500 and that's aaaaages away! This run is pretty much done, just waiting for the end.

Warmachine
Jan 30, 2012



This war has become a long and dumb affair. The ridiculous number of claims in play is preventing the other side from surrendering, and I'm honestly not convinced the AI has to play by the same rules regarding war exhaustion and a forced peace after two years at 100%. It's become a lot of busy work sending my fleets around the galaxy to push back small incursions, send them home to refit, and then do it all over again. It's 2415, and this is very 2399.

I've got bigger fish to fry than fighting empires half a galaxy away because the two smallest members of our respective federations are beefing. Myself and the opposing large AI empire have positive relations despite the war.

(Also the drat combat AI keeps breaking and letting my fleets sit there and get pounded to dust because they won't fire back :argh:)

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
You can never be forced to surrender, the forced peace mechanic is just for status quo.

Just take the goddamn status quo peace.

Staltran
Jan 3, 2013

Fallen Rib
Assimilation fixed, hive/machine worlds keep rare resource deposits

quote:

#################################################################
######################### VERSION 2.2.7 ###########################
#################################################################

###################
# UI
###################

* Fixed species ethics wrongly displaying the same for all empires in the empire selection screen

###################
# Bugfixes
###################

* Fixed assimilation
* Fixed Machine and Hive world terraforming removing rare deposit types
* Fixed crash in tech progress tooltip while in observer mode
* Crashfix when invalid leaders are left in a country's leader pool
* Fixed broken localization for crisis purge jobs in non-English languages

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Staltran posted:

Assimilation fixed, hive/machine worlds keep rare resource deposits

loving FINALLY

Autism Sneaks
Nov 21, 2016

Staltran posted:

Assimilation fixed, hive/machine worlds keep rare resource deposits

oh ffs, I was wondering why as soon as I tried synth-esizing all the errant pops in my empire my economy went to poo poo and stayed there

SettingSun
Aug 10, 2013

Yes! Time to assimilate all the organics!

Warmachine
Jan 30, 2012



Jabor posted:

You can never be forced to surrender, the forced peace mechanic is just for status quo.

Just take the goddamn status quo peace.

I would if I could. Unfortunately I'm not one of the primary belligerents. I got dragged into the conflict because of my federation partners got declared on. So I have no say on how the peace talks go (which, for the record, is dumb. I'm the only thing keeping them from being rolled over, and as federation president I should probably get a say in the negotiations).

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Can you leave a federation mid war?

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Federations, not even once.

Weebus
Feb 26, 2017
Not sure if this should be spoilered but whatever. I just had an amazing event chain which culminated in all my humans becoming brilliant tentacle monsters :stare: Can you still manually assign pops to researcher jobs?

Boksi
Jan 11, 2016

Weebus posted:

Not sure if this should be spoilered but whatever. I just had an amazing event chain which culminated in all my humans becoming brilliant tentacle monsters :stare: Can you still manually assign pops to researcher jobs?

If it's the event chain I'm thinking of, that isn't the end, not by a long shot. What was, will be.

And no, you can't manually assign individual pops to jobs anymore.

Weebus
Feb 26, 2017

Boksi posted:

If it's the event chain I'm thinking of, that isn't the end, not by a long shot. What was, will be.

And no, you can't manually assign individual pops to jobs anymore.

Well that's a bummer. Also yeah, just finished building the omega alignment and there's definitely more to this event than I thought. Can't wait to summon the cosmic serpent to earth, there's no way this can go wrong :shepface:

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Weebus posted:

Well that's a bummer. Also yeah, just finished building the omega alignment and there's definitely more to this event than I thought. Can't wait to summon the cosmic serpent to earth, there's no way this can go wrong :shepface:

What was will be.

How are u
May 19, 2005

by Azathoth
We love The Worm and The Worm loves us.

Warmachine
Jan 30, 2012



AAAAA! Real Muenster posted:

Federations, not even once.

It worked great in the beginning. Federation fleets and the alliances made it possible for me to stay alive in the early game. The thing is, I think I need to break them by the late game to avoid getting sucked into dumb poo poo, and just use vassals and tributaries to increase my power.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Warmachine posted:

It worked great in the beginning. Federation fleets and the alliances made it possible for me to stay alive in the early game. The thing is, I think I need to break them by the late game to avoid getting sucked into dumb poo poo, and just use vassals and tributaries to increase my power.
I've said this before, but there needs to be an "end this or I'm out" communique for allies in a war you've been sucked into.

Xerxes17
Feb 17, 2011

I unlocked my 3rd civic and added warrior culture to my distinguished admiralty and citizen service empire.

Holy gently caress that is an absolute mega-pile of fleet cap :staredog:

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





My ongoing Warrior Culture game, fighting against the Radishers (a terrifying devouring swarm), took a turn for the better last night.

The Radishers managed to piss off the fallen empire on their borders. The FE declared war on the exact same day I finished up Wormhole Stabilization. At last, I could fight back against the swarm, and I had an unexpected ally to boot.

I declared war and got my closest ally, a Fanatical Befriender AI, to join with me. I took my army transports and my biggest fleet, and set them to follow the FE fleet around. The FE wasn't conquering planets. They didn't even bring troops. They just flew about, assaulting starbases and smashing Radisher fleets.

I gleefully followed them around for some time, conquering planets in their wake. Then I managed to jump ahead of them and seize the Radisher homeworld and system all for myself.

I immediately fortified, transferred as many radisher pops out as possible, and settled in to hold on for dear life.

But then something amazing happened: the FE went off on a weird path and cut the Radisher's empire in half. And all their fleets were in the other half. I now had free reign to conquer fully half of the Radisher empire.

Which I did. Including Fen Habbanis.

The war ended in a status quo in about 2305. Half the Radisher territory is now my territory. Their fleets are still Superior to mine, but their economy has been crippled. I salvaged enough of their tech to move up a full tier in my research.

Sadly, the Radishers, who were unable to get through me and the FE, turned their eye towards my Fanatical Befriender allies, and destroyed them utterly.

Xerxes17 posted:

I unlocked my 3rd civic and added warrior culture to my distinguished admiralty and citizen service empire.

Holy gently caress that is an absolute mega-pile of fleet cap :staredog:

It's really good.

I throw at least one Holo-theater on every planet, and most also have a Fortress. Who needs anchorages? My fleet cap is just under 500 in the year 2305(and I'm only using about 300 of that).

Honestly the hard part is having enough energy to pay for that fleet. I've had poo poo luck with energy districts this game so far. Most of my planets have no more than 3, but one of the ones I just conquered has around 20!

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Separate post so it doesn't get lost:

What jobs can robots (just plain bots, not droids) work? Is it just mines and farms?

RBA-Wintrow
Nov 4, 2009


Clapping Larry

Aethernet posted:

Pacifists shouldn't start with any weapons, and it's kind of weird that they do.




The Kzinti lesson is, "a reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive."

If you can engineer a stardrive, you can make a weapon.

Xerxes17
Feb 17, 2011

I just found a problem. If you have pops that are cybernetic, if you add erudite you don't get the leader bonus from it, only from cybernetic.

Staltran
Jan 3, 2013

Fallen Rib

Xerxes17 posted:

I just found a problem. If you have pops that are cybernetic, if you add erudite you don't get the leader bonus from it, only from cybernetic.

Pretty sure that's working as designed.

binge crotching
Apr 2, 2010

Staltran posted:

Pretty sure that's working as designed.

It is. In the past it was possible to get all 3 leader traits, but a couple of versions back they were changed to be exclusive.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
I think one of the big problem with federations - one of the big problems with diplomacy period in game - is that you can't actually effect how other empires think about each other. You can't stop wars, can't bring other empires together at peace summits, can't try to push ethics or empower other political parties, none of that. You're limited to purely giving or receiving poo poo on a 1:1 basis. So federations are hosed because you have no levers at all with which to control or nudge your allies into certain directions.

Ak Gara
Jul 29, 2005

That's just the way he rolls.

RBA-Wintrow posted:



The Kzinti lesson is, "a reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive."

If you can engineer a stardrive, you can make a weapon.

Great now I want an Orion Drive mod (+ Project Pluto)

Always love reading that story :)

Warmachine
Jan 30, 2012



ProfessorCirno posted:

I think one of the big problem with federations - one of the big problems with diplomacy period in game - is that you can't actually effect how other empires think about each other. You can't stop wars, can't bring other empires together at peace summits, can't try to push ethics or empower other political parties, none of that. You're limited to purely giving or receiving poo poo on a 1:1 basis. So federations are hosed because you have no levers at all with which to control or nudge your allies into certain directions.

Which is why I think the next expansion NEEDS to be a diplomacy one. Let me loving play Space UN. I can already play Space Amazon, Space Nazi, and Space Egyptians.

Baronjutter
Dec 31, 2007

"Tiny Trains"

ConfusedUs posted:

Separate post so it doesn't get lost:

What jobs can robots (just plain bots, not droids) work? Is it just mines and farms?

Correct. Droids unlocks most of the rest

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


RBA-Wintrow posted:



The Kzinti lesson is, "a reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive."

If you can engineer a stardrive, you can make a weapon.

What makes a drive desirable is specific impulse, and that's best achieved with an ion drive or by accelerating a large amount of interstellar medium a small amount.

Angel's Pencil's laser momentum drive is a neat thought experiment, but there are better ways to get thrust than building the biggest possible laser.

Let's assume you can get 80% wall-plug efficiency out of your reactor-to-drive stack, which is pretty close the realm of possibility for some of the fancy new lasers. Light has momentum and it's going away from your ship so your drive (your laser) has an impulse.

Let's also assume that Lockheed comes through for us and builds that high-beta reactor, which is much further outside the ream of possibility, so you have 100 megawatts to play with. You lose 20 to inefficiencies, so 80 comes out as light. You built a blue laser, because it looks cool, but this doesn't really matter because:

The energy of a photon is h*c/lamda and the momentum of a photon is h/lambda, from which we can see that dP=E/C. Your 80 megawatt laser puts out .2669 millinewtons of force.

That's about 1/75 the thrust of NASA's NSTAR ion thruster test. The NSTAR test took just under 2 and a half kilowatts of power. That's literally, not hyperbolically, 32000 times less power for 75 times more thrust. It is my considered opinion that you should put 9 more ion thrusters on the back of your ship.

You don't push your ship with a laser unless you have a reason for having a laser other than pushing your ship. Luckily for the crew of Angel's Pencil, their ship was built by crazy people.

wiegieman fucked around with this message at 04:03 on Apr 5, 2019

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
What were the recommended years for mid and late game? 2300 and 2350?

And I looked at the demographics of my Empire, and realized that humans were only a fraction of the population, it was almost entirely made up of refugees and their descendants, and the descendants of humans that got bare with aliens.

I guess this it what happens when you are fantatical xenophile and egalitarian.

Oh all my recently presidents have been Robits.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



RBA-Wintrow posted:



The Kzinti lesson is, "a reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive."

If you can engineer a stardrive, you can make a weapon.
I like how you can clearly see an individual kzin floating in space there, if you know what to look for. I bet he was surprised!

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Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

twistedmentat posted:

And I looked at the demographics of my Empire, and realized that humans were only a fraction of the population, it was almost entirely made up of refugees and their descendants, and the descendants of humans that got bare with aliens.

This is essentially how early human evolution worked so now you know how the Australopithecans felt

It was pleasantly surprising to see after I came back to Stellaris that you can now have an empire based on loving that ISN'T some weirdo's mod

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