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[PC]Stellaris - Page 31

Forum Index > General Games
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Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 26 2017 00:00 GMT
#601
The only thing I would say is that there are end game surprises that can really run you over during your first play through. They exist to keep the end game from being stale, but can be really shocking when they happen.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 26 2017 00:48 GMT
#602
so we went from spamming corvs. to spamming pd destroyers yay. And you can get the pd tech from the pirate base. So a pretty sure thing.

Think developers knew how strong pd is, seeing how AI spams rainbow destroyers. level 1 of each weapon tech and 2 pds. Just wrecked my t4 missiles + swarmers no fun allowed.
Archeon
Profile Joined May 2011
3265 Posts
Last Edited: 2017-09-26 22:42:24
September 26 2017 02:14 GMT
#603
On September 26 2017 09:48 FeyFey wrote:
so we went from spamming corvs. to spamming pd destroyers yay. And you can get the pd tech from the pirate base. So a pretty sure thing.

Think developers knew how strong pd is, seeing how AI spams rainbow destroyers. level 1 of each weapon tech and 2 pds. Just wrecked my t4 missiles + swarmers no fun allowed.

I think PD1 still looses vs small weapons against corvettes in dps.

But yeah, PD1 is already ridiculously OP vs rockets (and destroyers). 1 PD1 nullifies 2.4 rocket1/2 corvettes on average, which means that a single 3 PD destroyer can deal with 7 corvettes without taking damage. Rocket 3 doubles the HP, but even then it's still extremely one-sided.

Swarm is like a t4.5 while PD1 is a t2.5, so rockets would still be screwed midgame even if swarm countered PD. Which doesn't seem to be the case according to your post.

AI has always been spamming PDs, it's just decent now.
If you want to deal with Mass PD destroyer on rocket tech without using PDs, armored Swarm-Carrier-cruiser/BS are probably the way. Pre-Flak-PD is terrible at dealing with any form of strike craft.
low gravity, yes-yes!
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
September 26 2017 05:24 GMT
#604
And you can get the pd tech from the pirate base. So a pretty sure thing.


Some of the civs don't get pirates, not sure exactly which ones. Hivemind no for sure
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Heartland
Profile Blog Joined May 2012
Sweden24601 Posts
September 26 2017 06:50 GMT
#605
On September 26 2017 14:24 Cyro wrote:
Show nested quote +
And you can get the pd tech from the pirate base. So a pretty sure thing.


Some of the civs don't get pirates, not sure exactly which ones. Hivemind no for sure


Robots don't, but there are plenty of other (1k) pirate fleets and stations out there. Half the galaxy seems to be full of them.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2017-09-26 19:55:27
September 26 2017 19:32 GMT
#606
[image loading]

That's a new one, unbidden don't want me to kill their portal so they kicked me out of the system forever
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 26 2017 19:54 GMT
#607
I miss the good old mining drones. I always loved adding their laser. But rather low chance to meet them now.
Silvanel
Profile Blog Joined March 2003
Poland4746 Posts
September 26 2017 21:59 GMT
#608
Yeah i havent played much on new patch (during first playtrough) but space seems kinda empty right now.
Pathetic Greta hater.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 26 2017 22:08 GMT
#609
Are there any good mods that make fleets less of a spam fest? I hate that I have to play a galactic scale RTS in this game. It just make the entire thing a chore.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2017-09-27 15:37:07
September 27 2017 11:28 GMT
#610
What do you want to change about it?

I'd like something to reduce the amount of units in the later game because having hundreds of ships, hundreds of armies makes the game run terribly from the midgame onwards. When you can't even interact with the UI properly because it's eating your clicks on an OC'd current gen intel CPU, something is really fucked up I'm playing only on 800 or smaller size galaxies because of this, the whole game crawling along for the second half on 1000 size is just too awkward to play

also looking into this for next playthrough http://steamcommunity.com/sharedfiles/filedetails/?id=790455347

1.8.1 beta just got released, lots of bugfixes and changes:
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-1-8-1-opt-in-beta-patch-released-checksum-8a3f.1046742/

Devouring swarm got another +5% ship hull, -15% ship cost, +33% naval capacity ;0
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 27 2017 17:10 GMT
#611
On September 27 2017 20:28 Cyro wrote:
What do you want to change about it?

I dislike building one ship at a time or constantly having to manage fleet make ups. I'm a big board game guy and think think this game would be better served by a fleet system that let you manage a set number of fleets made up of different compositions. You are just smooshing one fleet into the other, so just make the tech define size, make up and tactics. I would rather command 4-5 fleets(number does not matter) than a set number of ships that can be split into any number of fleets.

They could use the same combat model and everything. Same ship design. Just make it so you are building fleets, not ships that you blob to make the number get bigger.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2017-09-27 17:11:51
September 27 2017 17:10 GMT
#612
Yeah i agree, it's a common complaint and devs have said that fleet UI / design stuff is a top priority
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2017-09-27 17:18:14
September 27 2017 17:17 GMT
#613
It’s a big fucking abstract board game where we are building. Just make more things abstract and larger in scale. I want to see my ant farm empire and not have to dither around with now many carrier I should build to level out my fleet make up.

Also can we end the MoO call back to having to research ship designs. We are a space faring civilization, building a carrier isn’t something that takes up the entire empire’s R&D department.

Ok Supreme leader, we have two options for research:

A: The a way to mass produce facilities to alter our DNA to remove our flaws and improve our race. This will be installed across our empire.

Or

B: A big space ship filled with tiny space ships with guns. We will also need to do heavy research into the tiny space ships with bomb. I know this is weird, since our big ships already have bombs on them. Trust me, this is really hard stuff.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2017-09-28 09:58:37
September 27 2017 19:00 GMT
#614
We are a space fairing civilization, i don't see any carriers with hyper shields up there~

We're still working on the Colony Ship

"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 28 2017 04:14 GMT
#615
hit the ai crisis. That was a struggle on hard. Corv spam didnt work, but corv spam with tanky cheap cruisers worked xD. Had to use 3 fleets because 2 fleets reached maximum size o.o.

I personally want more fleet management options.

And yeah building a bigger ship needs lots of research. Building those things is no problem, making the production cost effective is the problem.
Just ask the Deathstar guys.

And in Stellaris you research the bigger production facility not the bigger ship.


And performance problems seem to still come from the AI decisionmaking. And that changed a bit for me. A bit slower, but smoother. Not sure I would call it improved.
Laserist
Profile Joined September 2011
Turkey4269 Posts
September 28 2017 10:32 GMT
#616
On September 28 2017 02:10 Plansix wrote:
Show nested quote +
On September 27 2017 20:28 Cyro wrote:
What do you want to change about it?

I dislike building one ship at a time or constantly having to manage fleet make ups. I'm a big board game guy and think think this game would be better served by a fleet system that let you manage a set number of fleets made up of different compositions. You are just smooshing one fleet into the other, so just make the tech define size, make up and tactics. I would rather command 4-5 fleets(number does not matter) than a set number of ships that can be split into any number of fleets.

They could use the same combat model and everything. Same ship design. Just make it so you are building fleets, not ships that you blob to make the number get bigger.


P6, this is the main request of the player base since the release but probably is a core design issue and cannot be fixed overnight.
To be honest, it is not too different than real world in which naval forces acts as a deterrent rather than actually fight(Fleet-in-being).
“Are you with the Cartel? Because you’re definitely an Angel.”
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 28 2017 13:13 GMT
#617
On September 28 2017 19:32 Laserist wrote:
Show nested quote +
On September 28 2017 02:10 Plansix wrote:
On September 27 2017 20:28 Cyro wrote:
What do you want to change about it?

I dislike building one ship at a time or constantly having to manage fleet make ups. I'm a big board game guy and think think this game would be better served by a fleet system that let you manage a set number of fleets made up of different compositions. You are just smooshing one fleet into the other, so just make the tech define size, make up and tactics. I would rather command 4-5 fleets(number does not matter) than a set number of ships that can be split into any number of fleets.

They could use the same combat model and everything. Same ship design. Just make it so you are building fleets, not ships that you blob to make the number get bigger.


P6, this is the main request of the player base since the release but probably is a core design issue and cannot be fixed overnight.
To be honest, it is not too different than real world in which naval forces acts as a deterrent rather than actually fight(Fleet-in-being).

I have not been following the community interaction with the developers for a while, so I didn’t know that. I hope they do make the substantive changes to the system in future patch. I think the combat model and AI behavior system they made for fleet battles is interesting and has depth. The problem is that all it is accessed through ship designing and building up fleets, rather than in some drop down menu that says “make my carrier do this when we fight”.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2017-09-28 23:30:27
September 28 2017 14:44 GMT
#618
game paused, 95fps

select fleet, fps drops to 30

GPU load 4%

CPU load:
[image loading]

lol

I didn't realize that the engine was still using a 15 year old api either

so something about having the fleet selected adds ~20ms of CPU work per frame
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Heartland
Profile Blog Joined May 2012
Sweden24601 Posts
September 28 2017 15:06 GMT
#619
It's the Clauswitz engine, it's not supposed to work
nimbim
Profile Blog Joined June 2009
Germany985 Posts
Last Edited: 2017-09-29 13:32:19
September 29 2017 13:31 GMT
#620
Has anyone been successful with Machine Consciousness on hard difficulty settings? I am having real trouble growing economically and surviving at the same time, because building all your pops for 100minerals is quite a drain on ressources.
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