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  1. - Top - End - #181
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    BlackDragon

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    OK, just encountered a bug I've never seen before...I loaded up my game and went about my business as usual, then one of my scientists died. I went to pick a replacement and noticed the game was saying all three of my technology leaders were available! Thinking it might have somehow removed them from their jobs I went to check, but no, they were still there. As an experiment I picked one for the science ship, and she's now both aboard the ship and leading engineering research! Her profile says she's just commanding the ship, but her portrait is there in the Technology tab and the numbers indicate she's doing her job there as she should.

  2. - Top - End - #182
    Ogre in the Playground
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by factotum View Post
    I'm still using Void Beams for some of my loadout. The damage isn't super great, but you can't ignore that +400% shield damage. Combine them with other weapons that are good against armour and hull (e.g. lasers) and you get a good combo going.
    Void beams? I don't think I've seen those? Unless I'm just not remembering the name for some reason.
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  3. - Top - End - #183
    Eldritch Horror in the Playground Moderator
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Cloud Lightning is my guess. The tech gained from Void Clouds.

  4. - Top - End - #184
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    Lizardfolk

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    Quote Originally Posted by Sholos View Post
    Void beams? I don't think I've seen those? Unless I'm just not remembering the name for some reason.
    I think those are one of the weapons you can get from "salvaging" space monsters.
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  5. - Top - End - #185
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by The Glyphstone View Post
    Cloud Lightning is my guess. The tech gained from Void Clouds.
    No, the Null Void Beam is a different thing, despite the name. Deals something like +400% to shields, but -75% to armor and hull. A bit of Googling suggests that a) it's a recent-ish addition to the game, and b) you only get the tech option through certain events or special circumstances, so there's a good chance you'll never see it on a given playthrough.
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  6. - Top - End - #186
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    BlackDragon

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by The_Snark View Post
    No, the Null Void Beam is a different thing, despite the name. Deals something like +400% to shields, but -75% to armor and hull.
    Yeah, this. I honestly can't remember where I got that tech--it must have been pretty early doors because I've been using them since I only had corvettes.

  7. - Top - End - #187
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    Narkis's Avatar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by factotum View Post
    Yeah, this. I honestly can't remember where I got that tech--it must have been pretty early doors because I've been using them since I only had corvettes.
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    There's a new anomaly where you discover a portal to a parallel dimension on one of your planets. One of the possible dimensions is a void where nothing lives, except some sort of "presence". If you study the void, you get void beams.

    I expected more from them, to be honest.
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  8. - Top - End - #188
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    BlackDragon

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Ah yes, I remember now.

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    I still have the "portal study" job on that planet, which I think was the third one I colonised? In any case, you wouldn't expect a tech which can be learned randomly extremely early in the game to be world-shattering--they usually hide those behind much more complicated quest chains.
    Last edited by factotum; 2019-01-11 at 07:34 AM.

  9. - Top - End - #189
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    Eldan's Avatar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    They occasionally do hand out pretty game-breaking weapons. I once found one of the battle-ship sized spinal mount weapons for free in a one-stage event at around the time when I had just researched level 3 lasers.
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  10. - Top - End - #190
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    BlackDragon

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by Eldan View Post
    They occasionally do hand out pretty game-breaking weapons. I once found one of the battle-ship sized spinal mount weapons for free in a one-stage event at around the time when I had just researched level 3 lasers.
    But you still need to research battleships to make use of that, which is quite far in to the tech tree. Null void beams can be fitted to corvettes!

  11. - Top - End - #191
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    ...Well then. A Ravenous Horde with the elf portrait is definitely one of the more viscerally unnerving things I've come across. What is this, Dwarf Fortress?

    Later followed by me purging their species off the face of the galaxy and resettling their planets. I imagine the fighting on the ground must've been a pretty disturbing affair. At least I wasn't humanoid myself, so there was no paranoia of man-eating elves infiltrating my species by simply covering their ears, but...

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    Last edited by SilverLeaf167; 2019-01-14 at 07:00 AM.
    Saga of the Slavs – Paradox Megacampaign AAR (continued at last!)

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  12. - Top - End - #192
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    Planetar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    God, I'd love to have actual Espionage like that. Chameleon Skinned Infiltrators kidnapping leaders and tech, stealing enemy ships and making false flag attacks/ pretending to be another race, stealthing between enemy fleets.

    Give me Assault Boats and Teleport Attacks added in to seize command of enemy ships mid battle, make manpower another form of hit points. Being part of multiple federations in secret and going all Isstvan Massacre...

    Becoming a version of the Curators/Shadow brokers, where you can sell information and manipulate others into doing what you want, where you can sell false information that will direct individuals to trapped systems or depowering their weaponry while being able to do the other.

    I'd love to see that brought into the game. Be a right dirty boy.

  13. - Top - End - #193
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    BlackDragon

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    I need to get a new computer. My current one chugs so hard playing Stellaris, and Paradox are apparently incapable of moving the UI onto a different thread to keep it responsive, so mis-clicks are a problem. The other day, for instance, I inadvertently moved my empire capital to a new colony in the back end of nowhere which didn't have an upgraded outpost, which completely destroyed my carefully set up trade network and sent me into deep negatives on both energy and consumer goods.

  14. - Top - End - #194
    Ogre in the Playground
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Tried to start up a megacorp game the other day. First four encounters were marauders, a fallen empire, a fanatic xenophobe that immediately rivaled me, and a devouring swarm. Game. PLEASE!!
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  15. - Top - End - #195
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    Silverraptor's Avatar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by Sholos View Post
    Tried to start up a megacorp game the other day. First four encounters were marauders, a fallen empire, a fanatic xenophobe that immediately rivaled me, and a devouring swarm. Game. PLEASE!!
    It doesn't want what you're selling.
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  16. - Top - End - #196
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    Eldan's Avatar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Haven't made the best experiences with corps either. Of three games, two had no useful neighbors and so had to just build up like regular empires. The last one befriended about six other empires and got to an energy income of about +500 by the midgame.
    Resident Vancian Apologist

  17. - Top - End - #197
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    BlackDragon

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    And of course, any empire you form deals with as a Megacorp also benefits, so you have to be pretty sure you're going to be friendly with them for the entire game, or else you're handing them an advantage you don't want them to have!

  18. - Top - End - #198
    Eldritch Horror in the Playground Moderator
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Is there any tactical environment where using carriers and strike craft is good?

  19. - Top - End - #199
    Ettin in the Playground
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by The Glyphstone View Post
    Is there any tactical environment where using carriers and strike craft is good?
    If anyone here knows, I'd like to know as well. The way strike crafts has been handled in Stellaris has been abysmal.

  20. - Top - End - #200
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    Planetar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Short answer: No.

    Long Answer: strike craft stations have better anti piracy effects for trade value. Otherwise no. Don't forget that AI overestimates the DPS of Anti Fighter Weaponry as a general rule, making not taking Strike crafts already an immediate upgrade over an equal ship using other weaponry.

  21. - Top - End - #201
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    Lizardfolk

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    Quote Originally Posted by Kadesh View Post
    Short answer: No.

    Long Answer: strike craft stations have better anti piracy effects for trade value. Otherwise no. Don't forget that AI overestimates the DPS of Anti Fighter Weaponry as a general rule, making not taking Strike crafts already an immediate upgrade over an equal ship using other weaponry.
    I'm not sure if it is the case, but I think strike craft have a long range. This means that having a squadron on a station can help you force fleets into combat at longer ranges.

    Despite that, using strike craft is basically a malus except for some niche circumstances regarding point defense targeting priority and missile weapons (I think that was the case, I haven't re-checked since the last big combat pass).
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  22. - Top - End - #202
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    Artanis's Avatar

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    Quote Originally Posted by houlio View Post
    I'm not sure if it is the case, but I think strike craft have a long range. This means that having a squadron on a station can help you force fleets into combat at longer ranges.
    An FTL inhibitor also forces fleets into combat.
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  23. - Top - End - #203
    Eldritch Horror in the Playground Moderator
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    If we were the devs, what could we do to make them better? What niche could strike craft possibly carve out, combat-wise, that one of the existing weapon types aren't already dominant at?

  24. - Top - End - #204
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    BlackDragon

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Give them a secondary point defence ability as well as their attack, maybe? There isn't any other weapon in the game that combines both capabilities in a single weapon slot, AFAIK.

  25. - Top - End - #205
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Sad to hear that strike craft aren't good; I have this notion of recreating the bliss that is Protoss Carriers, with clouds of Interceptors blotting out the sun, and it sounds like that's not even remotely achievable.
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  26. - Top - End - #206
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Strikecraft work, they just aren't good compared to other stuff. I sometimes use them for flavor.
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  27. - Top - End - #207
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Will I restarted as the United Nations of Sol, and I'm having a lot more fun. Maybe it's because the fact I'm not Xenophobic means I'm not being forced into wars all the time to please my citizens, and the lack of a need to maintain a large space fleet means I've been surplus in everything since I started.

    Did get to the first election without fulfilling the president's promise to bring in more Energy Credits, because I'd hit it by just six and hadn't recovered from building a new fleet just in case these new aliens were aggressive. But my second president is well on their way to fulfilling their campaign promises, even if I had to hire a new scientist to replace them.

    I'm finding that making trade and research agreements is causing the game to be much more enjoyable, and am already slowly heading towards setting up the United Federation of Galaxy.
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  28. - Top - End - #208
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    Olinser's Avatar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Quote Originally Posted by The Glyphstone View Post
    If we were the devs, what could we do to make them better? What niche could strike craft possibly carve out, combat-wise, that one of the existing weapon types aren't already dominant at?
    The main problem with them is that the Stellaris combat forces you to use carriers in a way that's counter to their actual strengths. Namely, cruising TOWARDS enemy ships while in combat instead of staying well out of range while your fighters/bombers actually fight.

    The whole strength of a carrier is that the carrier itself does not have to fight, and any ship that wants a crack at the carrier is severely outranged by the fighters/bombers before they ever get to the carrier.

    In Stellaris, there is no way to keep the carrier itself out of combat with other ships, and the carrier is forced to close to within weapons range of other ships by the AI. In a lot of cases the carrier is actually already being fired upon before their fighters/bombers even finish travel time and start engaging the enemy.

    The only way to make carriers actually a useable option is to

    1) Fix the AI on the fighters/bombers so they actually fight the entire time and not fly around the whole system doing nothing
    2) Add some kind of system tactical option on top of the 'Picket', 'Artillery', for 'Carrier', that sets as its in-combat behavior the carrier running AWAY from enemy ships direct fire weapons to give the fighters/bombers time to actually work.

    But they're unlikely to do that as that would actually require AI coding, and if carriers were actually viable in endgame fleets with dozens of battleships it would KILL the game engine, so they'll probably just keep being useless.
    Last edited by Olinser; 2019-01-16 at 11:27 PM.

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  29. - Top - End - #209
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    Aotrs Commander's Avatar

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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    I have some sympathy with the devs - the delicate balance between point-defence and fighters and missiles was the single hardest thing in Accelerate and Attack! to balance (again noting it took me a decade and a half to rite those rules) - and part of it there is in the maneuvering and game-theory that you can't replicate in a real-time and/or automated system.



    What I DO think almost all of the space-games get... not exactly wrong, perhaps, but sub-optimal, is that movement speeds should be way higher relative to map sizes and turn capability should be much lower. Then you don't get the whole "two clumps slowly move towards each other" syndrome nearly so much.



    Stellaris specifically needs to take some leaves out of AI War's playbook and introduce proper kiting AI programming. Then movement speed becomes more important than how quickly your ships get to the point they slow to a stop and slug at each other, they'll always be chasing each other round more.

  30. - Top - End - #210
    Dwarf in the Playground
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    Default Re: Stellaris III: Shop at the Paradox Megacorp!

    Aight, i can grok the new economy now. But is there any intention of maybe rolling back the sector changes? I liked them before the 2.2 patch. I miss my sector stockpile piggy banks. An my manually created sector borders. And my halfway sane governors.

    I really hope they fix the sector AI so you can leave a sector alone again without the governor running it into the ground.

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