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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1687289 times)

Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3765 on: November 16, 2016, 02:31:58 pm »

I decided to try a hyperdrive only game. Autocannons are crazy good when limited to hyperdrives.

I had a fleet of 70 autocannon armed corvettes chase down an enemy fleet of 40 corvettes, 18 destroyers, and 5 cruisers armed with gamma lasers. Since I could predict their route I just jumped to the same system they were headed to. Popped in right on top of them and shredded their fleet. Only lost 6 ships and killed all but 8 destroyers and a cruiser. Without the range disadvantage they way outperform other weapons.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3766 on: November 16, 2016, 04:43:16 pm »

Am I crazy, or wasn't there a time when hyperdrives were able to jump out at any point in a system in order to offset their lack of strategic flexibility?

Now it seems that hyperdrives have to retreat all the way to the edge of a system in order to go FTL, just like warp drives but without the ability to go anywhere within range. That seems to be a fairly large nerf.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3767 on: November 16, 2016, 04:48:02 pm »

Am I crazy, or wasn't there a time when hyperdrives were able to jump out at any point in a system in order to offset their lack of strategic flexibility?

Now it seems that hyperdrives have to retreat all the way to the edge of a system in order to go FTL, just like warp drives but without the ability to go anywhere within range. That seems to be a fairly large nerf.


No your not, I definitely remember them being able to jump from orbit to the next system.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3768 on: November 16, 2016, 06:08:36 pm »

emergency FTL still warps from anywheres. Also, you can hyperdrive in any direction once you're outside the system's gravity well.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3769 on: November 16, 2016, 06:31:43 pm »

We're not talking about emergency FTL though. Used to be, hyperdrive could activate from anywhere inside a star system and following any of the available hyperlanes, as opposed to warp and wormhole which required ships to move to the edge of the system.
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Tiruin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3770 on: November 16, 2016, 07:45:59 pm »

We're not talking about emergency FTL though. Used to be, hyperdrive could activate from anywhere inside a star system and following any of the available hyperlanes, as opposed to warp and wormhole which required ships to move to the edge of the system.
Now you have Wormhole doing that and hyperdrive retreating outside the gravity well! :P

Although I'm wondering--when do the new achievements come out (and does the new patch do ANYTHING to fix these bugs? >.<)
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Powder Miner

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3771 on: November 16, 2016, 11:49:41 pm »

>"Galactic Power Surge" event
WORRY

Edit: OH MAN IT'S THE UNBIDDEN MY FIRST ENDGAME CRISIS
at least this means I never have to worry about synth rebellion once i get synths
but ooooh shit it's 2380 i'm not strong enough for this

Edit2: hey at least they're on the opposite side of the galaxy, where there are actually empires stronger than mine
gives me time to get SWOLE
Oh, they popped next to a xenophobic fallen empire, too
« Last Edit: November 17, 2016, 12:01:45 am by Powder Miner »
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3772 on: November 19, 2016, 05:23:48 pm »

at least this means I never have to worry about synth rebellion once i get synths
Endgame crises are not mutually exclusive, just negatively weighted once one has happened. You could have another.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3773 on: November 19, 2016, 05:24:48 pm »

I don't actually have the game, but last time I checked the wiki, they were mutually exclusive.  There was a lot of emphasis on that fact.
Maybe it changed though!
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3774 on: November 19, 2016, 05:48:31 pm »

well, if you WOULD like multiple crises to trigger, there are indeed mods for that.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3775 on: November 19, 2016, 06:31:56 pm »

at least this means I never have to worry about synth rebellion once i get synths
Endgame crises are not mutually exclusive, just negatively weighted once one has happened. You could have another.
I've read that they're mutually exclusive -- I even saw an article that suggested intentionally triggering the Unbidden (which I didn't) to make AI safe

also
My fleet, which was slightly but appreciably more powerful than the enemy fleet, was lining up for a cataclysmic clash that I would probably win -- and at that moment, I ran out of energy and my fleet dropped to half effectiveness

I'm so salty
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3776 on: November 19, 2016, 06:33:02 pm »

You must construct additional pylons power plants.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3777 on: November 19, 2016, 06:35:06 pm »

I've taken to just trading away my utterly massive stores of minerals for energy
But I have to be careful because what I'm proposing sometimes would go over their cap
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3778 on: November 19, 2016, 06:37:47 pm »

Why not save the minerals to fix your energy economy? Or have a stockpile to rebuild whatever ships you lose in this cataclysmic battle you mentioned?
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3779 on: November 19, 2016, 06:43:01 pm »

Oh, I'm not running out of minerals

I really do have a lot -- around 12k or so at the moment, and over 250 more coming each month
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