Stellaris

Stellaris

Nemesis++
Sergkart  [开发者] 2021 年 5 月 15 日 上午 8:01
Topic for discussion
Questions, complaints about bugs, offtopic, etc.
最后由 Sergkart 编辑于; 2021 年 6 月 17 日 下午 4:21
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正在显示第 1 - 15 条,共 58 条留言
Daegan Jukes 2021 年 5 月 19 日 下午 4:47 
it depends on what you mean by strongest. are you talking damage or hitpoints?

I think a good start is to work up a chart and classify the ships and homogenize the damage across classes. create classes of ships where some fall short. Then, you can work out unique differences.

I would strongly suggest the differences are not centered around total damage output or hit-points, but things like weapon types, combat computer styles, empire aggression (changes to make some strong at raiding planets or strong at ship to ship).

and at least one needs to be the ships you see killing kittens (tiyanki) and generally it gets benefits from being a part of the global community but being in violation of galactic law lol ...

I like this mod idea and I am totally going to make a sub mod for mine to work with yours.

also, do you use the crisis levels to unlock ships? it seems like you are just using research and not the menace system.
Sergkart  [开发者] 2021 年 5 月 20 日 上午 7:51 
引用自 Daegan Jukes
it depends on what you mean by strongest. are you talking damage or hitpoints?

I think a good start is to work up a chart and classify the ships and homogenize the damage across classes. create classes of ships where some fall short. Then, you can work out unique differences.

I would strongly suggest the differences are not centered around total damage output or hit-points, but things like weapon types, combat computer styles, empire aggression (changes to make some strong at raiding planets or strong at ship to ship).

and at least one needs to be the ships you see killing kittens (tiyanki) and generally it gets benefits from being a part of the global community but being in violation of galactic law lol ...

I mean that ships of some crises are superior to ships of others. Which spoils the idea of development in different branches. Now I do not have free time to sit down and play on all the branches of development. Therefore, I am interested in the opinion of others.

In any case, as soon as I have time, I plan to rebalance and add a new one.


引用自 Daegan Jukes
also, do you use the crisis levels to unlock ships? it seems like you are just using research and not the menace system.

My mod uses both technology and menace system. For example large ships require 4 menace level. Technology at the moment is more like a plug for the balance curve.


引用自 Daegan Jukes
I like this mod idea and I am totally going to make a sub mod for mine to work with yours.

Thanks, I will be glad to try your mod!
dchy 2021 年 5 月 29 日 下午 4:19 
I have a little experience with the Praetorian and Nanite ships, so I'll tell you about it.
I'll start with the fact that the Nanites are like leviathans-the ships are strong in themselves, but with all this, a swarm of corvettes will easily destroy them. the Nanites have a lot of fighters-but against a bunch of ships that just have time to destroy them before they release at least half of them, they are weak. nanite ships are very weak against Praetorian ships, missiles and fighters have armor damage bonuses, but let's be honest, but the problem of large numbers applies here.
dchy 2021 年 5 月 29 日 下午 4:31 
my friend and I have experience, he used the ships unbidden, while I am a praetorian, I can say the following things:
1) number>quality, fleets of 1 combat power vary greatly in actual strength, if 1 of the fleets is a strong single ship and the other fleet is a swarm of corvettes
2) it is much easier to bypass shields than armor, unbidden ships are the weakest of the ships provided
3)you should put a limit on nanite shipyards, with their cost and speed of construction there is absolutely no problem to create 4 such
Sergkart  [开发者] 2021 年 5 月 30 日 上午 12:57 
引用自 dchy
I have a little experience with the Praetorian and Nanite ships, so I'll tell you about it.
I'll start with the fact that the Nanites are like leviathans-the ships are strong in themselves, but with all this, a swarm of corvettes will easily destroy them. the Nanites have a lot of fighters-but against a bunch of ships that just have time to destroy them before they release at least half of them, they are weak. nanite ships are very weak against Praetorian ships, missiles and fighters have armor damage bonuses, but let's be honest, but the problem of large numbers applies here.

However, this is approximately how it was conceived. Nanite ships are easier to keep in numbers, but Praetorian ships are more efficient on the same path.

引用自 dchy
my friend and I have experience, he used the ships unbidden, while I am a praetorian, I can say the following things:
1) number>quality, fleets of 1 combat power vary greatly in actual strength, if 1 of the fleets is a strong single ship and the other fleet is a swarm of corvettes
2) it is much easier to bypass shields than armor, unbidden ships are the weakest of the ships provided
3)you should put a limit on nanite shipyards, with their cost and speed of construction there is absolutely no problem to create 4 such

As a workaround, I will make an upgrade for extradimensional ships by increasing their shields. I don't want to limit the nano shipyard in quantity, so for now I will just increase the cost and time for construction.

Thanks for the info!
dchy 2021 年 5 月 30 日 上午 5:29 
the content of ships here is a very unimportant thing, all ships where there is content it is almost not felt, and ships that do not have them spend rare resources, but in the case of nanites this is not justified, since the production of nanites is catastrophically large
Sergkart  [开发者] 2021 年 5 月 30 日 上午 8:31 
Can you name your approximate production of nanites and what mods were used? It is possible that this is a bug that I overlooked.
dchy 2021 年 5 月 30 日 上午 8:42 
I quickly got into megastructures, and the fact that the nano mega shipyard produces 350 nanites is quite a lot
Sergkart  [开发者] 2021 年 5 月 30 日 上午 8:46 
This is a bug that I did not finish. According to the idea, this production should only be with the Unique Ascension Perks mod.
dchy 2021 年 5 月 30 日 上午 8:59 
From your answer above, I can understand that you want to rebalance all the ships so that they are +/- of the same strength?
dchy 2021 年 5 月 30 日 上午 9:02 
To do this, you will need to do a good job.
No matter how you get out of it, Unbidden ships will always be the weakest, as it is very easy to bypass the shields of ships without air defense, using fighters or missiles.
Sergkart  [开发者] 2021 年 5 月 30 日 上午 9:10 
Unfortunately yes. However, I tried to make them more easily renewable.
dchy 2021 年 5 月 30 日 上午 9:17 
Now the most powerful ships can be called Praetorian ships or contingents:
Praetorian ships are cheap, at the same time they are quickly built, I was initially surprised by the low skin indicators of the Swarmling, but it does not matter.
The ships of the contingent cost minerals, are built for a relatively short time, there are no disadvantages in armor and weapons
Sergkart  [开发者] 2021 年 5 月 30 日 上午 9:45 
Now I will only change the numbers in the cost, maintenance and construction speed. But I have a few ideas that I have to postpone until my vacation. I think they can affect the overall balance.
dchy 2021 年 6 月 3 日 上午 10:41 
I have a question-why does every leviathan have so many fighter slots? fighters are too weak weapons, which are not suitable even for the theme of leviathans
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