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 Post subject: Re: Stellaris
PostPosted: Thu Dec 14, 2017 12:54 am 
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My most recent involvement with Stellaris. Whittling it down to hyperlane only sounds like a good idea. But my main problems relate to the lack of anything like logistics, trade roots in the game ecology and the very traditionally "Clausewitz style" combat.

https://forum.paradoxplaza.com/forum/in ... t-23315795

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 Post subject: Re: Stellaris
PostPosted: Sun Dec 17, 2017 6:12 am 
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Anthropoid wrote:
2. More tactical combat options (formations, actual "stances," specific roles for ships, etc.




Reaching a similar conclusion, I turned to the mod "Advanced Ship Behaviors" mod http://steamcommunity.com/sharedfiles/f ... =790455347
Not updated to 1.9.1 yet but then there is this:

https://forum.paradoxplaza.com/forum/in ... n.1058152/
Quote:
Combat Computers
Another change to ship design in the Cherryh update is the reintroduction of choosing combat computers for your designs. Rather than there being Corvette, Destroyer, Cruiser etc combat computers, there are now four broad categories with their own tactics:
Swarm: Ships with Swarm computers charge at the enemy and make 'attack runs' on the enemy, similar to strike craft
Picket: Ships with Picket computers advance forward and engage the enemy at close range
Line: Ships with Line computers remain at medium range and fire at the enemy
Artillery: Ships with Artillery computers hang back and fire at the enemy from maximum possible range

As we still do not want one ship class to be able to fill every possible role, we have still restricted which computers are available to which classes (for example, Corvettes can choose Swarm or Picket) but there is always at least two choices available for your design.


Very interesting Dev Diary addressing Doomstacks/Problem 1: Disproportionate Casualties/Problem 2: Decisive Battles/Problem 3: Lack of need for Admirals/Ship Reactors/Armor, Shields and Hull/Missiles and Hull Damage.
I started doing my homework after getting my teeth kicked in by some peacenik mollusk empire once too often to get a grasp of the game mechanics, and those would be the points discussed by the knowledgeable.

And finally:

Anthropoid wrote:
4. Logistics (supply lines and trade routes)



Quote:
Fleet Manager
The fleet manager is a new interface accessible from the top bar, that as the name implies, allows you to overview and manage your navies. The fleet manager lists all fleets in your empire, filtering away small splinters that are in the process of being merged into another fleet. Each fleet has something we call a Fleet Template, which is a stored configuration of what that fleet *should* look like. Fleet Templates keep track of not just ship sizes (such as corvette or cruiser) but also of individual designs, so a Fleet Template might be set up to contain 10 Torpedo and 5 Interceptor-class corvettes alongside a mix of Picket and Gunboat style Destroyers, for example. Templates can be edited directly through the Fleet Manager without needing to build ships, by for example deciding to add another 5 Interceptor-class corvettes to the above listed fleet. Templates can be created directly without making a fleet first, and then reinforced to create the actual fleet. We are also planning to add template duplication and copy/paste functionality in order to be able to quickly set up a new fleet or make your fleets conform to a desired standard.
Image

Whenever a fleet is missing ships that are listed in its Template, the option exists to Reinforce that fleet, which can be done either from the Fleet Manager or directly from the fleet view itself. Issuing a reinforce command will start production of as many missing ships as you can afford at your current amount of minerals, which will be automatically distributed among appropriately placed shipyards and sent to join and merge with the fleet once finished. In addition to the ability to reinforce fleets individually, there is also a Reinforce All button, which will attempt to reinforce missing ships in all fleets up to the amount you can afford with your current level of minerals, and can be used to fully replenish your navy in a single click if you have enough resources on hand. The Fleet Manager also offers the option to Retrofit ship designs. Let's take the example of the mixed Interceptor and Torpedo-class fleet above, where you have 10 Torpedo and 10 Interceptor-class ships. If you decide that you no longer need the Interceptors, you can use Retrofit to easily switch one class to another, selectively upgrading the Interceptor-class ships into Torpedo-class ships.

https://forum.paradoxplaza.com/forum/in ... r.1060624/
More steps in the right direction.

It´s specifically what I was getting at with mods and game settings: Hyperlanes, setting range brackets and basic tactics for ship models, using multiple fleets with different admirals to create a specific battlespace situations (delayed torpvette charge after the enemy has entered Kinetic Artillery range and that cloud of strike craft from my carriers is well underway towards the enemy).

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 Post subject: Re: Stellaris
PostPosted: Fri Jan 12, 2018 4:51 pm 
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Team Sweden promising billions of dead soldiers in planetary invasions, more detailed xenocidal bombardments, and all-new Death Stars to speed the process! :twisted:

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