Stellaris

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Progenitor hive issues.
Am I just playing it wrong or is it just straight up bad?

I had a fleet of 30k attack a fleet that was only 10k in strength, the fleet destroyed my offspring ships and it went down A LOT so basically they destroyed my ships.

this has NEVER happened before, so my question is. Did I just play it wrong and there is some secret I should've known of or is it normal that a triple strength fleet gets destroyed?
There were hangars, etc. so the nest ships should not have been attacked first, they were also set furthest with fleet control (150) and they just died, no matter what I tried it just feels like a HUGE debuff.

So is progenitor hive just bad or is there something I should have known of?
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Showing 1-11 of 11 comments
Flinch May 20, 2022 @ 4:21pm 
Yes, it's just bad. You also get ♥♥♥♥♥♥ when you hire mercenaries since they suddenly turn into drones with no offspring and have all their stats halved.
VoiD May 20, 2022 @ 4:25pm 
Haven't played them, but they sound interesting.

Originally posted by Flinch:
Yes, it's just bad. You also get ♥♥♥♥♥♥ when you hire mercenaries since they suddenly turn into drones with no offspring and have all their stats halved.
This is clearly a bug and it needs to be fixed
Rhapsody May 20, 2022 @ 4:52pm 
Yeah, I think it's really bad too. lol

Since having a ship disengage temporarily removes it from the fleet, that probably removes offspring benefits as well. Feel free to correct me if I'm wrong there...

There is just no reason to play it. Being capable of releasing sectors as vassals is useful, but not useful enough to cripple your war machine. The offspring benefits should be tied to something else than individual ships, or there should be a progression during which you have minor benefits but minor penalties for lack of offspring in early game, and as you progress your empire becomes more dependent on them.
elitkrumpleeharcos May 20, 2022 @ 10:30pm 
Originally posted by Rhapsody:
Yeah, I think it's really bad too. lol

Since having a ship disengage temporarily removes it from the fleet, that probably removes offspring benefits as well. Feel free to correct me if I'm wrong there...

There is just no reason to play it. Being capable of releasing sectors as vassals is useful, but not useful enough to cripple your war machine. The offspring benefits should be tied to something else than individual ships, or there should be a progression during which you have minor benefits but minor penalties for lack of offspring in early game, and as you progress your empire becomes more dependent on them.
My idea would be much more simple, make it so that when you construct an offspring ship, it's destruction does not remove any of the bonuses as long as you are in the system, but once you leave the system all bonuses are lost/negatives are gained. It is just painful to watch a third of your fleet power totally annihilate your fleet :,/. The idea is good, but I just wish the ship part was completely removed currently.
Last edited by elitkrumpleeharcos; May 20, 2022 @ 10:30pm
HappySack (Banned) May 20, 2022 @ 10:33pm 
Keep your offspring ships in a separate fleet away from the combat, they only need to be present in the system to have an effect.
elitkrumpleeharcos May 20, 2022 @ 10:53pm 
Originally posted by HappySack:
Keep your offspring ships in a separate fleet away from the combat, they only need to be present in the system to have an effect.
The problem comes in that I usually send my fleets system-to-system without looking into the system, this will make it frustrating tho :/ Especially when the bot starts to play tango with systems.
Big mean bunny May 21, 2022 @ 12:10am 
I don't think they should follow the same fleet capacity rules. There should probably be more fore your fleet cap and not take up more/as much with larger class types.
If I were rehashing this I would put the current effect on admirals as well.
You could send a fleet out with your offspring admiral or ship and be ok.
They might include an event chance for the admiral to get hit if they wanted to keep the stakes high.
Originally posted by Big mean bunny:
I don't think they should follow the same fleet capacity rules. There should probably be more fore your fleet cap and not take up more/as much with larger class types.
If I were rehashing this I would put the current effect on admirals as well.
You could send a fleet out with your offspring admiral or ship and be ok.
They might include an event chance for the admiral to get hit if they wanted to keep the stakes high.
Honestly if they were to combine fleets with ground units so that for example ground ships could "Board the ship" and have an epic battle and possibly use the traits like "Very Strong" etc. for determining battle, it would be cool.
For a battleship or larger type class ship I could imagine that they can hold x amount of military units that has a capacity, which would make it that space battle affects morale as well, this could have thousands of implications.
Brolundar Jun 17, 2022 @ 1:51pm 
Started a new game today as Progenitor Hive.
Missing the Progenitor corvet in the starting ship list.
When trying to create a new design, the reactor and processor slots have no entries.
The colony building works fine.

Any ideas or fixes?
Eldi Jun 18, 2022 @ 3:53am 
Hive worlds, they miss the additional spawning job too :steamsad:
Garatgh Deloi Jun 18, 2022 @ 3:57am 
Originally posted by elitkrumpliharcos:
Originally posted by HappySack:
Keep your offspring ships in a separate fleet away from the combat, they only need to be present in the system to have an effect.
The problem comes in that I usually send my fleets system-to-system without looking into the system, this will make it frustrating tho :/ Especially when the bot starts to play tango with systems.

Try making a secondary fleet of offspring ships and had them follow my main fleet. Preferably specc'ed for survivability.

Make sure your main fleet engage first (if you build them right you can manipulate what fleets get into combat first).

Worked out quite well when i tried it (until the offspring fleet got ambushed, but that was on me).
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Date Posted: May 20, 2022 @ 3:46pm
Posts: 11