Stellaris

Stellaris

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Krieg Feb 21, 2023 @ 10:06am
Enemy ships escape before I can destroy them
Hi everyone,
I'm having a problem lately: when I'm at war and I have a space battle, I notice that all the enemy ships make the emergency jump before they are destroyed until the whole enemy fleet retreats, while mines are destroyed. In the long run, this is very difficult for me because I keep loosing ships and have to invest lot of resources in replace them while the enemy simply have them damaged. How can I prevent this from happening? Or make my ships to jump.
Thanks a lot!
Last edited by Krieg; Feb 21, 2023 @ 10:51am
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Showing 1-4 of 4 comments
The Grand Mugwump Feb 21, 2023 @ 10:40am 
I've noticed this as well. My ships won't automatically retreat when they've all entered emergency FTL and lost a battle. They'll suddenly reappear and get completely annihilated instead. I'm not using no retreat and the admiral was tricky. The AI seems to retreat when all of their ships enter emergency FTL normally.

Edit: Apparently we aren't alone. There are other people reporting this garbage going on as well and apparently the 3.6 combat update really messed stuff up to the point that the unyielding admiral trait has no actual downsides for disengaging. And we're encouraged even more to rely heavily on artillery, since enemy casualties will be in the single digit %'s with other weapons.

https://forum.paradoxplaza.com/forum/threads/i-dont-understand-how-you-are-supposed-to-inflict-losses-to-an-enemy-they-always-just-disengage-nonstop.1564242/#post-28709730

Edit 2: Also, hit and run is apparently the god policy now, since it allows two more disengagement chances, allowing at least 75% more of your ships to survive battles.

Edit 3: There also seems to be a bug where the after battle report doesn't show the correct number of casualties. For example, someone fought the contingency and the battle report said only 2 out of 20 contingency ships were killed. But watching the actual battle revealed the contingency took 100% casualties. So who knows how much that is affecting our battle reports too.
Last edited by The Grand Mugwump; Feb 21, 2023 @ 11:49am
steven1mac Feb 21, 2023 @ 11:11am 
Hopefully this will be patched March 14th when the new DLC becomes available.
Big mean bunny Feb 21, 2023 @ 1:20pm 
Ships now have a number of retreat chances. This can be modified by equipment and a few other ways, positively or sometimes negatively like admiral traits and edicts. Generally speaking psiionic and ancient empire tech give you extra chances. these are procced when you take damage at low health. lots of small hits increase the chance for escaped while large hits tend to kill a target outright. If you are going up against an ancient empire at no repeat tech advantage for example they will likely have twice the chance to disengage, be doing 50% more damage with like for like weapons leading to a very lop sided battle outcome even if you equal fleet power. Until you can get equal disengage chance and level ten repeat tech in used weapons they will have favourable battle outcomes.
To sum it up look for ways to gains disengage and increasing weapon shot damage , not average damage over time.
T-82 Feb 21, 2023 @ 1:24pm 
I also noticed this a lot of time happening to AI fleets. Was wondering what was going on, but I didn't mind it to be honest. That will teach a lesson to those filthy xenos.
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Date Posted: Feb 21, 2023 @ 10:06am
Posts: 4