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FTL inhibitor not working....
So I spent all game building a fortrest tall empire that wistood a invasion from the whole fleet of fallen empire as well as the combine fleet of other empires would even if they destroyed my starport, could not get pass thanks to FTL inhibitor on habitations.

But for the second time now, I have witness a force pass straight trough with out jump tech. Now even worst, the Unbidden spawned in the empire next to me got their fleet almost wrecked by my citadel, got reinforced and just passed right trough unto the next system.

I will try and save it from the jaws of defeat since im the custodian and force the galaxy to act but, Im about to get my amazing economy trashed
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Showing 1-15 of 23 comments
Mennan Jun 16, 2022 @ 3:22pm 
So you played the role of France? Built a nice defensive line and had the enemy drive right around it?
Starbases are only useful early to mid game with their ability to outgun smaller ships. Once fleets start getting Cruisers/Battleships and use large weapons slots star bases basically become useless as a defense.

FTL inhibitors from planet fortress's are much more effective than starbases for the most part since you can just spam anti bombardment modifiers and generate alot of defensive armies and then enemy fleets will just sit there for a bit until they bombard away enough of the defenders.

Was this starbase of yours even in a colonized system? Because if not the Ai will almost always go around it if they have the choice because there's no value in fighting for it.
Originally posted by Mennan:
So you played the role of France? Built a nice defensive line and had the enemy drive right around it?
Starbases are only useful early to mid game with their ability to outgun smaller ships. Once fleets start getting Cruisers/Battleships and use large weapons slots star bases basically become useless as a defense.

FTL inhibitors from planet fortress's are much more effective than starbases for the most part since you can just spam anti bombardment modifiers and generate alot of defensive armies and then enemy fleets will just sit there for a bit until they bombard away enough of the defenders.

Was this starbase of yours even in a colonized system? Because if not the Ai will almost always go around it if they have the choice because there's no value in fighting for it.

1. You din't read what I said at all

2. My turtleling game is on point, I have 33 system, 1 dyson sphere at the 1k output, 1 dected out galactic forum, 2nd phase nexus, 2 titan, 1 jugeunaugt, ~140k fleet power whcich given the resourses I can pump back out in a few months but I never had too, I can literaly repleanish it back too full mid invasion. I have 2k energy(coould have gotten more If I werent in full war eco) 1k minerals, 500 alloy, 3K science, Science tree fully done, just had captured a Mother-son-cradle system. Im top dog in the senate, with unlimited turn as the cunsuoate or what ever that BS is.

All that with out 1 vassal and I would have won if it were not for being right next to the Unbidden system with their magical ability/bug to go right trough 3 Forteress FTL inhibitor on a stronghold planet still in my control.

My fortress systems as I call them which there are only 4 and those are the only 4 jump points in have single handedly won me a war while my main fleet was out saving my allie ai from the fallen he trigured into attacking him. The systems are dected out fortress with 40k fleet power and it decimated the invader with 100k fleet power which, even tough he did end up killing the station, gave me the ability to instantly peace him out with out any losses. Do not underestimate the power of a decked out system like that to destroy ai fleet's in the late game and these kind of systems have save my ass more then they have cost in resource.

3. The only way the Unbiden should have been able to make it in was with by using the psy jump drive they have, after backing out from my system but I witnessed 3 fleets use hyperlanes in to the system with 3 planetary FTL inhibitor active. The Outpost Is untakable thanks to the 4k army power inside it and all the buffs against orbital bombardment. That same 4K army that toke down the Cradle-mother-son system singlehandedly against geneticaly engeneered soldiers with out being orbitaly bombarded.

My AI Hivemind empire was a god and all that fell apart because of bad RNG and the ability/bug that allowed the Unbidden to hyperlane trough a system with 3 FTL inhibitors and since it's Iron man I can't roll it back
The author of this thread has indicated that this post answers the original topic.
Shinobi273 Jun 16, 2022 @ 4:50pm 
Unbidden don't respect ftl inhibitors. It's been tested https://youtu.be/knqt2zmCbO8
Demon of Razgriz Jun 16, 2022 @ 4:55pm 
Unbidden aren't stopped by FTL inhibitors. I don't think any of the Crisis' are, but I know Unbidden are not.
Demon of Razgriz Jun 16, 2022 @ 5:01pm 
Originally posted by Mennan:
So you played the role of France? Built a nice defensive line and had the enemy drive right around it?
Starbases are only useful early to mid game with their ability to outgun smaller ships. Once fleets start getting Cruisers/Battleships and use large weapons slots star bases basically become useless as a defense.

FTL inhibitors from planet fortress's are much more effective than starbases for the most part since you can just spam anti bombardment modifiers and generate alot of defensive armies and then enemy fleets will just sit there for a bit until they bombard away enough of the defenders.

Was this starbase of yours even in a colonized system? Because if not the Ai will almost always go around it if they have the choice because there's no value in fighting for it.
This has nothing to do with the OPs question. You don't like Starbases, fine, but you don't need to go off on a tangent, especially when it has nothing to do with the question. Unbidden (and I think the other crisis) ignore FTL inhibitors, it doesn't matter if they are on a starbase or colony.
Last edited by Demon of Razgriz; Jun 16, 2022 @ 5:02pm
Shinobi273 Jun 16, 2022 @ 5:05pm 
It's only unbidden. Swarm and contingency should respect ftl inhibitors.
Originally posted by Shinobi273:
Unbidden don't respect ftl inhibitors. It's been tested https://youtu.be/knqt2zmCbO8

Thanks, Even if this is supper disappointing and annoying since there is no way I can hold them from rampaging my systems. Each of their fleet is 100k in size. If it were the good old days I could turn my fallen empire prize world into a forteress and make a stand by spamming stations with varius fleet effects but with all the reworks and nerfs this means I lost trough RNG.
A final note. I find it quite annoying that after so many updates which compleatly change the game each time whit massive pay walls, If you havent keeps up and read every patch notes, then you can't prepare for a threat you faced before.

I understand that jump drive make it so you can jump anywhere, even if it's way crappier then the good old warp drive, But there's no counter and the only counter I see to win the game, would be to have 200k + fleet power with the right weapons for the threat. Allowing them to disrespect FTL inhibitor makes it impossible for me to hold them off long enough for long enought and the AI will just go in and claim my lost no colony stars. The way I see it, the only way to have a defence would be to have habitats on every word for my tall empire to live trough this. Basicaly the good ol defence spam of the old days where you could fill a system to the brim with stations.

From what I saw with my fortress worlds, You don't lose that system because when they leave it grows a magic starbase. This is basicaly the old way the territory used to work where you had to control planets and din't spent the early game walking around fallowing scientis to plop down a station behind them as fast as you can because the AI empire seems to get the resources for them like it's monopoly money.

Il cut my long rant down now.

If any one know of a mod that brings back old mechanics I would like that. I wish I could enjoy the game and I have tried too, Tall empires are what I find fun with all the updates and it seems like the game is just impossible with that and even tough steam gives refunds, It won't refund me cuz i got too many hours which overules their rule about the game content changing.
Bored Peon Jun 16, 2022 @ 7:46pm 
Originally posted by Shinobi273:
It's only unbidden. Swarm and contingency should respect ftl inhibitors.
Contingency do not respect FTL Inhibitors.

If you are going to turtle against the crisis then you need to have Eternal Vigilance and Defender of the Galaxy. Even then you will probably only stop the first fleet as most of your defense platforms will be gone.

My game earlier today I had a station take out an 80k Contingency Fleet.
It had:
Eternal Vigilance
Defender of the Galaxy (+50% vs crisis)
Federation (level 4 +25% vs crisis, level 5 +25% vs crisis)
2 Hangar
2 Missile Battery
2 Gun Battery
2 Hull Regen
Targeting Array
Command Center (+5% fire rate)
Mercenary Garrison (+10% fire rate) (learned from a mercenary enclave)
Shield Inhibitor

Then for defense platforms:
4 Ion Cannons
7 Large gun Batteries
Kinetic Artillery and Proton launcher
Dark Mater shield, power, armor and crystal plating.

I also had an Orbital Ring in the system with more stuff.
I also had about 4-5 of each repeat techs.

I did not have the Sapient AI chips though, only the Advanced AI. That would have added more firing rate and accuracy.

I lost all platforms but one Ion Cannon. Which that would take like five years to replace them makes it a one time defense. I did not check to see what the orbital ring lost.

Of course this was after getting my butt kicked in two previous games by the Contingency. Which you can tweak what year it happens and how strong they are.
Bored Peon Jun 16, 2022 @ 8:01pm 
Originally posted by ♚King Peter the Brave♚:
But there's no counter and the only counter I see to win the game, would be to have 200k + fleet power with the right weapons for the threat.
200k is NOT nearly enough. This is why:
Your 200k vs their 100k you are probably going to lose that most or all of that fleet.

Now you are stuck waiting to rebuild that fleet. Only the Contingency probably has 2-3 more fleets in the area. Then even if you replace that fleet quickly, you will have to replace it again and again. So what eventually happens is your stored resources runs out and then you can not make resources fast enough to keep up with your fleet losses. This of course relies upon keeping all your shipyards, which you can lose them quite easily if the AI goes that way.

Even if you somehow manage with that one 200k fleet, how are you going to defend your territory with that fleet and attack the machine worlds at the same time? As long as the machine worlds are operational they will keep making fleets. It took five minutes or so so bombard each machine world with 2k fleet power down to 50% so they would blow up.

When I beat it this morning, I have 2k fleet capacity. I had eight fleets at 200k, not counting my ally or the federation fleet. My main fleet had 6 Titans (2 with shield dampeners, 2 with firing rate increase, 2 with hull repair)

The only real way to win versus the crisis fleets if to outgun them with odds. It is the only way to minimalize the losses. The way to do that is design your ships to have almost all kinetic artillery and proton launchers.
Originally posted by Bored Peon:
Originally posted by ♚King Peter the Brave♚:
But there's no counter and the only counter I see to win the game, would be to have 200k + fleet power with the right weapons for the threat.
200k is NOT nearly enough. This is why:
Your 200k vs their 100k you are probably going to lose that most or all of that fleet.

Now you are stuck waiting to rebuild that fleet. Only the Contingency probably has 2-3 more fleets in the area. Then even if you replace that fleet quickly, you will have to replace it again and again. So what eventually happens is your stored resources runs out and then you can not make resources fast enough to keep up with your fleet losses. This of course relies upon keeping all your shipyards, which you can lose them quite easily if the AI goes that way.

Even if you somehow manage with that one 200k fleet, how are you going to defend your territory with that fleet and attack the machine worlds at the same time? As long as the machine worlds are operational they will keep making fleets. It took five minutes or so so bombard each machine world with 2k fleet power down to 50% so they would blow up.

When I beat it this morning, I have 2k fleet capacity. I had eight fleets at 200k, not counting my ally or the federation fleet. My main fleet had 6 Titans (2 with shield dampeners, 2 with firing rate increase, 2 with hull repair)

The only real way to win versus the crisis fleets if to outgun them with odds. It is the only way to minimalize the losses. The way to do that is design your ships to have almost all kinetic artillery and proton launchers.


I'm a master armchair tactician. Back in the old days of warp, I would slip in with a shield penetrating fleet and take out their spawn point from behindand let the fleets get damage enough to get the credit. I have never run with 2k fleet capacity. I'm a tall player mostly. I stoped playing with the forced hyperlane update. I reson I could have tried the same. back in those days you could take out a fallen with less fleet power they they had too,
Bored Peon Jun 16, 2022 @ 8:52pm 
Originally posted by ♚King Peter the Brave♚:
I'm a tall player mostly.
I was tall in that game. I took a voidborne origin. I had 1 sector with 4 planets and twenty habitats, and 2 ring worlds, 1 matter decompressor. Master crafter, Mining Guild, and distinguished Admiralty, and one Merc enclave.

The big thing was all the ascension stuff was aimed for fleet power and every planet/habitat had stronghold on it, three being fortress strongholds.

I also lucked out and got artifact that summons a fallen fleet. I was able to get a fleet of 200k out of that over time.

260 fleet command seems to be the max. Which was enough to make fleets with 32 battleships. Half had a spinal mount vs shields the other half were all kinetic/proton launchers.

I still lost something like 7 titans, and about 100 battleships beating the Contingency event. No idea what my allies and federation lost.
Elitewrecker PT Jun 17, 2022 @ 2:32am 
Originally posted by Bored Peon:
Originally posted by ♚King Peter the Brave♚:
But there's no counter and the only counter I see to win the game, would be to have 200k + fleet power with the right weapons for the threat.
200k is NOT nearly enough. This is why:
Your 200k vs their 100k you are probably going to lose that most or all of that fleet.

Now you are stuck waiting to rebuild that fleet. Only the Contingency probably has 2-3 more fleets in the area. Then even if you replace that fleet quickly, you will have to replace it again and again. So what eventually happens is your stored resources runs out and then you can not make resources fast enough to keep up with your fleet losses. This of course relies upon keeping all your shipyards, which you can lose them quite easily if the AI goes that way.

Even if you somehow manage with that one 200k fleet, how are you going to defend your territory with that fleet and attack the machine worlds at the same time? As long as the machine worlds are operational they will keep making fleets. It took five minutes or so so bombard each machine world with 2k fleet power down to 50% so they would blow up.

When I beat it this morning, I have 2k fleet capacity. I had eight fleets at 200k, not counting my ally or the federation fleet. My main fleet had 6 Titans (2 with shield dampeners, 2 with firing rate increase, 2 with hull repair)

The only real way to win versus the crisis fleets if to outgun them with odds. It is the only way to minimalize the losses. The way to do that is design your ships to have almost all kinetic artillery and proton launchers.
200k is perfectly capable of taking out a 100k contingency fleet with little or no losses.
What you need to use is arc Emitters and cloud lightning.
Or a corvette fleet with disruptors but those will always lose some corvettes.
Last edited by Elitewrecker PT; Jun 17, 2022 @ 2:34am
Bored Peon Jun 17, 2022 @ 2:57am 
Originally posted by Elitewrecker PT:
200k is perfectly capable of taking out a 100k contingency fleet with little or no losses.
What you need to use is arc Emitters and cloud lightning.
Or a corvette fleet with disruptors but those will always lose some corvettes.
Now see I tried finding this out the other day. How exactly the shields/armor/hull works game mechanic wise. I could not find any literature on it in the wiki or even in a web search.

I had assumed there would be damage mitigation to the hull if the shields and armor was still intact.
Elitewrecker PT Jun 17, 2022 @ 3:00am 
No, that's thr point of using bypass weapons. Their base damage is lower but they ignore the other layers of defense, so are best used against ships with lots of shields and armor but low hull (like contingency, unbidden, and FE/AE)

In my last game, against 3x contingency I was battling 150k fleets (sometimes 2 or 3 stacked) with 300k power split in 2 fleets (26 battleships and 2 titans, with 230 corvettes for screening), the corvettes were mostly to protect the titans from being picked off. But both fleets could stand a 1v1 fight with some losses (depending on luck).
Last edited by Elitewrecker PT; Jun 17, 2022 @ 3:03am
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Date Posted: Jun 16, 2022 @ 3:03pm
Posts: 23