Stellaris

Stellaris

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Ninethousand Dec 19, 2022 @ 12:17pm
Battleships refuse to fire spinal mount weapons.
No matter where i look, my Battleship are clearly equipped with Tachyon Lances.
Ship designer, when you select a fleet and hit the "look at" button, during a fight when you hit the "look at" button. They 100% clearly guaranteed without a doubt hava Tachyon Lances.
I changed the ship computers and put 3 different modes in, but they only change the bahavior in flight, not what weapons they use.
I reloaded the game... and then i ran out of ideas.

What could stop my Battleships from firing their X weapons? I can load another save right now, seemingly no difference in the ship design, and they fire their Lances. I load my new game again, and they refuse to use them.

Is there anything that could stop them from using X weapons that i didn't notice? An edict, policy or resolution that causes this?

Edit: Current Status: BS sometimes fire their X weapons and sometimes they don't. The ships that shoot and the ships that don't have the exact same setup, I even watched a fight closely, and compared the ships that fire with the ships that don't fire. It makes ZERO sense, and no matter what computer or X weapon i install, it changes nothing!

Edit: So, i guess in conclusion, the devs managed to mess up the AI's behavior AND how their behavior looks at the SAME TIME. Not only do your fleets do comepletely dumb crap, no, half the time they don't do dumb crap, it STILL looks like they refuse to shoot. Thanks for not fixing your ♥♥♥♥ before putting this in the official version of the game! I guess i have to rollback to before the dumb ass rework, until they fix this ♥♥♥♥ in 2 years or how long it took them the last time... For how long was the game garbage again? Like... Version 2.4 till 3.2 or something like that? At least we got a few new, non ♥♥♥♥ versions with 3.2 until... well, right before 3.6...
Last edited by Ninethousand; Dec 21, 2022 @ 12:59pm
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Showing 31-37 of 37 comments
CrUsHeR Dec 21, 2022 @ 1:20pm 
Wunder Wurst


...or maybe Whirlwind missile ;)

Well if you haven't followed the beta discussions, it may not seem obvious because the WW missile tech was something you'd never even wanted to research previously.

Medium gun slot, 0-120 range, does relatively counter the PD efficiency due to high hull strength and armor. Flak is really bad against them, and Strike Craft no longer attack them at all.

And they synergize perfectly with Strike Craft, since both ignore shields.


A nice side effect, if you start researching the missile repeatables, your starbases also use a lot of these in their M-Slots, and you can have 4 of them on defensive platforms.


Originally posted by Terijian:
WW battleships arnt that great, Ive tried them a few times, switching over to things like plasma and kinetic artillery melts fleets like 3x faster

Quite sure that the exact opposite is the case.

I tested practically all reasonable setups, including AE+Cloud/Disruptor, Artillery, mixed fleets. All other setups are shockingly bad compared to the battleships posted in the screenshot above. Kill speed is worse, losses are higher.


Hate having to repeat myself again, but the entire "build your battleship kit" only has cringeworthy options:

Example the Plasma Cannon has 80 max range, while the Kinetic Artillery has 150 and the X-guns 250. So even if the ship is sitting at half of the max range "of its longest range weapon", the plasma guns are unlikely to fire. And then it's only a small step for enemy ships to go under 40 range, when the plasma cannon can't fire yet again.


The only reason why the non-ideal setups still work out for you guys, is because the AI use even worse combinations.

Example the AI will equip Strike Craft + Plasma Guns + Disruptors on all their ships, of course you can beat these easily with non-optimized fleets of your own. It's like fighting three different fleets at the same time, none of them having the tools to beat your defenses.
Ninethousand Dec 21, 2022 @ 1:22pm 
WhirlWind? So... it IS the wind waker!

Well... anyways, rolled back to 3.5.3, did the exact same thing, BS jump into the system, they all look at the ship, and bam, 22 tachyon lances firing, ship dead... Screw this! Someone please let me know when the combat isn't broken anymore!

Thanks for your help finding out that (BIG SURPRISE) the devs screwed up once again, everyone!
Last edited by Ninethousand; Dec 21, 2022 @ 1:23pm
Terijian Dec 21, 2022 @ 1:48pm 
I mean if you've crunched the numbers I wont argue that it might technically be the best, just anecdotally it made battles painfully slow and switching to a different set-up seems to have vastly improved the speed at which they kill the enemy
like i dont really care if a couple weapons dont fire at a range the enemy fleet never survives to get to in the first place. besides speed it improved survivability too
Sea Base Dec 21, 2022 @ 2:36pm 
Originally posted by Ninethousand:
World War?
Wind Waker?
Weight Watchers?
Wonder Woman?
Where's Waldo?
Wacky Wheels?

WTF is a WW battleship? I can't think of a single BS related word that starts with W, leave alone two...

Wing... Weapons? oO

Edit: I tried the ASB mod with unlimited particles mod, and now it looks like my ships shoot even less, because the lasers now have this dumb "animation" of them "traveling" at like... 10 miles per hour... My BS jump into a system, there is a ship in front of them, and you see 1 laser shooting, then 2 seconds later a second laser fires... This is freaking insane! I guess i'll just rollback to 3.5.3 or whatever. This is quite literally unplayable and WAY worse than the bug we had for 30 years, were ONE of your fleets just refuses to shoot every now and then. THIS is ALL of your fleets being complete crap at all times, and the winner of fights is decided by who's AI just happens to not be retarded.
Have you actually tried uninstalling, deleting local, and reinstalling again?
Sea Base Dec 21, 2022 @ 3:07pm 
Originally posted by CrUsHeR:
Wunder Wurst


...or maybe Whirlwind missile ;)

Well if you haven't followed the beta discussions, it may not seem obvious because the WW missile tech was something you'd never even wanted to research previously.

Medium gun slot, 0-120 range, does relatively counter the PD efficiency due to high hull strength and armor. Flak is really bad against them, and Strike Craft no longer attack them at all.

And they synergize perfectly with Strike Craft, since both ignore shields.


A nice side effect, if you start researching the missile repeatables, your starbases also use a lot of these in their M-Slots, and you can have 4 of them on defensive platforms.


Originally posted by Terijian:
WW battleships arnt that great, Ive tried them a few times, switching over to things like plasma and kinetic artillery melts fleets like 3x faster

Quite sure that the exact opposite is the case.

I tested practically all reasonable setups, including AE+Cloud/Disruptor, Artillery, mixed fleets. All other setups are shockingly bad compared to the battleships posted in the screenshot above. Kill speed is worse, losses are higher.


Hate having to repeat myself again, but the entire "build your battleship kit" only has cringeworthy options:

Example the Plasma Cannon has 80 max range, while the Kinetic Artillery has 150 and the X-guns 250. So even if the ship is sitting at half of the max range "of its longest range weapon", the plasma guns are unlikely to fire. And then it's only a small step for enemy ships to go under 40 range, when the plasma cannon can't fire yet again.


The only reason why the non-ideal setups still work out for you guys, is because the AI use even worse combinations.

Example the AI will equip Strike Craft + Plasma Guns + Disruptors on all their ships, of course you can beat these easily with non-optimized fleets of your own. It's like fighting three different fleets at the same time, none of them having the tools to beat your defenses.
Tried it next to the fleet comp I already use, even small lasers were doing more damage than the the WW and fighter craft combined...

Dunno what you are on about but that's a hella weak set up that Cruisers and smaller have no issue catching up to and damaging on GA. The combats are too big with way too much PD and flak available.
SVaughan Dec 21, 2022 @ 3:43pm 
Unfortunately, this report will never be seen by PDX Devs, as they never check Steam.
Ninethousand Dec 22, 2022 @ 5:40am 
As opposed to all the reports that people made in the right place when they played the early access branch?

People keep saying that the devs were told MANY MANY MANY times that ♥♥♥♥ is still broken, and the devs AS USUAL decided to ignore intelligent people, and do their ♥♥♥♥♥♥♥♥♥ anyways...

I wonder how many years we have to wait for a playable new version this time...
Kinda hate that i have to edit files again, so i can assimilate hives and machines, but meh... still better than this unplayable garbage. I don't understand how anyone can play this! It CLEARLY doesn't work right. 90% of the things you could usually do, are now broken. Why even let us design ships? Just give us the ONE damn layout that sucks the least! One where the weapons actually fire and the ships don't just drive in circles whenever they feel like it!
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Date Posted: Dec 19, 2022 @ 12:17pm
Posts: 37