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From what I observed, the most important thing is to get your sent admiral/general into the chamber with backup. When your hero is completely alone during the resulting fight, he/she dies.
And yes, following the pattern portrayed in the episode is also not optimal (I guess it's because in the episode, Kirk AND Spock were on that mission, not just one of them).
I do not get any such option, once i open the door and pass the wide reach i allways end up going in there alone perhaps there is some different set of options i should sellect than what seem to be the ideal once.
Either way i solved it by just saying the Fed doesnt get involved and than defeated the rebel fleet that spawned and i could choose a reward.
The paths you can choose lead to different conditions for the group to continue the mission. Several choices you have can exhaust or kill off group-members, and if that happens your hero will face off with the villain alone and die. So you really need to carefully read the text.
Done this noone death no one unconscious no weapons exausted, and still allways ends the same. hench i just forfited the whole thing and still got a chooce between 2 rewards just had to beat a easy to deal with fleet.
1. Bring your best Admiral or General! They said they need your best leader and they really do. You get negative modifiers for a level 1 leader and increasingly more positive modifiers for level 3, 4 and 5.
2. There are no right or wrong choices. All of them have random outcomes of four different kinds:
- Your leady does something cool, like saving someones life (good but rare, increases chances)
- Nothing special happens (okay, neither increase nor decrease)
- Your leader gets injured (bad, decreases chances)
- One of your companions dies (bad, does not directly decrease your chances but reduces the amount of choices for the remaining events
Usually following your companions choices has lower chances for a bad outcome, higher chances for an okay outcome but no chances for a good outcome.
Using your leader has higher chances for a bad outcome, lower chances for an okay and also low chances for a good outcome.
If you have a third option available (because the respective companion did not die yet) this one is the best because it does not have a chance for a bad outcome.
3. When you are not playing in Ironman Mode you can reload and try events again. But it seems that Stellaris saves the random seed throughout the event chain. This means, that once the event starts (due to scanning the point of interest with your ship) the probabilites for all further event outcomes are fixed. You can try out different choices but if all of them are bad you either have to live with it or reload a save from before the event chain.
4. If Sord survives the first event, pick his choice in the second ("Use Sort to counter the inhibitor field") since it cannot have a bad outcome.
5. For the enterance of the soul tower pick either Sords or Em/3/Greens choices (if they are still alive) since they always succeed.
6. For the bridge inside the soul tower pick either Tzsccis or Laras choices (if they are still alive) since they always succeed.
Even if you did everything correctly it is still pretty random. So good luck!
Or can you save right before the final event with a good run and then repeatedly savescum until you get a victory in the final fight?
because I have a nice chain saved, kept everyone alive, saved the lives of two of the team, and personally handled the locked door, used the tholian to get across the bridge, nothing but good outcomes and one exceptional one, and I have reloaded that last save about 35-40 times now, and I die in the final fight every time. I'm using a 3-star general.