Stellaris

Stellaris

ST: New Horizons
Babaoz Jan 23, 2022 @ 11:41am
xindi Planet Killer Waepon destroys Earth
I am new to the mod but a long time Stellaris player , and i can't find a way to stop the Xindi weapon (not the probe) , destroying Earth. Repeated attempts , tried building a fleet , but its never big enough to stop the escort. I am in Coalition with Andorrans and Vulcans, but they don't help. I have read online comments about an 'event chain' that i meant to help, but repeated playthroughs, that hasn't happened to me (after destroying the Probe). Can anyone give me some tips ?
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Showing 1-15 of 24 comments
Ruin Jan 23, 2022 @ 11:47am 
Did you research the wreckage with a science ship -- use Archer -- after destroying the first probe?
Last edited by Ruin; Jan 23, 2022 @ 11:47am
Babaoz Jan 23, 2022 @ 8:58pm 
thanks , i restarted , but this time , i paid careful attention to those events, allocated Archer , and after many events , i did destroy the Xindi weapon.

Now i have had to give up again , since i had the Demons event where the Robocop actor fires some sort of Array and makes Earth , some sort of Military Dictatorship. I'm out of the Alliances and everyone hates me. There was nothing i could do to stop this from happening , since i didn't yet have the option to Research Troop Transports !, terrible Mod design
Diet Degenerate Jan 23, 2022 @ 11:31pm 
Ah, Terra Prime. Human centric reactionaries bent on securing earth for humans ONLY.
Make Humanity Great Again.
tbch dude that's all easily avoidable, IF you know the plot of the show and follow that plot
or dont. thats your choice. because the missions more or less play-out exactly as the TVshows "history" would... its all about timeline. butterfly effect.
so if you were actually taking the time to read the messages, and clearly you aren't :steamfacepalm:; you would come to see pretty clearly that the choices you receive from events have definitive outcomes.

that's not terrible mod design, in fact its a fantastic example of the mods strength!

my first playthrough as feds i somehow managed to befriend the andorians before vulcans and ended up falling into the middle their war. on the side of andoria, we crushed the arrogant knife-ears into extinction! and "My" federation' was somehow still formed on entirely different set of founding races... and values. history as trekkies know continued mostly as canon ...except not a single vulcan in existence and incredibly imperialistic humanity tempered by its first interplanatary war. a far cry from the Federation i intended.
Ruin Jan 24, 2022 @ 1:36am 
Originally posted by Viisril.:
except not a single vulcan in existence and incredibly imperialistic humanity tempered by its first interplanatary war. a far cry from the Federation i intended.

And this is actually one of STNH's greatest strengths... The What if? factor... Too many people get far too hung up on recreating Star Trek canon perfectly to consider what might have been had some small detail happened differently...
Babaoz Jan 24, 2022 @ 6:10pm 
I understand , and flavour is the whole point of the mod, but if i can't fulfill the Events, because I havn't researched Troop Transports (i never got the option), i think i would class that as sloppy Event Design.
Ruin Jan 24, 2022 @ 6:28pm 
Originally posted by Babaoz:
I understand , and flavour is the whole point of the mod, but if i can't fulfill the Events, because I havn't researched Troop Transports (i never got the option), i think i would class that as sloppy Event Design.

*facepalm*

Did you read my comment?

You don't have to research Troop Transports... Stop blaming the mod for your own ignorance of basic game mechanics...

Build 3 armies, assign a general, research the event... Done...
Grayhorse Jan 25, 2022 @ 3:06am 
Ruin is correct. And make sure you do the event quickly, because it only gives you 180 seconds to complete each part of it.
tilarium Jan 26, 2022 @ 4:44pm 
I mean, I get it, why everyone wants things to run just like the show. Beat the Xindi weapon, beat Terra Prime, everything else. But that takes away have the fun of the game, in my opinion. If everything happened just like the shows then, to me, things would be boring. In fact, for a while, I had a run where I made sure the Xindi weapon would destroy Earth just to give an alternate history run.

As for beating it. It's tough. It's not as tough as it was in previous versions, but it still takes a pretty sizable fleet to destroy it. Add a defense platform to your starbase, maybe a hanger bay, have a good sized fleet and along with the Enterprise and hopefully either the Selya and/or Kumari, you should have enough to beat it. it's not like the colossi from base Stellaris or the Xindi probe where it will make a bee-line to Earth. Instead, it's like any other ship and fleet, so once it's engaged, it will remain engaged and away from Earth. Use that to your advantage.

For Deamons, I rarely get that event because, as I said, I like letting the weapon destroy Earth. Even if you play things "right" there is still a chance to lose. Make sure you have a couple of assault armies already trained up so that you're not losing time training them. I don't think it has an effect, but I've had better results having Hayes as their general then not. Could just be blind luck there, but couldn't hurt.

As Ruin has said, you don't need the Light Cruiser Blueprints tech researched or a Sarajevo Troop Transport. I think peoples confusion comes from the fact that it's called a troop transport and they assume you need it to transport your troops (assault armies). Maybe they could use a renaming to light transport or something similar to avoid the confusion.
Last edited by tilarium; Jan 26, 2022 @ 4:47pm
TEAser Jan 27, 2022 @ 3:16pm 
Originally posted by tilarium:
I mean, I get it, why everyone wants things to run just like the show. Beat the Xindi weapon, beat Terra Prime, everything else. But that takes away have the fun of the game, in my opinion. If everything happened just like the shows then, to me, things would be boring. In fact, for a while, I had a run where I made sure the Xindi weapon would destroy Earth just to give an alternate history run.

As for beating it. It's tough. It's not as tough as it was in previous versions, but it still takes a pretty sizable fleet to destroy it. Add a defense platform to your starbase, maybe a hanger bay, have a good sized fleet and along with the Enterprise and hopefully either the Selya and/or Kumari, you should have enough to beat it. it's not like the colossi from base Stellaris or the Xindi probe where it will make a bee-line to Earth. Instead, it's like any other ship and fleet, so once it's engaged, it will remain engaged and away from Earth. Use that to your advantage.

For Deamons, I rarely get that event because, as I said, I like letting the weapon destroy Earth. Even if you play things "right" there is still a chance to lose. Make sure you have a couple of assault armies already trained up so that you're not losing time training them. I don't think it has an effect, but I've had better results having Hayes as their general then not. Could just be blind luck there, but couldn't hurt.

As Ruin has said, you don't need the Light Cruiser Blueprints tech researched or a Sarajevo Troop Transport. I think peoples confusion comes from the fact that it's called a troop transport and they assume you need it to transport your troops (assault armies). Maybe they could use a renaming to light transport or something similar to avoid the confusion.

I've found it actually to be a tad harder than before, at least from a few months back.
Or it may have been cause of me stretching the timers until they had 60 days left, cause for some reason the game before my current game the Xindi would usually only spawn with 3-4 extra ships, but this time I got 10-12 Xindi ships and that was not something my 1,6k fleet was able to handle, even with the help of the Vulcans and Andorians. Very strange indeed.

As for the last bit, yeah they should either change the name, or add into the discription that you don't need it for transporting troops.

Also it's part luck, cause the first time I tried(I saved before it kicked off) my helpers(Friendly Xindi and Vulcans/Andorians) spawned next to the Xindi weapon, whilst enterprise spawned across the system, which led into my fleets getting destroyed one by one xD.
tilarium Jan 27, 2022 @ 5:37pm 
Oh wow @Teaser. In the last you'd get just a couple of escort ships with the probe. If it's spawning with a dozen ships, then yikes, yeah, that will be a good bit harder indeed! I've got about a year in my current game before the weapon shows up so hopefully I can get things worked out. I was going to make an effort to try and beat it, but I might not with my current resources. We'll see what happens.

It's random where the Xindi and allied fleets spawn. I'm a safe spammer so I save a lot and keep reloading until I get things to spawn where it fits into my plan. You've got me really anxious to get to the Xindi weapon now to see how things go. I'll have enough time to get either a Sarajevo or another Intrepid-Type out before it shows up. Or I could spam a lot of shuttle craft... I'll report back when it happens.
Grayhorse Jan 27, 2022 @ 10:07pm 
I build 12 ships for the initial weapon. Then on Sirius, I put down a star base with the anchorage X2. I do the same with Alpha Centauri. Then I build my ships up. Also on the xindi weapon event, you dont have to do it right away. So I always make sure I have the 2nd tier on the laser/phaser weapons. Same with the fusion torpedos. Also if you can, have shields. Wont always work out that you will, but if you can, then that helps too. This allows me to go into the battle with 20 to 22 frigates and the enterprise. If I get the vulcan ship then great, but if I dont no biggie. I also make sure and build up at least 5 transports during this time. Get General Hayes as soon as you can as well. This way you can finish the daemon quest fairly easy as well. Ive not tried the Terran Prime side of things yet, but have thought about it. I am just curious as to what quests transpose for the Terrans. All of them from the fed or just some?
Babaoz Jan 28, 2022 @ 2:21pm 
Thanks for the replies Chaps , as Tilarium said , i assumed that in this Mod , i would need Troop Transports to 'Transport' my troops !, and didn't even try the 'normal' way. Is there a guide for the Federation which would answer the question of what Troop Transports are for , and other Questions ?
Ruin Jan 28, 2022 @ 10:47pm 
Originally posted by Babaoz:
Thanks for the replies Chaps , as Tilarium said , i assumed that in this Mod , i would need Troop Transports to 'Transport' my troops !, and didn't even try the 'normal' way. Is there a guide for the Federation which would answer the question of what Troop Transports are for , and other Questions ?

Unlike Assault Amy Transports they fight in ship-to-ship combat and have a combat profile similar to a light cruiser but with the added advantages of being able to disable enemy ships through boarding actions (performed randomly and automatically), and will deploy free ground troops during planetary bombardments...
Last edited by Ruin; Jan 28, 2022 @ 10:48pm
Babaoz Jan 30, 2022 @ 2:43pm 
Thanks
Ruin Jan 31, 2022 @ 7:23am 
Forgot to mention that you need a special module for boarding actions and free assault armies to work...
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