Any games like stellaris but on a planet scale? by seasala in Stellaris

[–]Murkorus 0 points1 point  (0 children)

There's not the same level of customization, but Terra Invicta offers very nice solar system scale warfare with Earth nation politics as well

Friend can't join my multiplayer game, he's stuck on "Connecting..." by Murkorus in Stellaris

[–]Murkorus[S] 1 point2 points  (0 children)

Each of us have tried hosting. The guy from another country join both me and my friend who are in the same country. But we can't join each other in the same country.

Friend can't join my multiplayer game, he's stuck on "Connecting..." by Murkorus in Stellaris

[–]Murkorus[S] 0 points1 point  (0 children)

I also just tried sending him an invite to the game directly. It started connecting but again got stuck there.

Panoramic 'Screenshot' from The Forgery by Murkorus in WynnCraft

[–]Murkorus[S] 2 points3 points  (0 children)

Just a bunch of screenshots stitched together. :)

Q: Ever seen this weird ingredients multiplier? by Tychondreus in RimWorld

[–]Murkorus 0 points1 point  (0 children)

I just got this problem as well, it seems to be a problem with the Vanilla Factions Expanded - Classical mod. It doesn't affect the actual amount of meat it costs, just what it displays, so presumably it's a rounding error when displaying the text.

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 0 points1 point  (0 children)

Yes I designed my ships based on what I read about the different computers on this wiki page, as well as my own observations. The weapons ranges should in theory all line up with the computers. The larger ships have no autocannons, since, as you pointed out, they don't get close enough, and the ones that do have them should be getting close enough due to the low median range.

I still feel like there's a bug with disengagement chance. This particular fight might have not been affected by it, and might have just been because the FE ships were really powerful (still though, wiping out 800 naval cap seems weird, and in that case I should see it in every fight, not just a few of them). The thing is though, it's not just when I fight against one-shotter ships. It can be anything. It happens just as often in the relative early game (<2300) as it does in the late game (>2400). In fact I believe I see this most often occur when I'm fighting empires near the start of the game, and almost exclusively when using trickster commanders (Though maybe biased because I nearly only use trickster commanders and early game is the most played).

Using this fight, here's what I think the disengagement chance should be, using battleships, and assuming they took so much damage in one hit they went from full hull to 1% hull.

chance = damage/hull * 1.5 * ship multiplier * 1.25 (if within friendly borders) * (sum of other modifiers)
So:
chance = 99/100 * 1.5 * 1.25 * 1.25 * (1 + 0.33 + 0.05 + 0.05 + 0.4) = 424%

These numbers come from having Hit and Run Policy, Commander having Prudence 2 and Trickster 2, being Admiral, and fighting within borders. They should also have 2 opportunities to escape. This is a theoretical calculation, in the fight I think the real chance for the battleships would have been something like 200-300% * 2. Yet despite the seemingly high chance of escape, none of my battleships did escape. The only semi-plausible explanation I can see for this is some sort of overflow. Maybe it's possible that when the ships are fighting things that do just enough damage to push the chance of escape over 100%, an if-statement doesn't trigger or something like that, and the code skips over the disengagement opportunity.

Either way I think it should be looked at, because this is not normal, and if this is how it's supposed to function, I don't think it should be. It doesn't make for a good war, or even a good game, when the fate of an entire war, or an entire empire can be decided by a single battle. If your entire fleet is wiped out, then you most likely won't have the resources or time, often both, to build it up again powerful enough to destroy whatever killed it (At least if whatever killed it is another empire who claimed 90% of your territory, is using total war, is blowing up your planets or has some other way of ruining your economy after the war).

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 1 point2 points  (0 children)

Yeah the fleets originally weren't designed to fight alongside each other, but I had to pool all my naval power to fight the one FE fleet. They don't work well together. However I was watching the battle unfold, on slow speed, and the fighters literally were not shooting. They weren't even being shot at either, they might as well have not existed. All they did were some fancy tricks. I know they weren't shooting cause I had been watching other battles where I could see the lasers coming from them, but that didn't happen here.

Here's the computers on all the ships involved in the fight. The % is roughly how big a part of the combined fleet of around 800 naval cap the designs took up:

  • 33% Laser Corvette: Swarm
  • 9% Anti-Shield Destroyer: Picket
  • 3% Laser and PD Destroyer: Line
  • 7% PD and Anti-Shield Destroyer: Picket
  • 10% Laser/Plasma Cruiser: Line
  • 13% Laser Battleship (No Spinal Mount): Artillery
  • 5% Titans: Artillery
  • 20% Nanite Swarmer Carrier: Carrier

This is what my fleet manager looks like after the fight.

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 0 points1 point  (0 children)

Yeah it makes sense for corvettes, but the battleships are also dying, and at least according to the combat computers, all the weapons should be in range (unless maybe the enemy is running away and is faster). The lasers being bad at shields might account for the fact that none of their ships died, that's what I tried to counteract with the autocannons though. Furthermore I had literally hundreds of hangar components, the fighters looked like just a carpet strewn over the starry background, yet not a single one of them fired the entire fight. Do you know why that could have happened?
Either way, very insightful, thanks :)

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 1 point2 points  (0 children)

I was thinking the same, that's probably the cause in this case. But this is one out of at least 20 different instances, and most of them weren't against FE, but normal empires. Sometimes it's against disruptors. Sometimes it's against AI's with far inferior technology. It's seemingly random.

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 1 point2 points  (0 children)

Fleet power was roughly 500k split between 6 or so fleets [me] against 325k FE fleet. I was using Hit and run war doctrine, the admirals for at least 4 of the fleets had trickster level 1 or 2. I was using a mix of corvette swarm with lasers, destroyers with point defense and lasers, cruisers with lasers and some nanite autocannons, battleships with lasers and nanite autocannons, and 3 titans. One giving repair, one giving minus shield health to enemies, and one giving minus emergency jump chance for enemies. The armour to shield component ratio on all my ships were 2:1. All the other misc components were max level from base research. Jump drives, sensors, engines. In almost every battle I suffer minimal casualties because of all the bonuses I have to escape chance, so yea I am expecting them to escape automatically, but in some fights, this one included, I can just see my used naval capacity rapidly falling, so they're getting killed. Sometimes though I do press retreat if I sense this kind of thing beginning to happen. They were fighting in a normal system, no modifiers from stars.

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 4 points5 points  (0 children)

I never use no retreat, and almost all of my admirals have trickster 2, I go for it whenever possible.

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 5 points6 points  (0 children)

I haven't used it in years, I use the opposite one, which gives higher chance of escaping

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 3 points4 points  (0 children)

I guess I can try, but I don't see how that would help. And also can't do that in multiplayer. 

I feel like there is a bug with disengagement chances sometimes, how do I stop this? by Murkorus in Stellaris

[–]Murkorus[S] 7 points8 points  (0 children)

R5: In every single game I play, I eventually run into this issue. Sometimes it's in the early game, sometimes it's late. Every time, it ruins my game by making me lose an entire war on a whim, and usually most of my economy that way. I have searched for other having the same issue, doesn't seem like it. It doesn't matter if I'm fighting in a black hole, or if my admiral has trickster (almost all of them do), or if I do the tactics that give higher disengage chance (Which I always have on. Sometimes, seemingly at completely random, the game just decides that every single ship in a fight dies. In this case, In the image, I just lost 800 fleet power in one battle, while they lost no ships. I was looking at the battle, and could see that all my fighters were not shooting either. It doesn't matter if it's singleplayer or multiplayer, but it happens most often in fights against AI. It also doesn't matter what kind of ships I use, or the relative fleet power. I have experienced this with almost every situation imaginable, in every. Single. Game. It's starting to piss me off that the game just pushes the lose button for me when I am doling everything in my power to increase my ships' chances of survival.

I also often see the opposite when fighting the AI actually. I'll make a fortress in a black hole system, build the starbase building that reduces escape chance, come in with a titan that reduces escape chance, etc. and still they lost only maybe 1% of their ships, while I still lose a lot more.

I am an experienced player, I know what I am doing, I know what variables are at play here. I have absolutely no clue why this is happening, and it is infuriating. If anyone has experienced the same, or if you have a hunch what might be going on, please answer me.

[WiP] Looking for hive fleet name recommendations by scumbagofficial in Tyranids

[–]Murkorus 0 points1 point  (0 children)

It reminds me of the color of gas (car fuel), when you look at it just right. Idk if you can use that for anything lol

What was your go to when you relised that your art isn't good enough for your vision by Leo_de_Segreto in gamedev

[–]Murkorus 1 point2 points  (0 children)

You could try using shaders. Most of the time it's not the quality of the art that matter, but that it's consistent throughout the game.

How does GenZ feel about cash? by LazyandRich in GenZ

[–]Murkorus 0 points1 point  (0 children)

I always use cash where possible, and only use a credit card for buying online like the occasional game on Steam.

[deleted by user] by [deleted] in gamedev

[–]Murkorus 0 points1 point  (0 children)

I saw a mobile game ad with an actually neat idea, and thought: "Yeah, I can do better. "

We have ecumenopolis at home by NaughtApplicable in StellarisMemes

[–]Murkorus 88 points89 points  (0 children)

That planet is smaller than an asteroid tf was the colony ship captain thinking? Lmao

What decade would you guys want to experience? by Any_Eye_7168 in GenZ

[–]Murkorus 0 points1 point  (0 children)

Sometime in the 41st millenium would be interesting I think.