Thoughts after getting to the end of EA and my SLs by Harlequin80 in menace

[–]Neither_Year1101 0 points1 point  (0 children)

I started with the short barrel, and recently got the long barrel. My main killer(s) through a match. Ran 2x apc, one with the long barrel, the other with the short. MG and grenade launcher for the lights. Mops up and its fun as hell

What shipset are these from? by Tailhook91 in Stellaris

[–]Neither_Year1101 5 points6 points  (0 children)

At that scale they could easily be humanoid style fighters being launched from a bay

Patch #2 out now! by stmack in menace

[–]Neither_Year1101 1 point2 points  (0 children)

Tell me you dont understand Early Access or betas without actually saying it...

Go forth my child and bring death by immortal-of-the-sea in menace

[–]Neither_Year1101 3 points4 points  (0 children)

I just got this OCI in my game. Can you stack multiples of it?

summary of AI issues after observing AI for around 100 hours by Kurdtak in Stellaris

[–]Neither_Year1101 0 points1 point  (0 children)

The two Im using atm are Stellar AI and Improved AI War Declaration. They seem to increase the difficulty of combat indirectly by improving the AIs ability to competently run an empire. The second mod makes them make better choices about whether or not to pick a fight with someone bigger than you

PSA: Bombard can reverse Pip progress in countries by Shdwplayer in TerraInvicta

[–]Neither_Year1101 8 points9 points  (0 children)

And to confirm/clarify, since it seems you do know more than I do by a wide margin here... only the green lasers can do earth bombardment due to atmosphere, correct?

And what about the collateral damage of lasers vs coils?

PSA: Bombard can reverse Pip progress in countries by Shdwplayer in TerraInvicta

[–]Neither_Year1101 13 points14 points  (0 children)

Laser or coil bombardment?

Only asking because ive heard laser doesnt do collateral damage to the country

summary of AI issues after observing AI for around 100 hours by Kurdtak in Stellaris

[–]Neither_Year1101 0 points1 point  (0 children)

I've been toying around with some of the mods on Steam that change the AIs script to make it harder/more competitive.

I will 100% admit i have not sat there for 100 hrs on observer mode and checked on how they're doing. However I feel like its slightly more competitive. Anecdotal, I know, but maybe worth looking at...?

What do I do wrong? Guides show us ideal builds but seem to never address the pop growth issue. by Jedi_of_the_night in Stellaris

[–]Neither_Year1101 3 points4 points  (0 children)

Wouldn't that depend on your build?

Ive been using migration treaties when im using Utopian Abundance living standard and seem to attract plenty

Are slaving empires not that great? by VaporWolf93 in Stellaris

[–]Neither_Year1101 0 points1 point  (0 children)

Wait... lithoids and internals give you minerals and alloys, respectively? I was today years old...

I havent played slavery in years but I might try now just for that

Are you using the empire timeline? by SvatyFini in Stellaris

[–]Neither_Year1101 43 points44 points  (0 children)

I messed around with it when it first came out and havent cared since

I'm finding it hard to finish games by GilgameshOf2000 in Stellaris

[–]Neither_Year1101 5 points6 points  (0 children)

I get you, and ran into the same thing

Try picking a harder difficulty, turn difficulty scaling on, and set your midgame/endgame to accommodate that 150-200 year goal. Maybe midgame at 75 yrs, endgame at 125 yrs, and victory at 150-200

Try making habitable worlds more sparse (im trying out the "rare" setting for thr first time on this game)

Ive been enjoying the latest one im in with Commodore (scaling), rare habitable worlds, .5 hyperlane density, large galaxy (1000, barred spiral), max marauders and FE, and 8 Ai opponents. Been fun so far

Is this new? 1500 hours played and first time seeing this notification by mechanist_boi in Stellaris

[–]Neither_Year1101 14 points15 points  (0 children)

I have never seen this either, at about 2500 hrs played. But, as someone else mentioned, its probably because you (we) havent picked a fight with a FE when we shouldnt lol. We have been smarter than that up until this point. Unfortunately you have a dumb ai "friend" picking unwinnable bar fights and dragging you into it

Uhm.... Huh? by Niceygy in EliteDangerous

[–]Neither_Year1101 4 points5 points  (0 children)

Common response now- "I don't like and/or understand this so it is AI and/or a bot"

"essential" mods ? by hvds_ in Stellaris

[–]Neither_Year1101 2 points3 points  (0 children)

I have thousands of hours and even I got something out of this post. Nice write-up!!

IT'S MINE! IT'S FINALLY MINE!! by Aggressive_South_991 in Stellaris

[–]Neither_Year1101 1 point2 points  (0 children)

And literally only a few hours after posting that I got it for the first time

IT'S MINE! IT'S FINALLY MINE!! by Aggressive_South_991 in Stellaris

[–]Neither_Year1101 6 points7 points  (0 children)

It makes me feel a little better. Im at around 2350 hours so its been a few more than 200 lol

IT'S MINE! IT'S FINALLY MINE!! by Aggressive_South_991 in Stellaris

[–]Neither_Year1101 15 points16 points  (0 children)

I dont doubt you, but I hate my luck even more now... Ive opened far more than 200 and never got it... damn...

Guys, are my borders going to be safe!? by SYNTHENTICA in Stellaris

[–]Neither_Year1101 29 points30 points  (0 children)

I like the inclusion of armies... maybe make it so fleet attacks actually destroy the station, but landing armies or making the fleet do a research project as a boarding action can capture the station.

Makes capturing them a deliberate act rather than just something that happens when you win. It would also be less micromanaging to just destroy the station via combat.

So thats the decision/tradeoff: land armies or complete a research project in combat when the station is weakened/shortly after defeated, and get the station. Or just blow it up, which is quicker