Stellaris

Stellaris

Better Ship Behaviors
 This topic has been pinned, so it's probably important
BaBoFantasy  [developer] 27 Jan, 2023 @ 8:47am
Problems in Stellaris Ship Design and Combat Behavior
Stellaris warfarehas changed drastically and improved, but there are still a few issues.

1. In some situations, ships equipped with Artillery or Carrier Combat Computers charge at the enemy to the close range and retreat again. - in 3.7, looks like somewhat fixed...

2. Battleships equipped with Artillery Combat Computers and X-slots and some NPC ships with the similar layout will turn away from the enemy, which will prevent proper use of main weapons.

3. Carriers equipped with strikecrafts and Carrier Combat Computers fight ineffectively, exposed to enemy fire rather than fleeing farther. - in 3.12, looks like fixed.

4. All battleships of the AI empire are always equipped with Artillery Combat Computers, even though they are designed as carriers, making them more ineffective in combat. - somewhat resolved in 3.11, but the ship design is not refined.

5. P slot weapons receive repeated techs and keep getting stronger, but the durability of strikecrafts and missiles cannot be improved by any modifiers, techs, or anything. So strikecrafts and missiles become weaker over time. - A durability modifier for strikecraft was added in 4.0. While vanilla Stellaris does not include repeatable research for strikecrafts, using it alongside Balanced Repeatable Techs allows strikecraft to scale with repeatable techs that enhance ship hull, armor, and shields, helping to resolve balance issues.

6. We cannot choose what AUX slot to use in the Starbases, but that may make a critical difference in the combat results. Especially, due to high durabililties of the Starbases, regeneration components may become too useful.
Last edited by BaBoFantasy; 9 May @ 12:39am