100% Shield penetration = Ignores shields (no damage at all to shields). Because of the large bang torpedoes destroy ships, instead of small weapons leaving chances to get away. Inversely scale hardening module impact against hull size. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. r/Stellaris • Someone on the forum made a really good write up on how ship engagement works, and demonstrated mechanics that I didn't know existed even at 2,000+ hours in the gameOriginally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. This mod adds base hardening to shields and armor, increasing with their tier. My ships slots are half armor, 25% crystal, 25% shields. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. 5 days. That will allow you to go on a militarised economy to boost the alloys. Stellaris: Tech. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. 25 shield hardening and . Stellaris Dev Diary #312 - 3. Stellaris 3. because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. I think that crisis, FE, AE, leviathans should have hardening. 13. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Losing 100 Ar or 125 Sh to get 65 Hull. Mining lasers are now classified as Brawling weapons. Mar 29 @ 11:36am Minor Artifacts So I just got a notice I've got 3000/3000 minor artifacts. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. In singleplayer you can just mass these, the AI will never counter them. The Stellaris 3. Stellaris: Psionic Shields & Cloaking Combat Testing. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. The thing is I have no idea if this rule still applies. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Don't forget to turn. Legacy Wikis. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. Below is an example of what I found out while testing ship combat. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. . Strong and robust do affect the crystal, gas, more production though. Both are late game anyway so doesn't matter. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. If it's the Disruptor then they're going to get a lot more dangerous overnight, and Hardening may become vastly more important. +10% evasion (and 20% sublight speed). If your FAEs/disruptors/etc. Reply. I've found in. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). Stellaris. 1x regenerative hull tissue. Refire rate and general stats have been adjusted. The other version is "%chance to reduce any damage from penetrating at all". Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Third, buff the hardening components. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Damage 16 - 24 +100% Shield Penetration. 6 also includes new galaxy shapes to explore, new story events, a new. worker output doesn't apply to specialist roles like researcher. Please don't talk to me about hardening. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. is it worth it do you think?No they can not. Just what it say on the tin. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Equip an ancient suspension field 2. 418K subscribers in the Stellaris community. 6 update. "Don't sweat the small stuff, unless you're micro-managing a Paradox game. Solovyev-Pavel update ESC Unbidden spawn logic. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. 1 comment. Stellaris Wiki Active Wikis. 100% is overkill and make bypass weapon useless, but there should be incentive for player to not going for bypass as a no brainer. As for the reactive armor, yes the hardening modifiers stack. Ironically, there is an advanced armor option known as Dragonscale Armor. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Stellaris. M: +315 shield HP (505 with AP), 4. Stellaris Wiki Active Wikis. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. For downside traits, Unruly and Deviants are the best. Now say, 30% shield hardening cuts Disruptor damage by a third. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. The traits for the admiral in the screenshot are Clone Ascendant (+35% ship fire rate and -20% ship upkeep), Gale Speed (+5% evasion and +20% sublight speed), Aggressive (+5% ship fire rate and +10% sublight speed), Chosen of the Eater. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. Adaptive (Lost Colony origin), Charismatic (Hive Minds or Driven Assimilator), and Thrifty (Megacorps or Merchant Guilds) are situationally quite good. Apart from this, Stellaris patch 3. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening with Archaeo. For individual ship designs, I set a theme for each one. 1;. 103 votes, 17 comments. Made this for my own use, so don't expect any big features or updates. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. Toggle signature Victorious warriors win first and then go to war, while defeated warriors. Their fleets tend to follow their overlord's. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would. Stellaris: Armor Hardeners are very effective. ; About Stellaris Wiki; Mobile viewWelcome to this week’s Stellaris Space Guild Help Thread! This thread functions as a gathering place for all questions, tips, bugs, suggestions, and resources for Stellaris. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. +25% Shield Regen +3% Shield Hardening; Missiles. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Rogue servitors my friend, rogue servitors. 50, vs Gamma lasers at 6. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. A quick search reveals that shield hardening apparently stacks. 64) with. So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. You can see that by putting two afterburners or shield capacitors on. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. g. Don't forget to turn. E. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. A place to share content, ask questions and/or talk about the 4X grand strategy…The Unbidden having shield hardening and some PD means they're not as vulnerable as before to FAE and carriers now (still better than kinetic IMO because even with increased effectiveness they have way too much shield, and the ever overcrowded engineering research slowing down repeatable stacking). However, there are a couple situations where. 2 thirds armour 1 third shield. The Stellaris 3. I was able to see that they now have 50% shield hardening (which makes sense to me. stephencorby • 3 yr. One living metal, and one for the shield, and later with 2 shield. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Stellaris 3. The shield regen is just insane and my. Their battle ships regen something like 14k shield per day. So I took Archeao Engineers as a perk. mcb0001. 64) with it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Reply Peter34cph. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. More information can be found in Stellaris Dev Diary #293. It’s sort of trend in strategy gaming…A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. Stellaris is a fairly complex game with a lot of variables at play. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. The mining drones do a ton of. No, those are permanently locked. Advanced Shield Hardening. Was wondering if this also applies to archeo. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. . And that's pretty much only cruisers and battleships in carrier duty. 0 (Actual), Amazing Space Battles, UI Overhaul. Armor does not reduce damage to shields. Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. This mod is a global compatibility patch for Stellaris 3. It's a great mode for Stellaris. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. is it worth it do you think?Related Topics. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Add a Comment. All shield points are negated when using stealth. Stellaris. The driller drones synergize really well with other shield bypass builds. They punch way above what their fleet power numbers would indicate. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Stellaris > General Discussions > Topic Details. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. Side bonus of 80% shield hardening and 400 extra armor and shields. Cruiser designs using torpedoes works well with afterburners as they rely on getting close, so do destroyers using picket designs. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Increased the base damage of Flak PD. My ships have self healing hull and armor so they are full hull and armor but their shields wont regen. Stellaris ship design is certainly more interesting than it was pre-3. My ships slots are half armor, 25% crystal, 25% shields. According to the official Stellaris 3. Observe the full damage going through shield. the wiki doesn't have one but I would imagine just "clear" would work if anything is going to. oppressive ways of gathering food. I went the Evolutionary Mastery route this game (I know everyone says it's inferior, but I have fun with it and specializing pops, especially when I have slaves), I got the alien box event which gave me limited regeneration, AND I found the artifact. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. 75 to armor and 6. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Decreased the base damage of explosive torpedoes. Small ships can't do it no matter how much you try. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. . An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. There's no reason for these things to be mutually exclusive they're not op. Go to Stellaris r/Stellaris. Negative shield negation adds to your shield value after all other calculations. 6. - Improved the blocker & feature spawning on Ancient Archaeopolises. I fly with a combination of torpedoes and stormfire cannons. The Juggernaut has enough power and slots to put 7 of those and fill up the rest with shields. On September 5th, 2639, Fleet Command moved into low orbit and commenced a planetary bombardment of The Core. Shield hardeners are a new defensive technology in the upcoming 3. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. and with the introduction of armor and shield hardening it's just not effective. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. 5 Q3. E. 30% armor hardening on top cuts it by another third. The wiki doesn't say anything about them having point defense. Where's my fucking reactive armor, goddammit. 7 throwing this strategy out the window. Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". #2. Just had a random thought here. That will allow you to go on a militarised economy to boost the alloys. 2. . Steps to reproduce the issue. In addition, while most M weapons are 2x and L 4x the damage. 1 jump drive range to ships in the system. Going from 50% to 70% or 75% shield hardening is always a great idea if you focus on shields. 0. I like shattered ring. Toggle signature "And as the 34th Rule of Acquisition states: 'Peace is good for business. And will probably not have a 3. No. Stellaris: Suggestions. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. 7% shields/day, or 250 out of 35834. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. are doing shield or armor damage, it's because of hardening, and you can tell how much hardening by looking at the ratio of hull damage to armor/shield damage. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. malakhglitch Rogue Servitor. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. The shield hardening is just a minor problem, I will test it later though. The Stellaris 3. No AI will grasp this completely. I ragequited after the battle, and than reloaded the save. Then again. -100% doubles your shields. but I can count on 1 hand the number of times in my 2500+ hour Stellaris "career" the AI had the brains to do that. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Just had a random thought here. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. Refining and Rare Crystal Manufacturing (alongside their respective other required techs) in order to be able to roll Shield and Armor Hardening techs, respectively. 6x Crystal plating - 1650 HP. The juggernaut is different because it can rotate so the arc emitters can always fire. I also think there's no reason for it to not just stack with the planetary building like all the other orbital equivalent buildings. Losing 100 Ar or 125 Sh to get 65 Hull. 5 and armor takes 2. Its reduction in alloy cost doesnt make up for the difference anymore, and its important to remember you still. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 75% hardening all shield targets stop arc pretty well. The nano missiles and saturation artillery are flatly excellent. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. 6 “Orion” update includes many changes to combat. 25 to shield. Legacy Wikis. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. View this video if you w. 9K health and 20% evasion. . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 6 ORION: Leader Balancing. Be prepared to make your moves once the Khanate fails…. ago. The lasers have 20 more tracking and 10% worse accuracy, but since your small weapons are ideally firing on smaller ships anyways this can be useful (if my. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. So yes they do deal double damage to corvettes. Jan 8, 2019. Menacing, which does not require additional resources, has always had good strength, but this update gives it power. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Generally you should mount a higher ratio of armour anyway. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Do not leave feedback in this thread. Max shields with 2 armor slots, and 2 crystal plating, with shield hardening and afterburners, one standard torpedo, torpedo AI, and as many autocannons as you can squeeze on it. If your FAEs/disruptors/etc. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. The end of my last game i had 550. At that point in time you can also invest in Armor or Shield Hardening, which is a lot more effective against penetration weapons. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Relic fighters + some normal artillery = a fun combo, Relic fighters **melt** corvettes and woe to any corvette that puts on shield hardening when the swarm missiles come knocking Relic Lasers can wreck through heavy armored ships that the AI uses, however i never bothered to slot them as i'd prefer longer range weapons in every slot. Very strong isn't helping with research. #15. Stellaris has a rather cheap upgrade system, where its easy to switch designs. Active Wikis. Discussion. L gates are different though and they can still enter from the closest I gate into the cluster and go through your L GATE gateway. Similar argument applies to, e. Losing 100 Ar or 125 Sh to get 65 Hull. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. Ograe • 5 yr. Ironically, there is an advanced armor option known as Dragonscale Armor. Stellaris Wiki. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Later i tried picket cruiser with hardeners. R5: One of the unique traits of menacing ships is that their cost does not change regardless of components, so in 3. Choose between 5% more hit points and 15% hardening for either shield or armor, or 10% more hull hit points. , missiles vs shields. nAnd they got a hidden damage multiplier of shipsize+1. 7% shields/day, or 250 out of 35834. Megacannon is 40% more DPS and 1. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. #15. In fact, except for the Crisis Empire, no one can afford to use expensive hardening for every ship in the fleet unless you don't care about the total number. Battle ships are your heavy carriers and artillery weapons. Well, this is that. The Shield Hardening Barrier set-bonus ability fires off an electrical blast that damages and knocks back foes. Code. I don't know what the fuck beats a Juggernaut with 100% shield hardening. The 100% penetration bonus (vs 60%) makes up for the difference in base damage. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Stellaris. Stellaris > General Discussions > Topic Details. g, 100% penetration vs 75% hardening means 25% of the damage goes through. The other version is "%chance to reduce any damage from penetrating at all" but I don't. #2. update ESC Unbidden spawn logic. Ancient Pulse Armor (and other ancient armaments) are impractical. The24thDS Sep 23, 2022 @ 10:10am Amazing work! I'm impressed that someone took their time to come up. I hadn't noticed it. The bad news is that it doesn't increase say shield benefits. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. Go to Stellaris r/Stellaris. Also, shield hardening is easier to come by than armor hardening, which is relevant against the disruptor meta. Legacy Wikis. Also, shield/armor hardening could make a disruptor. E. 34. and there is no way to bring them back. All neutral or friendlies share gateways access. Generally I prefer to play tall, tech and unity focus, and not declare wars, but when I play conquest heavy I play like this and finish a lot sooner. In this video I test out the new Armor Hardeners which is part of the new 3. Originally posted by NixBoxDone:Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. Stellaris. Not on corvettes though. Yes it's worth it. Thank You! I thought it was a. What I want in a fleet is good firepower, while having a high survival rate. Callinicus. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 34. PSA: Menacing ships do cost minor artifacts if you slap archeo-tech on them. Armor hardened seems interesting due to the large amount of hp it. Best. Now, "performance vs fleet capacity used", that may be a different story. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. . Stellaris 2. The other version is "%chance to reduce any damage from penetrating at all" but I. That's some. The ability to stack tons of shield and armor hardening is maybe useful for things like your flagship titans and juggernaut, but it's otherwise of very little value (and costs enough energy that starbases will leave weapon slots empty in order to try to mount defenses that they can't even benefit from!). Armor a in the presence of armor penetration p reduces hull damage by a percentage. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. . Added new. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions before submitting the new version to the. The shield hardening components kind of revive the shields back to their older glory. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. It lacks the bonus to hull damage lasers have. It should say what event you got. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. 0 “Orion”. Related Topics. 6. Other than Armor Hardening, it's just the edict to speed up megastructure construction. You might get a clue that the khan is overextended or outmatched, and then you can start preparing for the independence wars. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. As for the shields and armor (Suspension Field and Pulse Armor), they have hardening characteristics. g. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". But the opposite will be better in all other situations, and there are more of those than pulsars. • 20 days ago. E. I don't know why it would be small, other than your resolution setting being set to an absurdly high number, but there is a UI scaling option in the menu that might fix this (if it doesn't, lower your resolution maybe?). These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Stellaris. You need ship components to be worth. Shield hardening needs aux slots (same problem - you probably don't want to lose them), or Genius Armorer, or Ancient Suspension Field (this is the. #2. I've put about 100-150 hours into the game but have been slacking. 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