• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #18 - Fleet Combat

Good news everyone!

Today’s Dev Diary will be about Fleet Combat and the different things affecting it. Like always it is important for you to remember that things are subject to change.

In Stellaris we have a number of different types of weapons that the player may choose to equip his/her ships with. All weapons can be grouped into either energy, projectiles (kinetic), missiles, point-defenses and strike craft. Their individual effects and stats vary somewhat, so let’s bring up a few examples. One type of energy-weapon is the laser, using focused beams to penetrate the armor of a target dealing a medium amount of damage. Mass Drivers and Autocannons are both projectile-weapons with high damage output and fast attack-speed, but quite low armor-penetration. This makes them ideal for chewing through shields and unarmored ships quickly, but are far worse against heavily armored targets. Missiles weapons are space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems. There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.

Strike crafts are different from the other weapon types since they are actually smaller ships that leave their mothership. Cruisers and Battleships can in some cases have a Hangar weapon slot available, in which you may place a type of strike craft. Currently, we have two types of craft; fighters and bombers. Fighters will fire upon ships, missiles and other strike craft. Bombers however may not fire on other strike craft or missiles, but they will do more damage than fighters against capital ships. Point-defense weapons can detect incoming missiles and strike-crafts and shoot them down. These weapons may also damage hostile ships, if they are close enough, but will do significantly less damage against those.

1.jpg


When it comes to defenses, you may increase the durability of your fleet in combat by placing armor and shield components in the utility slots on your ships. Armor components will reduce the incoming damage and can’t be depleted during combat. Shields work much more like an extra health bar to your ships and will be depleted if they take too much damage. Shields will automatically regenerate after combat, unless you have certain components that allow your shields to regenerate during combat. Both shields and armor can have their efficiency reduced if the enemy uses armor and/or shield penetrating weapons.

The different components you place on your ships will also affect certain other key combat values:… Hull points is a value corresponding to the “hit points” or health of your ship. Evasion affects the chance for your ship to evade a weapon firing at it. You may also affect the overall stats (values) of your fleet by assigning an Admiral to it. The stats of your fleet will both be affected by the skill and the traits of your leader. But be aware that traits will not always have a positive effect. I would recommend everyone to always have good admirals assigned to their military fleets since they can really improve your stats, like +20% fire rate and +10% evasion.

Once the combat has begun, you very few options to control what happens, much like it works in our other grand strategy games. For this reason it is really important not to engage in a battle that you are not ready for. As a fallback, it is possible to order a full retreat through the “Emergency FTL Jump” option, this will basically cause your fleet to attempt to jump to the closest system. However, during the windup for the EFTL jump your ships will not be able fire back at the hostile ships, so you put yourself in an exposed situation. Depending on what type of fleet you have, you might want them to always engage in combat or always try to avoid it; for this purpose we have different fleet stances. The evasive stance will try to avoid combat and the fleet will leave a system if a hostile arrives. Civilian fleets have this stance on per default. Aggressive stance will actively make your fleet attempt to attack any hostile that enters the same system as them. Passive stance will, like the name suggest, make your fleet only engage in combat when enemies are within weapon range.

2.jpg


The combat might be off-hand, but you can still indirectly affect how each individual ship will behave. When you design your ship you may specify what combat computer to use on the ship. These computers range from making your ship super aggressive, and basically charge the enemy, or be really defensive and keep formation. At the start of the game only the default combat computer is available, but more are unlocked through normal research or reverse engineering.

It is very possible that your fleet might end up in combat with multiple fleets. This means that you can have a combat with three different empires that are all hostile to each other. To help you keep track of everything that happens we have a combat view, which will appear as soon as a combat is initiated. This view will list you (and any other friendlies or neutrals) on the left side and every hostile on the right side. The combat view is currently being reworked, so you will get to see that interface at a later date, but the idea is to provide you with crucial feedback on how effective your weapons and defenses are.

Once the battle is over, you may want to investigate any debris left from destroyed vessels. If you weren’t the one being wiped out, perhaps you can salvage something?

3.jpg


Sadly, neither the “Picard Maneuver” nor the “Crazy Ivan” are currently possible in the game, but who knows what the future might hold…

Stellaris Dev Diary #19 - Diplomacy & Trade
 
Last edited by a moderator:
  • 142
  • 48
  • 4
Reactions:
SE IV: an excellent genre piece, crazy to think it was basically a one man show.

If paradox can catch the essence of SE IV, and marry it to CK/EU in a sci-fi setting, that would be fantastic.

As far as kamikazes go, it would be neat to see automated suicide corvettes, just packed with munitions waiting in-system as a defensive mechanism, sort of like mobile limpet mines. So when the enemy fleet jumps in the get bum-rushed by a bunch of small dangerous warships. Alternatively could be used as an aggressive measure. Maybe even manned if you take the Shofixti route from Star Control.
 
  • 4
Reactions:
SE IV: an excellent genre piece, crazy to think it was basically a one man show.
Especially amazing because SE1 originally was made out of fun. Nothing else. And now, three games later, it's purely awesome! This is another evidence that games that are made at least partially because of fun usually tend to be awesome. And Stellaris obviously is such a game, so we can expect an awesome thing here too :)
The game concept of Stellaris, with really good modding abilities, means the same as: Give the community some time, and everything will be added (either with mods, or in the game) :D Laser-shooting giraffes? Possible! Five species per star system? Of course! Puppy-sized stars? Easy! Star-sized puppies? Even easier! :D
 
  • 4
Reactions:
The only issue now is the wait :/ and it's killing me lol.

and I suppose tomorrow's diary will be a total surprise,I kind of want to see whats up w/invasions/ land campaigns. Since there are generals I'm hoping that it wont be a simple one-off battle like in GALCIV or SE. I want some combined arms Division Level mini-wargame kind of a thing, because I'm a crazy stupid grognard.
 
  • 1
Reactions:
LOOK AT THIS . henrik have said that the game is for 2016 and they see the finishing line of the devlopment of the game . (and this is a good news)
http://www.pcinvasion.com/stellaris-interview-henrik-fahraeus-on-taking-paradox-into-space

PCI: Any ideas when we can expect the game?

HF: It’s going to be released sometime this year. When, I can’t really say. I can mention though that we’ve taken in some beta testers, so that might be an indication of how far along the process we are.

PCI: So you’re hitting the last 10% or something like that?

HF: We see the finishing line.
 
Last edited:
for 4x style games there is another monster game like stellaris
Battlefleet Gothic: Armada(warhammer40k game) its gonna be a monster with the new next gen graphiques
in trailers we see only tactical battles but they said that the game gonna be like the original table game (gothic war) so thats mean tactical galactic map two .
with ramming ships kamikaze . bording ships and more .

but this game gonna focus on space battles not like stellaris (thats why stellaris is always in first place)
 
Last edited:
for 4X games there is another monster game like stellaris
Battlefleet armade: gothic war (warhammer40k game) its gonna be a monster with the new next gen graphiques .
in trailers we see only tactical battles but they said that the game gonna be like the original table game (gothic war) so thats mean tactical galactic map two .
with ramming ships kamikaze . bording ships and more .

but this game gonna focus on space battles not like stellaris (thats why stellaris is always in first place)

That is not a 4x game.
 
  • 4
  • 1
Reactions:
so looks like battles will be always skiped with auto-resolve?

not as downvote, i cant wait for this game. but i mean i'll look into few of this battles, maybe some new cool weapons when first used, but if player have no direct control over battle excepr retreat option(right-click mouse as in every eu-vicky-hoi game before), then why bother to even load all that graphics every time?
 
  • 1
Reactions:
so looks like battles will be always skiped with auto-resolve?

not as downvote, i cant wait for this game. but i mean i'll look into few of this battles, maybe some new cool weapons when first used, but if player have no direct control over battle excepr retreat option(right-click mouse as in every eu-vicky-hoi game before), then why bother to even load all that graphics every time?
So you can watch it while it calculates. It is still way more satisfying than seeing two icons touching. This way you can cheer as your fleet smashed your enemies.
 
  • 2
Reactions:
so looks like battles will be always skiped with auto-resolve?

not as downvote, i cant wait for this game. but i mean i'll look into few of this battles, maybe some new cool weapons when first used, but if player have no direct control over battle excepr retreat option(right-click mouse as in every eu-vicky-hoi game before), then why bother to even load all that graphics every time?

You arent loading them everytime, they are constantly there - instead of a single sprite moving around representing a fleet. The entire fleet is always represented on the map, and the battles are thusly also always represented on the map (in full)
 
  • 3
Reactions:
You arent loading them everytime, they are constantly there - instead of a single sprite moving around representing a fleet. The entire fleet is always represented on the map, and the battles are thusly also always represented on the map (in full)
ow thats much more UI convinient, sure, but what about time speed of a game? And thus cgi speed of those battles. Sure i easely can imagine space battle last a week, i just kind of a player who dont like these pure graphical cut scenes, especially if they will be mandatory somehow. and if not i wonder how those battles will look on x16 game speed f.e. So there will be some tiny battle pixel rambling on zoom out, with some result message in the end, if so its ok )

I remember last few 4x space games more or less interesting Endless Space and CivGal3 iirc, and those battles in graphic i did never looked into, just never. Its not bad, no, no. But if to take MasterofOrion2 or even recent StarDrive2 when you can actually give meaningful orders in battles, and tactically spare some of your ships and generally be more effective then auto-resolve, then i would do this almost every time. Simple difference.
 
ow thats much more UI convinient, sure, but what about time speed of a game? And thus cgi speed of those battles. Sure i easely can imagine space battle last a week, i just kind of a player who dont like these pure graphical cut scenes, especially if they will be mandatory somehow. and if not i wonder how those battles will look on x16 game speed f.e. So there will be some tiny battle pixel rambling on zoom out, with some result message in the end, if so its ok )

I remember last few 4x space games more or less interesting Endless Space and CivGal3 iirc, and those battles in graphic i did never looked into, just never. Its not bad, no, no. But if to take MasterofOrion2 or even recent StarDrive2 when you can actually give meaningful orders in battles, and tactically spare some of your ships and generally be more effective then auto-resolve, then i would do this almost every time. Simple difference.
You aren't forced to watch. It's like Sins of a Solar Empire, you can focus one one planet and star system while the battle takes place at a different one. Only you can't tell your guys which ship to fire at.

Or like CK2 with armies fighting on one county, only you see each ship rather than one army sprite.
 
  • 2
Reactions:
me :)!!!!
its a good game .with 2d ships but its still a good game .
it have only 1 probleme in battles . the ships d ont respect there zone and merge each other in a totale mess :confused:(especialy in big battles ) .you can see that in youtube at Distant World: Universe ep11 battle of dagubah
 
  • 1
Reactions:
does anyone know Distant World: Universe ?

Yes, but i am apparently the only one not exceptionally thrilled by it. I mean, it was a good game, for low budget buggy indie, but annoying things surpassed the good ones there. It was fairly original and good in ideas though and if sequel is ever made it could be really good.
 
  • 3
Reactions:
Now we know that different hulls are worth different points with regards the fleet cap.

A fleet of say 120 pts

20 Corvettes = 20 Pts 1pt per ship
10 Destroyers = 20 Pts 2 pt per ship
6 Cruisers = 20 Pts 4 pt per ship
2 Battlesships = 16 Pts presumably 8 pt per ship

Assumed composition due to the Corvette<Destroyer<Cruiser<Battleship<Corvette paradigm

24 Corvettes = 24 Pts
20 Destroyers = 40 Pts
10 Cruisers = 40 pts
2 Battleships = 16 pts
 
  • 1
Reactions:
Will we be able to design Fleet Carriers (battleship hulls with all/mostly hangars) and Escort Carrier (cruiser hulls with all/mostly hangars) or will there be an arbitrary limit to the number of hangars that can be fit onto each hull?