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Ev3rM0r3

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Mar 16, 2015
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This is just one of a few systems in the game with this many ships. They just infinitely build and stack ships for no reason, they dont' cap, they don't use them, they accrue and cause game strain. After about 12 hours no matter what game i play it becomes a 5fps lag fest at the end. And NO ONE IS DOING ANYTHING but sitting still.

PROPOSED FIX:

I have a proposition for fixing this. When they think they need to accrue this many ships at a certain number the placeholder instead of many ships becomes one ship that then acts as a modified visual that will shoot an average down of the weapons power/visuals to simulate that its a giant fleet to reduce the strain of having so many individual models/entity's in game. And lets be honest while in 4x mode you don't see much of what is going on anyways, fleets just shoot and disperse instantly. That way any fleet over 75k could just be one static object that then expands out and unpackages as it gets reduced to reflect the fleet. That way all resources can be used in the game rather then just to support absurdly sized fleets. If you guys made this change it would 100% fix the game lag.



stellaris_RpoX7WXGwO.jpg
 
File a bug report and attach your save.
 
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It's not a bug report, its currently how the game works and has since launch.

It's a bug (incorrect functioning) in the game design, or the AI.

I am tired of seeing a 30 stacks of 3 corvettes doing absolutely nothing.

Once upon a time the AI would amalgamate them into a single fleet, but it seems to not do that anymore.

Of course that 1 fleet still sat there idle.

the contingency is super good at sitting huge fleets idle, sometimes even in a system with a defenseless enemy planet they could be bombarding.
 
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It's not a bug report, its currently how the game works and has since launch.
The bot players – either FEs or young empires – should not be accumulating enormous piles of microfleets like that.

If a bot player does that, it is defective and should be fixed, and the easiest way for that to happen is if someone hands the devs a save where it is already displaying the defective behaviour.
 
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This is just one of a few systems in the game with this many ships. They just infinitely build and stack ships for no reason, they dont' cap, they don't use them, they accrue and cause game strain. After about 12 hours no matter what game i play it becomes a 5fps lag fest at the end. And NO ONE IS DOING ANYTHING but sitting still.

PROPOSED FIX:

I have a proposition for fixing this. When they think they need to accrue this many ships at a certain number the placeholder instead of many ships becomes one ship that then acts as a modified visual that will shoot an average down of the weapons power/visuals to simulate that its a giant fleet to reduce the strain of having so many individual models/entity's in game. And lets be honest while in 4x mode you don't see much of what is going on anyways, fleets just shoot and disperse instantly. That way any fleet over 75k could just be one static object that then expands out and unpackages as it gets reduced to reflect the fleet. That way all resources can be used in the game rather then just to support absurdly sized fleets. If you guys made this change it would 100% fix the game lag.



View attachment 1305848
TBH. Such suggestions was proposed in the past. I don't really know why PDX is so stubborn to stick to individual entities in game. Fortunately they changed pops from being individual things to being bulks, so maybe they will do something like that to fleets too.
 
only tangentally related but: i think fleet command caps need to rise faster than they currently do. i'm nearing the end of the game, i'm in the war in heaven, facing down fleets of 600,000 fleetpower each from BOTH awakened empires, and i'm having trouble keeping up because i have to group 6 fleets of 125,000 each together in order to fight them. yes there are techs but they don't raise the fleet cap enough each. just double the effect of each of the techs imo.
 
only tangentally related but: i think fleet command caps need to rise faster than they currently do. i'm nearing the end of the game, i'm in the war in heaven, facing down fleets of 600,000 fleetpower each from BOTH awakened empires, and i'm having trouble keeping up because i have to group 6 fleets of 125,000 each together in order to fight them. yes there are techs but they don't raise the fleet cap enough each. just double the effect of each of the techs imo.
The problem with needing to order multiple fleets around to get anything relevant done (which often have different speeds and require tedious micro to keep together) needs to be fixed as well.

It'd be way, way simpler for players and AIs if fleet size was simply unlimited and command limit controlled how many ships the admiral could give bonuses at the same time. Then you simply allow multiple admirals to be in command on the same fleet, one adding to ships after the first runs out of their limit, and we'd have a much better system.
 
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I do miss the good old doomstacks every time I approach the late game.

I usually pick the slowest fleet and let the other ships follow and only split once enemy fleets have been weakened to a point after which single fleets will win all engagements.
 
They should make building war ships only possible through the fleet planner to make all new ships get added to an existing fleet, don't even allow the AI to build individual warships from the star base interface.
 
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They should make building war ships only possible through the fleet planner to make all new ships get added to an existing fleet, don't even allow the AI to build individual warships from the star base interface.
Yeah, at this point I'd be happier if the AI just cheated to teleport built ships to the fleets instantly (as long as they aren't in combat).
 
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