My ships slots are half armor, 25% crystal, 25% shields. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). events. 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. Archeao Engineers problem. Are extremely powerful vs AI. Community Hub. Just had a random thought here. A. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. ago. And at that point, it just means that the AI is so strong compared to me that I failed in building my economy. 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. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide margin, as every ship in your fleet should be regenerating upwards of 60 shields every day continuously. So I took Archeao Engineers as a perk. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Never had the Great Khan unite the galaxy before. But really, best move is to immediately submit and take as much territory as possible while the Khanate expands. Similar argument applies to, e. nAnd they got a hidden damage multiplier of shipsize+1. 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. So in average the same amount of shield or armor will least half as much time as the hull. • 20 days ago. Overwhelms all enemy point defense via sheer amount of munitions, and shreds both screens and capital ships. Side bonus of 80% shield hardening and 400 extra armor and shields. Stellaris. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. No, those are permanently locked. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 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. Was added sometime before or during first contact cause people were soloing 25x unbidden within the first 50 years spamming just missile corvettes. 50% shield hardening. It just combats against detection checks. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Where's my fucking reactive armor, goddammit. ##### ##### VERSION 3. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. This page was last edited on 23 March 2022, at 17:16. Time to load it up with armor and plasma! 12. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Advanced Shield Hardening. That's the most common clear command. #15. Recently I decided to pick it up again. If your FAEs/disruptors/etc. . 6 “Orion” update includes many changes to combat. is it worth it do you think?Once an ascension path has been completed, you will have the choice to : - Receive a unique and powerful modifier - Follow the Real Ascension Path - this will restructure completly your government, population, and even planets if need be. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. ago. Go to the situation log and look for a google maps type blip in the top right corner. It's a bit slower than shield reg, but your fleet starts each battle at full health. It gets shot by a 50% penetrating shot. There's no difference in Shield penetration and ignore shields. 7 Jobs List (WIP) Original code by bipedalshark Parser code :. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Equip an ancient suspension field 2. is it worth it do you think?How to Use Cloaking in Stellaris. Subspace Hardening + Hypermatter Augment + Adaptive Hull (come at me bro levels of armor) Angel Shield (honestly my backup shielding) Shield Hardening (Angel Shield becomes stupid powerful) Goddess Halo (turns Storm Envelope into a fleet-killer and removes the drawback of Angel Shield's limited cover)Stellaris Dev Diary #318 - Announcing Astral Planes r/Stellaris • When I start a megastructure and activate the edict that speeds up megastructure construction halfway through, will it still speed up the remaining construction?{"payload":{"allShortcutsEnabled":false,"fileTree":{"en/localisation/english":{"items":[{"name":"name_lists","path":"en/localisation/english/name_lists","contentType. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. 25 to shield. The nano missiles and saturation artillery are flatly excellent. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 75% hardening all shield targets stop arc pretty well. So the Whirlwind Missiles and Strike Craft both pierce shields. Legacy Wikis. Stellaris: Armor Hardeners are very effective. Remember the khan still gets a free death in battle, but will eventually die of old age. Much more likely to get declared war on since, again, the AI thinks your fleets are much less dangerous than they actually are. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. 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. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. Xaphnir. Just don't expect much from Corvette shields. ). It lets me go all-in on shield repeatables and shield slots, without worrying about missiles and strikecraft just bypassing them completely. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. There is too much data tied up in a planet. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. I don't see why the ring can't also generate a shield while hardening the shields in the system. "Don't sweat the small stuff, unless you're micro-managing a Paradox game. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Do not leave feedback in this thread. Added new. 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. Increased the range of Energy Siphons. Interact with diverse alien races, discover strange. Hello, i wonder what "+% armor penetration" realy does. That's good, but not great for an ascension path. Yes it's worth it. The mining drones do a ton of. 29. While cloaked, ships can. and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. 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". Open cheat menu, type debugtooltip (or debug_tooltip can't remember), open your empire screen and hover over the name. Both are late game anyway so doesn't matter. Steps to reproduce the issue. It does diminish in effectiveness slightly when faced with shield hardening. 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. It won't be that bad in 2. Reply reply more reply. #1. Armor hardening is better and easier to get than shield hardening. 100% Shield penetration = Ignores shields (no damage at all to shields). These are also stack. 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. 6 "Orion" open beta. oppressive ways of gathering food. Torpedoes got full shield penetration until ships get shield hardening. Larger ships have more. Their battle ships regen something like 14k shield per day. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. In this video I test out the new Armor Hardeners which is part of the new 3. 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. There are 5 outcomes as far as I know. Time to load it up with armor and plasma! 12. 25 days. 25 shieldpoints. So yes they do deal double damage to corvettes. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. The shield hardening components kind of revive the shields back to their older glory. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. In Stellaris however defence HP is comparably lower and it doesn't last nearly as long against a dedicated attack fleet so mines wouldn't help. 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. There are few weapons in the galaxy that can penetrate the hulls of. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. Cloaking disables shields. R5: Found a choke point on a pulsar that gives 100% shield nullification. 0 (Actual), Amazing Space Battles, UI Overhaul. Because the star base gives 50% hardening if I remember correctly, you can see that as 5000 fleets, which takes double time to eliminate the. 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. Best. Then I realized why that wormhole was still red, and sent a ship in. You might get a clue that the khan is overextended or outmatched, and then you can start preparing for the independence wars. ago. Archaeoshields should now properly provide their shield hardening bonus. The end of my last game i had 550. Its reduction in alloy cost doesnt make up for the difference anymore, and its important to remember you still. There's not really that much you need in terms of utility components. Strike craft are their own separate entities like missiles. It means it ignores shield and does damage. Using 3 on either shield, armor, or mixed made it easier for them. ago. 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. 100% is ideal value - as it would protect you from penalties from hull damage. 6 “Orion” update includes many changes to combat. ago. Here are the complete notes for Stellaris 3. • 1 yr. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. 1. 6 shield regen, 15% shield hardening. +15% Armor and Shield Hardening +10% Behemoth Planetcraft Hull Points and Tracking, +20% Attack Moon Hull Points, and +10% Attack Moon Tracking +15% Damage to Gigastructures endgame crises and +15% Blokkats Research Speed;Stellaris. If you go into a system with shield negation, you average them out for the value of your shield. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Bumc Apr 10 @ 12:11pm. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Cool. The only place where I can see myself choosing shields instead of (even more) armor is when you can get 3 shield hardening aux slots to back them up. And will probably not have a 3. . However, disruptors remain utter garbage against high-hull Starbases and Defense Platforms which means you need a mixed fleet, or dedicated artillery/torpedo fleets, to assault defended systems. Adds the Shrouded Star, which gives . Increased the base damage of Flak PD. This is a representation of time internal. Steps to reproduce the issue. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. ReplySince there's very few ways to increase hull HP directly, disruptor weapons are pretty hard to counter without spending valuable slots on shield/armor hardening (to catch some of that damage that would normally bypass) or a lot of crystal plating for hull HP. That’s 17. 6, you could put nanite autocannons or nanite flak on them without actually needing any nanites. I had an idea for a star that's got some psionic mist around it, like shrouded worlds. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. 95. Those things will just idiot charge directly for their heaviest ships (battlecarriers) and take a ton of focused fire. 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. , missiles vs shields. Not on corvettes though. Megacannon is 40% more DPS and 1. I like shattered ring. , if you look at the damage taken by shields and it's got a line for Focused Arc Emitters. g. I was able to see that they now have 50% shield hardening (which makes sense to me. Content is available under Attribution-ShareAlike 3. Explore a galaxy full of wonders in this sci-fi grand strategy game from Paradox Development Studios. It is developed by Paradox Development Studio and published by Paradox. This will not only help balance armor vs shields. Modding it back in is easy enough, but i guess PDX were concerned about how fast shields recharge once it's enabled. 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. This is so effective that ~40k fleets 1:2 destro/cruiser. - Slighly reduced the number of mineral and energy space deposits. The stasis field does less direct shielding than T5, but also adds hardening, which is big. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Be prepared to make your moves once the Khanate fails…. I just have to wait a few dozen years for gathering alloys and the game is really-really slow for my PC is old and Stellaris is unoptimized as hell. It wasn't a best defense available, it was breaking targeting script so instead of killing ships it was spreading damage all around. Just what it say on the tin. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Apart from this, Stellaris patch 3. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 25 days. 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. Advanced Shield Hardener: 30 1: 25 +25% Shield Hardening 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 otherwise bypass shields, like Missiles and Torpedoes. 34. 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. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. 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. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. This means it now has 100/2=50 armor value with a new % reduction according to whatever formula there is for that. Armor/shield hardening is a counter for weapons that bypass that defense. Versatility: this machine-only tradition is carried by a single benefit: +2 Amenities per Maintenance Drone. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. 1 jump drive range to ships in the system. Tactics Forever, before the dev put it on Steam and then gave up on it. One does not ‘beat’ the Great Khan… the Great Khan beats you. A quick search reveals that shield hardening apparently stacks. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). Added new. 2. 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. Yeah, the first time I ran into this, it confused me, too. Maybe they won't attack next time. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Legacy Wikis. - Significantly reduced the bonuses from precursor planet features (deposits) - Reduced the chance for precursor modifiers to spawn on habitable worlds. Thank You! I thought it was a. Q1. malakhglitch Rogue Servitor. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Stellaris. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 13. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. #2. The juggernaut is different because it can rotate so the arc emitters can always fire. Go to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. 6. the wiki doesn't have one but I would imagine just "clear" would work if anything is going to. 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. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Stellaris has a rather cheap upgrade system, where its easy to switch designs. 5 to hull, 18. 6 “Orion” update includes many changes to combat. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. Stellaris. Meaning you can get 100% hardening on a large ship, pretty easily. Added new. I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. All Discussions. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1 shield regen, 15% shield hardening. Basically arc does 25% damage as shields are enough. The planet was said to "glow like a sun" at the fury of missile, kinetic and energy attacks unleashed upon it. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Losing 100 Ar or 125 Sh to get 65 Hull. Attack the ship with a shield penetration weapon 3. 0. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. Also I didnt know about the archeo shields and such so I felt like 100% shield/armor hardening would be too good. . As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak. Some ship components like the self-hardening shields and shield+armor combo are pretty good, if you have the. Crusader Kings II: Tech Support. Code. is it worth it do you think?And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Refire rate and general stats have been adjusted. Later i tried picket cruiser with hardeners. A new Stellaris update 3. Montu just released a defensive component tier list if you want a more indepth explanation. I fly with a combination of torpedoes and stormfire cannons. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Shield strength, against full shield penetrators, is given by. Well, this is that. I hadn't noticed it. Those Khans are notoriously sickly. Q2. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Stellaris > General Discussions > Topic Details. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Right now though, I am gonna probably change it again, going 10/15/20/25/30 instead, maybe even higher like 15/25/35/40/50. g. 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. And ye, I'm already undetectable and in a "sweet spot". I wonder how good would it be against missile swarm cruiser spam. Inversely scale hardening module impact against hull size. Inversely scale hardening module impact against hull size. One living metal, and one for the shield, and later with 2 shield. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. I don't know what the fuck beats a Juggernaut with 100% shield hardening. 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. 2 thirds armour 1 third shield. 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. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. This means it now has 90-50=40% as the penetration just subtracts armor percentage. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . I just researched armor hardening (Reactive Armor), and I'm wondering if someone can point me in the right direction regarding what weapons this helps counter. . I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. You'd use it late on battleships against shield/armor ignoring enemies, but now shield/armor hardening + actual shield-armor seems better, and. The shield hardening is just a minor problem, I will test it later though. This mod adds base hardening to shields and armor, increasing with their tier. 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. As for the shields and armor (Suspension Field and Pulse Armor), they have hardening characteristics. #4. +25% Shield Regen +3% Shield Hardening; Missiles. For Psionics, the main benefit would be the Psychic trait. 30% armor hardening on top cuts it by another third. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. That'll teach 'em. Ancient Pulse Armor (and other ancient armaments) are impractical. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. In this video I test out the new Armor Hardeners which is part of the new 3. . I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. No need for armor or PD then, just put 7 of them on a Cruiser or Juggernaut and fill the rest with regular shields. The thing is I have no idea if this rule still applies. Added new. Don't forget to turn. Cruisers are around 5. The shield regen is just insane and my. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the nonsense on this list o. 6. The AI empires just can't keep up late game, so the only real challenge after year 200 is the end game crisis. Stellaris is a fairly complex game with a lot of variables at play. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. 9 ‘Caelum’ Patch. Jump to latest Follow Reply. More information can be found in Stellaris Dev Diary #293. Stellaris Wiki Active Wikis. Stellaris. is it worth it do you think?No they can not. Increased the base damage of Flak PD. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. So the base power and damage output of AC1 is 30% higher than Coilgun2. Shield Hardening should protect from storms and neutron stars. This mod is a global compatibility patch for Stellaris 3. It gets deleted when the colossus is used. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 2x regenerative hull tissue. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Just had a random thought here. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. In singleplayer you can just mass these, the AI will never counter them. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. 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. If playing as organics you will probably want a trade league as early as possible to cover CG and Unity. Can you recommend any settings for this? I was thinking tiny map size, is this too small for 6 players? Is it worth having AI?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.