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. Between early access to rare resources edict, lvl 3 ascended clone. Neutronium Materials: tech_ship_armor_5. Reactive Armor is a Set in Elder Scrolls Online. Three grants 45% So by using nothing but armor and large plasma cannons on the defensive platforms (if you have living metal, you can even harden the armor with reactive armor auxillary modules) you can counter any ship that enters your territory regardless of loadout (you could also got for crystal plating instead of armor modules to get very cheap defensive. This page was last edited on 7 February 2022, at 03:20. None (default), ECM, Reactive. Tier S: Early Game Corvette with Point Defense, Laser, and shields. From what I remember shields only account for 20-25% of their total hp so focusing on shield destruction is folly. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Only larger weapons, medium and Large types get a small increase to armor penetration. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. It'll be worth more in 3. 1 Regenerative hull gives +10% daily armor regen. Not sure how it will fair with the changes coming in Stellaris v3. They wont attack creatures that they. We also need nobility clothing. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. 3, and yes I know it's quite long. 4 Stellaris Tech Id List – F to I. You can also use it against enemies who use only disruptors: one reactive. I remember it being significantly weaker numerically than armor, and it doesn't get buffed by repeatables. Armor/shield hardening is a counter for weapons that bypass that defense. Stellaris 3. Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair?Lets dive in and fi. others game usually use energy weapon to break enemy shield, kinetic weapon to destroy armor. In the far future of Stellaris, mastery of how to get your hands on this dark matter will serve you well. ago. Damage redirected to the hardened component. cake_flattener5 Corporate Dominion • 11. It lacks the bonus to hull damage lasers have. This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Psionic shields is an RNG prayer after three ascension perks (one starter, plus the two psionic ascensions). 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. Plasma is something in between (dealing. 33 Badges. Shield hardeners are a new defensive technology in the upcoming 3. We could have had some interestign things with 90% evasion vs 90% armour damage reduction playstyles. Javelins defeat reactive armor by using their first warhead to disperse the reactive tiles, then punching through the enemy’s main armor layer with the second warhead. Thus 1 armour gives x hit points per 1 mineral. r/Stellaris. The damage your ships output is distributed into three categories — shields, armour, and hull. This tiny and relatively non-invasive mod replaces the Gateways introduced in Stellaris 2. Copy. Each level of extra armor gives the ship more armor, but also increases its cost and will affect its maneuverability (it becomes heavier, so more inertia). Content is available under Attribution-ShareAlike 3. ParasiteX Apr 21, 2017 @ 9:12pm. Neutronium also has the advantage that it heals slightly faster with regenerating hull, and there. 4 Stellaris Tech Id List – F to I. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. The Cybrex needs 100-200 days to kill them all, and will not suffer any ill effects from damage. 6 beta What version do you use?. Stellaris. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. Thus, shields are always better than armor or hull unless the enemy has specifically built kinetic batteries. section_template – #Ship Sections. Voila, you now have how many hit points per mineral and per armour. Space warfare. Some weapons do bonus damage against shields. Jynn [author] Apr 30, 2021 @ 11:43pm i dunno, it's a LOT of work, because i have 6 vanilla game ship sets, and 5 DLC ship sets, each with 5 ships, and each ship has multiple section types. Reactive armor plating is a double-edged sword. 4 per Pop per bonus 10%. I'm currently using the mod with Stellaris v3. These are also stack. In the early 90s, the Slovenska Vojska (Slovenian Army) started an upgrade program of its T-55s with the support of the Israeli Elbit Systems. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Stellaris - [3. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. Shields provides an anti-energy layer of. So in the end you damage ship with 1 armor for 2. Games. Thus far, the only one I've encountered that actually focuses on anti. As for the reactive armor, yes the hardening modifiers stack. Sacrifice influence and a district slot to add specialist jobs. View this video if you want to lea. Hangers , PD/Short Range and Neutron Launcher. My enemy has mountains of torpedoes (no neutron launchers). Your ships are armed with missiles, and you run Volatile Explosives/Volatile Reactive Armor when you declare war (which is as often as possible). Where's my fucking reactive armor, goddammit. Oct 14, 2022. I'm creating this thread as a catalogue of bugs and exploits present in the current 3. Otherwise IMO it is worth it to use armor unless you are in dire straights for alloys. Mass drivers are in the middle; all sizes of mass driver get a little bonus shield damage, and the bigger sizes get a modest amount of. Armor is generally the better of the two, but it can depend on the AI's ship designs. E. The technology for reactive armor (tech_armor_hardeners_1) has Exotic Gas Refining listed as a prerequisite. The effects of each option: Construct a better container: Delays completion of the situation, and the resulting reward, but the reward amount will be the same when you finally get it. If you tailor your fleet to hard counter leviathans then I think 20-25k fleet power is more than enough for most of them. I usually end up with 2-3 ions with split shield/armor and the rest with cloud lightning. These are also easily moddable via its file, see #Tiers . So in average the same amount of shield or armor will least half as much time as the hull. There is no better - you need to figure out what your enemy uses and try to counter it. The reason is, because the shields are taking a lot of energy from the reactors. [OUTDATED]. So lets say you have weapon with 3-6 damage with 100% armor pene. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. Thanks!Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3. The total weight of reactive armor kit can be up to 1. It offers a completely new tech tier with an unique. 20k chance / scours. . The scourge has cropped up, and I had 200k fleet power spec'd for 100% armor with armored torps, neutron launchers, and plasma cannons, with. 50, vs Gamma lasers at 6. An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. 3 'Cepheus' release of Stellaris. Lets break down every weapon available in Stellaris. Crystal armour (blue, not the forged type) costs crystals, with large utility slots needed one rare crystal each, this could be pretty expensive if you don't have the synthetic economy for it, but for that you get equivalent to IV Armour (level 4) it is outclassed by level 5 (neutronium) and beyond, for a long stretch of the game though, it is. )DS adds one of the most advanced Nomad-origins of Stellaris. I think the only guarantee from killing the drake is a system with a lot of minerals/energy and the relic. 8 armor/day (round to 35 to make math easy). Shields are usually preferable to armor because shields will regenerate immediately after the battle and let you press on the attack. Reactive Armor on Jedipedia. here you go, from the patchnotes of 3. Ditch the disruptors and other weapons that primarily work well vs shields, refit after you kill it. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. For example, if you are about to get an. As the planet grows you will reach critical points where you get to decide the future of the living planet. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. ; About Stellaris Wiki; Mobile view As far as I've understood It and to use Terms of Stellaris. To compensate this a submarine scope was salvaged and integrated into the cockpit. Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. Dragon Breath, Faster Than Light (instrumental), and Infinite Being are runner-ups. Detailed documentation and help, with working examples, for the research_technology console command in Stellaris on PC / Mac (Steam). And balance of anti shield and anti armour weapons set up as well. Shield components now grant +50% more than before, but regen remains the same. Edit: the fleet composition I used (mix of all ships) works fine loaded up with weapons detailed below. 2 thirds armour 1 third shield. Personally I've been toying with the idea of seeding my fleets with corvettes and destroyers filled with nothing but point defense, which should leave a real good amount of power and room left over for lots of armor and shields. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Don’t let all the RPers disturb you, it’s just a thing. It lacks the bonus to hull damage lasers have. Living Reactive Armor: 30 1: 25 +25% Armor Hardening: Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Also 1 armor reduce 1 damage. When you design a ship from scratch, it starts with 0 shields and armor, but by adding defensive components you increase this value. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. It seems like the single, most important commodity is energy. Putting a mining station on it will eventually provide two special rewards (MTTH 600 months): Enable researching of Tech Artificial Dragonscales, the only Level 6 Armor. A fix for the overflow problem with fleet power (Fleet Power 1) Credit to ACOT for the math involved in here; this mod simply takes their fleet power fix and isolates it. While the Scavenger Bot can be defeated by any Fleet of 40k+ Power, a smaller Fleet will be able to beat it if players design their ships specifically. Reactive armour is a type of vehicle armour used in protecting vehicles, especially modern tanks, against shaped charges and hardened kinetic energy penetrators. BETA: Shield Hardening. Does anyone know if there is a list in the local folders or something?Space warfare. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. 9, I don't feel the need to maintain this mod as the various starbase authors now only have a few lines of code to change to add support to ACOT. Plasma has -75% to shields and +100% armor and +50% hull. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. 5 is applied to armor, when it hits? And if there is no armor, then a full 4. The second number is your Command Limit— which should the same for all your fleets in that round of Stellaris. 5 Stellaris Tech Id List – J to P. Don’t let all the RPers disturb you, it’s just a thing. The game was good though. The mod might not mention it for some reason, for example because it is not available to the player, or it might fail to mention it as an oversight. Shields are basically extra HP, damage to shields isn't affected by the armor stat. T-55M retrofitted with Kontakt explosive reactive armor are designated T-55MV, the "V" signifying vzryvnoi, or "explosive. Play like a virus-empire & infect enemy pops, or cause xeno outbreaks with your gene-mutations. It's unclear if operating with both the new. And, for Stellaris, the armor values required to reach those reduction percentages are: 0% - 0 armor 25% - 20 armor 50% - 60 armor 75% - 180 armor (Unless I've failed horribly at the maths) Every additional percentage may be twice as powerful, but it also takes twice as much armor to get there. Forums. This means that it is only found and harvested. 3] Armor Regeneration ist too fast. I'm not a fan of this new type of ship parameter. That isn't worth the cost on a frigate, but keeping a Titan or jug alive is a big deal, plus you get pulse. As you devour a planet, you consume aspects of its planetary features to grow on the Living Planet. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. 5x Shield ratio and 0. But competitive Stellaris, is complete toss. Almost every side of the dreadnought has a 20 cm layer reïnforced steel realligned with reactive armor spots allowing for protection of critical points. In 1. While neutronium is extremely dense, simply having it on a ship might not produce an enormous gravity. . synthetic God and birth of a star. It makes no immersive sense. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. Additionally, point defense can significantly reduce your losses during a siege. It should show something like “3/20. These images also show the M1A2 equipped with both Trophy and the new Abrams Reactive Armor Tile (ARAT) kit mounted on the tank's flanks and skirt. You can only get it by owning the dragons hoard planet. Energy weapons generally have slightly better accuracy,. They affect various aspects of pop behavior, such as growth, migration, faction attraction, and resource output. It’s not going to include the best fleet designs, though I think we might be able to make some inferences. Lets make a tier list! Lets dive in!Get your own Montu Merchandise: List Pla. Unfortunately no, the dragonscale armor is tied to an event after place a mining station over the dragons hoard, if it doesn’t happen after the meantime you can delete the station and rebuild it until the event fires. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. For instance a "reactive" shield would 100% negate all incoming strike craft (think of the shield spiking outwards to contact the metal strike craft). For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Whilst their longer range matter disintegrators ignore 50% of both shield and armour, their shorter range weapons ignores 100% of your armour, so you'll probably want to use shields, however, If you end up in melee range with them, you can pretty much expect huge losses no matter what your defenses are. Stellaris technology list and IDs cheat. The shield absorbs 100 damage and the armour absorbs the remaining 150 damage, both are depleted. the armor is chance on kill it's a rare tech that may or may not appear after killing the drake. Line of sight matters. 5 to 2 tons ( the average weight of their kid on solid vehicles is 15 tons but the surface area of the leopard 2a4 is bigger due to its size). Ensure you use shield capacitors on ypur bigger ships corrvets id. Any village blacksmith or Ned Kelly can make bullet-proof armor; the trick is making it bullet-proof and still allow the wearer to move. 2x regenerative hull tissue. 6 beta What version do you use? Paradox Launcher What expansions do you have. The fact that Stellaris shield technology is like this, shows me that Stallaris was made by developers that have no clue about sci-fi writing. Stellaris: Suggestions. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. Content is available under Attribution-ShareAlike 3. Keep in mind point defense is integral for shooting down missiles/torpedo spam but counts as a weapon slot. But you can shrug off kinetic artillery and auto cannons. While its main objective is to inform high-level policy decisions, this document should also be of interest to a wider audience, including armor technologists, acquisition executives, force structure planners, and land warfare strategists. 1 damage-1. The next stats are armor and shields. There is a Synopsis with the conclusions at the end of the post. Unfortunately you need so many T2 engineering techs to get them that you'll almost never see armor hardeners before cruisers, but oh well. 1 just as Arc, Proton Torp, Flak, Artillery and Swarm). Railguns with 30% bonus to shields and 50% armor penetration are perfect. The only reason to go hangars is to help fight of pirates, and that is less important than actual defensive value. It pops up as an option, same as the egg. Think of corvettes as an expandable screen. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). It's easier to to get high end shields (Dark matter) than Drake Armor and you can get Psionic shields in certain play throughs. Relikt ERA features two reactives plates of the same thickness. 3 Stellaris Tech Id List – C to E. Gun batteries. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. If you're going for clone ascendant, you really don't want to be slavers on top of that, otherwise you're just locking yourself to 5 planets until you research synthetics. 5% for armor) in the display, but they were actually regenerating at combat rates (1/10 of those values, or less). In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Steps to reproduce the issue. Especially on bigger ships with higher hitpoints and armor they can regenerate at almost half the speed of shields mid combat, the effect becomes even better in bigger fleets with. A complete and up-to-date searchable list of all Stellaris technology IDs. How to Use Cloaking in Stellaris. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. I they are using a mix of damages, then a mix of shields and armor is better. Add a Comment. 1 It apply on each hit with every gun. ago. . There isn't a whole lot of rock-paper-scissors in Stellaris, honestly. 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. Armor = huge pool, reduce damage. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Shields are more cost-effective than armor, which makes corvettes cost more alloys Use a Swarm computer setting, for an evasion bonus, as you get no bonus evasion from Picket setting (lowering survivability more than keeping a 30 range distance)FreeMe May 12, 2020 @ 3:27pm. They are more hp than shields. His name was derived from the wind condition that occurs in Southern California. Heavy Armour Vehicles Cost: 300 Minerals 40 Manpower 60 Alloys Damage: Morale Damage: Collateral Damage: 250% Health: Upkeep: 10 Credits Manpower 0. If you can, research more advanced. 05% hull and 0. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. Only way to replenish shield is the upgrade exploit. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. With energy weapons. Updated: 24 Jan 2022 00:59. TLDR; Armor is better than shields the vast majority of the time. For the purposes of the simulation, it was scaled because the comparative simulation was perf. Buy some Motes and declare war. This led to the next part of OWL, a framework that enable easy integration of standalone weapon and armor. Externally, the T-80U mounted Kontakt-5 reactive armor. ago. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. Xenomorphs. Most warfare is settled through space combat. If you know your enemy is using missiles, you run as much PD as you. • 1 yr. Related. Created by TheGrandN. The only way to stop the Unbidden is to destroy the Extradimensional Portal. But it also penetrates armor by 50%. For the purposes of the simulation, it was scaled because the comparative simulation was perf. This is a searchable and complete list of Stellaris technologies and their IDs. Volatile Reactive Armor: 1 Volatile Motes +25% Armor hit points By enhancing our ships' armor with a reactive component, our ships are able to absorb more damage by reducing incoming. Even those provided by Pulse Armor. Please explain your issue is in as much detail as possible. Once you've built all the minig stations possible in your empire, then there doesn't seem to be a way to get more "energy". KNiko1 • 2 yr. ago. 5 Stellaris Tech Id List – J to P. Items 1-10 of 2740. Prefer weapons that do increased damage to one layer of defence and hull over weapons that target just a layer of defence. Koweezo. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. (Russia has since introduced more powerful 125 millimeter shells that may be effective against the M1’s armor at shorter distances. In response, a new generation of anti-tank missiles with two or three stages of detonation was developed. The Contingency use energy weapons that are ineffective against shields. tech_ship_armor_1: Nanocomposite Materials: tech_ship_armor_2: Ceramo-Metal Materials: tech_ship_armor_3:. Just remove any components giving hull regen. Playing Stellaris and EU4 Links updated for new forum March 31, 2015. ElPope42 • 10 mo. For example the ancient laster (Cavitation Collapser), resembles normal lasers. The only exception is when using psi-cloaking in conjunction with psi-shields/barrier. A ship_size has a list of slots that can have sections attached to them. IISS estimated that the T-72B3—a variant that received a series of upgrades in the 2010s, including improved aiming system, autoloader, and reactive armor, to make it much more capable than the original T-72—was the most prevalent T-72 variant in Russia’s active formations before the war. The tagline of the game. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Explosive reactive armour (ERA) consists of a high-explosive charge sandwiched between two steel flyer plates, 1 which were initially designed to counteract shaped charge munitions but have since been developed to be effective against kinetic projectiles. I'm not a fan of this new type of ship parameter. Nearly all "special" AI empires build anti Shield. Armor Hardening 6000: 2 Reactive Armor Ceramo-Metal Alloys Rare Crystal Manufacturing;. They simply didn’t have any shields or armor. In this video I explore the effe. . If a ringworld is built inside the L-Cluster, the uninhabitable sections. If they are using shield damageing weapons or torpedoes that ignore shields, armor is more viable. What you are describing is going to work fine. Once you have 10-20 repeatable. 25 is applied to hull damage, while 2. Its DPS is 4. Universal Wasteland Expansion sets out to expand the world of Kenshi in many ways. So if you got 2 shield hardener, and one armor hardener, then 50% damage will be taken by the shield, and 25% will be taken by the armor, and the remaining 25% will hit the hull. Credits: Steam. However, it's still buggy. The armour rating will determine how much armour one can put on a ship before you simply begin to waste slots. Stellaris. The Leopard-2A4 tank slated for deliveries to the Kiev regime lacks reactive armor that shields against strikes by high-explosive munitions, he said. The first defensive advancement debuted at the tail end of WWII, when armored units began sporting wire mesh skirt armor (aka cage, slat, bar, or standoff armor). If you aren't specifically building your ships to do that, there is no point in using it and armor is preferable. 3 and was established from the information. And to make it so they'd need only 1 DS armor plate to reach 90% you'll need so many repeatables you'd already have won the game even as OPE. 这个攻略不够好?点击进入 Item:Edicts/motes armor/doc 页面来编辑这个攻略。 修改完毕后,请刷新上面的文本。Stellaris: Suggestions. 1% armor daily regen. Shield strength, against full shield penetrators, is given by. Trollimperator. Stellaris 3. climbingeastofwinter Aug 24, 2019 @ 1:18pm. ) so x5. ago. If you face an enemy that uses bypass weapons like disruptors then you should replace an afterburner with a reactive armor component or have that councilor trait that grants armor hardening, or both. They cannot be built in orbit of a celestial body that has an. Lasers now strip shields and struggle against ablative armor (dealing EM+thermal damage). Shields are generally better for long campaigns while armor is better for that big battle. Shields in stellaris can even regen in combat as long as the particular ship using them isnt shot at for awhile, which admittedly is fairly uncommon but. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. According to your statements, it looks like armor is much inferior to what I though! Battleships you want to get that sweet 90% armor bonus, then stack the rest on shields. The correct behaviour would be to either not require Exotic Gas Refining as a prequisite (similar. 290 hull points. Agonarchartist. +25% to one branch research. ; About Stellaris Wiki; Mobile viewDragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Just look at the fleet itself and look at the first two numbers under the fleet name. 6 update. Content is available under Attribution-ShareAlike 3. Russia started the war using battalion tactical groups or BTGs, a formation of 800 or so men equipped—in theory—with armour, artillery and air defences. Also, shield/armor hardening could make a disruptor-based. First level crystal plating is okay. numinos710. Turn conquered pops into. This is a searchable and complete list of Stellaris technologies and their IDs. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. armor, shield, and damage also apply to defense platforms. Always running out of energy. Yes its more expensive. For them to be truly useful, they should be attached to the space station and just add their firepower / armor / shield and HP to that. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. Which is the cause of the problem. Or is there a threshold where its not. The explosive reactive armor module mod!™ Tired of your tanks getting blown up by panzerfausts, bazooka's and other light anti tank weapons? Are your newly lend-leased tanks missing that little more protection that they so much deserves? Then this is the mod for you! This mod adds: ERA module; More ERA modules; EVEN MORE ERA. Three grants 45%So by using nothing but armor and large plasma cannons on the defensive platforms (if you have living metal, you can even harden the armor with reactive armor auxillary modules) you can counter any ship that enters your territory regardless of loadout (you could also got for crystal plating instead of armor modules to get very cheap defensive. I've unlocked the Reactive Armor Catalyst item through mission, and am at Level 15 in Engineering, but it won't let me craft it. An edict to specialize in a branch of research sounds fantastic. . Jump to latest Follow Reply. Relikt ERA features two reactives plates of the same thickness. The planet has shattered into millions of shards, spinning in a silent void around the rapidly blackening star of Ro. Dark matter is a special strategic resource. The cost per point of HP is just so garbage for armor, and armor does not regenerate. The Armor Factory is neccessary for the construction of advanced armored units, such as the Valkyrie Gunship. A mod probably added it, as a callback to the Master of Orion games. May 6, 2020 @ 11:49am Weapon stats bugged Well i have a strange bug: the vanilla weapons stats are like that: [damage 1-1, cooldown: 0. 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. during their activities in 2018, as well as a member of the Winds of Destruction, alongside Mistral and Monsoon. Shields are able to because the energy dispersal is spread evenly along all layers of shields. Stellaris Dev Diary #318 - Announcing Astral Planes r/pathofexile • Best shield IN THE GAME for armor stackers. Armor and shields will get converted to a single slot like engines, sensors, power planet, ect are currently. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. The technology for reactive armor (tech_armor_hardeners_1) has Exotic Gas Refining listed as a. Upset-Pipe-6535 • 4 mo. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. Energy weapons are very effective against enemy armor. 6 ‘Orion’ patch, and hope to have. So if you got shield hardener, then 25% is dealt to shield. Stellaris. i. Sundowner was a cyborg mercenary who served as the de facto leader of the PMSC Desperado Enforcement LLC. It is a good idea to visit stellaris wiki for its console command and id pages, for faster generation of ships and technologies, reducing workload involved. Now just go straight to the Capital (most empires will have their only Shipyard on their Capital if you capture this you won the war). 67. This page was last edited on 7 February 2022, at 03:20. But hey, whatever. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Shields can be stacked higher than armour with. I am probably not going to even boot this game again. Cryptooh, tier 5 armor and dragon scale armor are far better then the crystal, but more expensive, but price doesn't really matte that much late game though. Thread starter HFY; Start date Jul 12, 2022; Jump to latest Follow Reply Menu We have. . BrokenMidnight Apr 7, 2020 @ 11:22pm. .