Stellaris

Stellaris

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17 Jan, 2018 @ 5:19am
25 Jan, 2018 @ 11:05pm
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VSSTO

Description
A REFOCUSED STELLARIS EXPERIENCE

CURRENT VERSION v 1.032
FULL CHANGELOG & HOTFIXES: NOTES

SUB MODS:

Designed to serve as a base mod for your next playthrough, VSSTO encourages a more strategic and tactical approach. While significantly altering core gameplay mechanics, it is intended to still be compatible with a select group of popular mods (and will be very soon!).

With the release of 1.03, VSSTO now includes the core gameplay ideas, and will be from here refined and balanced primarily through hotfixes. But that`s not all! A number of sub mods are planned to enhance a number of aspects which the player will be able to pick and chose from. More details below.

The main hope of this project is that defeating a player should not simply require rushing one stack of ships to a planet, conquering it, and repeating ad naseum til the war is over. Now a viable play option will be to attack an opponent's empire on a broad front, destroying resources over time, planning an intelligent strategic campaign, and outwitting your opponent with superior tactical deployment.

At present mod compatibility is still a work in progress, but should be greatly enhanced within the near future.

CORE IDEAS: Changes/Gameplay Outcomes

Planets:
  • Planets have greatly reduced functionality as energy and mineral and research producers.
    Less time is required spent upgrading planet tiles.
  • Food is a valuable resource.
    It is much more difficult to generate, provides higher bonuses to pop growth, and the effects of starvation escalate much more quickly. The main goal of planet resource production is now to keep your pops fed.
  • Each pop provides two units of naval capacity.
    Pops are now the base generator of naval capacity
  • Starbases add only a maximum of 2 to naval capacity.
    Aggressive expasion comes at a risk. You will not be able to up your fleet capacity and defend it until the planet has become more populated.

Orbital Resources:
  • Stations are the prime source of minerals, energy, and research, and spawn at greatly increased rates.
    More Gameplay time devoted to system screen/building stations.
  • They are much more expensive to build.
    Protecting them is a necessity, planning expansion crucial.
  • Moons are much more likely to spawn.
    Creates resource rich defensive pockets within systems.
  • All Station Hit Points slightly increased.
    Players are required/encouraged to build military stations/garrison fleets in important resource areas.
  • Undocked Fleet Maintenance Penalty Reduced. Players are required/encouraged to garrison fleets in important resource areas
  • Construction Ships much more costly.
    Defending them will be important.

Expansion
  • Frontier Stations are quick and cheap to build, and very difficult to destroy.
    Most likely they will need to be removed using War Goals (balancing possibly required.)
  • The border system created by MasterofGrey is used.
    Prevents "border blobbing", and creates a more interesing and challenging strategic map with more overlap and weak points.
  • Terraforming is now very costly.
    As Rowan Kaiser says, "Space should be hard!")

Tactical Combat
  • Sublight speed is greatly reduced.
    Hopefully leading to more interesting tactical battles and manouvering within systems. FTL travel is at present unchanged, allowing galactic expansion to proceed normally.

Diplomacy/Wars:
  • Truce time has been greatly decreased, but cede/liberate planet warscore cost has been doubled.
    This is to encourage more wars, but also to make it more difficult to conquer another player by targeting their planets. Designed primarily for multiplayer, players will now have less impetus to quit when losing a war.
  • Base Planet Warscore halved, base Fleet Combat Warscore doubled.
    Winning a war through sip combat and destroying stations more viable than capturing planets.
  • Base Planet Fortification greatly increased.
    More time will be required to subdue planets, perhaps your fleets could be more effective in the meantime destroying in system resources.
  • The AI will be much more aggressive!
    They will attack even if the odds are even in your systems, and slightly against the odds in their own. This may also need some balancing.

RECOMMENDED SETTINGS:

  • Due to the increased number of moon spawns, turning down habitability is recommended.(0.75 is nice)
  • Not yet designed for play with fallen empires/crises.

COMPATIBILITY:

Compatibility is still minimal, but increasing!

Please see my custom collection for all verified compatible mods.

This mod changes the following files:

00_ascension_perks
all building files
00_utilities
00_defines
00_deposits
00_guardian_deposits
constructor
00_ship_sizes
misc_system_initializors
all war demand types
00_static_modifiers

UPCOMING ADDITIONS
  • Compatability with: ISB, Planet Diversity, and more.
  • Sub Mods! Internal Politics Mod up next. :)

SPECIAL THANKS GOES TO:
  • MasterofGrey for his wonderful RealBorders mod. :)
  • Rowan Kaiser, because pretty much everything he says about Space Games is true.

Also if you like it, don't forget to (please and thank you :)
Popular Discussions View All (3)
7
25 Jan, 2018 @ 10:34pm
Mod Compatibility Requests
Sklunstu
2
24 Jan, 2018 @ 10:31pm
Feature Request?
Sklunstu
0
22 Jan, 2018 @ 8:04pm
Calling all Playtesters!
Sklunstu
38 Comments
VTS0 4 Mar, 2023 @ 9:15pm 
Interesting...
Kill3rCat [1st FORECON] 26 Jan, 2018 @ 8:44am 
@Sklunstu ah, I see. Fair enough.
Sklunstu  [author] 25 Jan, 2018 @ 10:32pm 
@Kill3rcat: Because this is a base mod, and I don't want to add techs to it. As a sub mod it would be feasible though, I am considering it.

@Zaelson: Good ideas. Will also consider for a sub mod.Increasing tall play is something I certainly want to do, and that would help.
Zalseon 25 Jan, 2018 @ 2:44pm 
actually, what you should do is keep orbital mines as not so relevant as they are now, but, reduce thier output (a dinky lil station smaller than a city can only gather so much) and make orbital habitats FAAAAR more important for resource extraction. they don't extract more than a source lists, at first, but every pop stacks a modifier that not only increases it's output, but also every single mining/research station in the system. you can put farms onboard but they'd be super expensive both upfront and in maintainence, so you'll have to have at least a few dedicated ag worlds, which i think if you designed specific ag based buildings the food production adds up fast.
Also as a sidenote i think you should make an attachment for corvetes and destroyers to be able to "enage in planetary assault" in reality it just spawns a special army unit that's very powerful but still labeled as a corvete/destroyer.
Kill3rCat [1st FORECON] 25 Jan, 2018 @ 12:20pm 
Why would you need to overwrite tech files, though? As I said, you can create techs without having to overwrite a single file. I know this, because there are mods which do just that.
Sklunstu  [author] 25 Jan, 2018 @ 12:15pm 
So from my most recent playthrough I still wasn't too happy with how the AI is building frontier outposts, and also that their war demands were still very planet based. The hotfix I just uploaded and tested helps out quite a bit. :) Still need to find a way to make the AI attack mining stations though, but tomorrow is another day, goodnight all!
Sklunstu  [author] 25 Jan, 2018 @ 7:58am 
I think you are correct (sorry, still learning stellaris modding), but if I create specific techs, these will then require integration into mods that also overwite tech files. And as I assume most people will be looking to use NSC, ISB, or some other station mods, that might just cause headaches. I might also be creating myself more work than is necessary, if there are other mods out there that do the same thing. If I can just balance the base HP correctly, ideally you should be able to find the right mod that will buff it the way you want. At any rate, I did issue a hotfix yesterday and scaled back station hit points. If it's too much, I can adjust again. If it's still not working, and you don't see any specific mod that will help, i'll look at creating a small sub mod for basic station techs.
Kill3rCat [1st FORECON] 25 Jan, 2018 @ 7:35am 
To my knowledge you can create new techs without overwriting vanilla files.
Sklunstu  [author] 25 Jan, 2018 @ 7:10am 
@Kill§rCat That´s not a bad idea, but I am trying to rewrite as fews values/files as possible, and avoiding creating any new buildings/techs, as I want this to serve as a base mod. That way, you guys can pick and choose mods to change certain things you want, or I will create cub mods for specific features. Creating new technologies is going to make it much harder to work with the big mods like NSC. But keep throwing ideas out there! My goal is to stabilize/balance this as much as possible, so that it works on its own and is fun to play, before chucking new stuff in there. I like the tech ideas though, and the names! :) You should do some modding yourself if you arn´t already! And if you ever want to help out with what Im doing, send me a friend request. :)
Kill3rCat [1st FORECON] 25 Jan, 2018 @ 5:42am 
@Sklunstu rather than cutting back on buffs, why not lock it behind a tier 3 tech or something? Throwing some name ideas out there: 'Layered Defense Net' (ENG), 'Starport Militarisation' (SOC), 'Starport Security Subsidisation' (SOC), 'Upgraded Starport Armaments' (ENG).