Stellaris
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Organically Massive Command Limit
   
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12 DIC 2018 a las 10:13 a. m.
25 DIC 2018 a las 8:36 p. m.
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Organically Massive Command Limit

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EDIT: will put the planet things into another file. certain special planetary systems will still be smoll as F. but the game can be played like normal now with the planets even at around 10 slots, thanks to city worlds

Changed command limit. made it so that when you research these options it didn't feel like crap. doesn't feel like cheating, more like. making the game less bad.

Now anyone who actually still plays this game probably already hates how the developers never intended for the game to go anywhere near the end game. and when you DO GET TO THE END GAME!! the game gives you negative research values until it crashes because the processes are calculated on the back of a potato or something something laggy.

this aims to change that.

edited

00_defines: basic command limit Increase (theoretical cap to over nine thousand). changed FLEET SIZE AND STARBASE LIMIT TO SCALE WITH POPULATION because the imperium of man gives zero ♥♥♥♥♥ about your little ideal of limited repeatables. (a population of 2,000 should give about 100 starbases)

00_whatever_repeatables: limited to 100~ so that you'll never accidentally into the -1

00_whatever_repeatable_weapons: limited to 200~ because anywhere higher is stupid and you played too much stellaris. the only thing that can even dent your armor at that point is like the old 5 million fleet power x3 rabid consumers from another dimension.

00_traditions: supremacy now gives a sizable command limit increase

00_ship_sizes: now gives you titan slot per 100 fleet cap

***NEW***

made all the planets at least 20 slots (wip if it ♥♥♥♥♥ up don't blame me dabs i'm out ♥♥♥♥ this i'm gone)
this is because the game actually just hates you. small planets are literally worthless. resetting 10 years to find a good 3 planet start is a waste of time and honestly devs should just take planet slot straight out of the game nobody ♥♥♥♥♥♥♥ cares about your dumbass system from 20 years ago seriously give me back my old FTL
8 comentarios
thecrazy13 26 MAR 2020 a las 3:04 p. m. 
yeah this breaks on start
WolvesofZiu 2 ENE 2019 a las 10:01 p. m. 
So this i like the old system where pops counted more towards your fleet? I have to imagine the end game is like 1 fps.
Endugu 12 DIC 2018 a las 3:24 p. m. 
Ok, I feared it was another common bug. Not such an edge case.
Endugu 12 DIC 2018 a las 3:23 p. m. 
16 Ringworlds?! Thats incredible.
Computer  [autor] 12 DIC 2018 a las 12:51 p. m. 
when you're on scaling 0.25 and you have 16 ring worlds all ONLY producing science (2.0) at around 2400 in game year. note: this is possible thanks to fallen empire worlds being resource rich. yea at that point. the dooms day research breakage is only a matter of time
Endugu 12 DIC 2018 a las 11:58 a. m. 
Negative research modifieres? How do these happen?
Computer  [autor] 12 DIC 2018 a las 11:33 a. m. 
lag? it doesn't do anything for lag. that's paradox being bad at programming. this aims to make you less likely to get a game crash from going into negative research modifiers because the game likes to do that to you.
Shazzamx 12 DIC 2018 a las 10:32 a. m. 
Could you explain how this help reduce lag? I am very interested in mods that do so, but I need lay man terms to help me understand it please. Especially why the game crashes (has happened to me).