Star Dynasties

Star Dynasties

Not enough ratings
Combined
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.526 MB
16 Dec, 2024 @ 9:23pm
5 Aug @ 5:48am
12 Change Notes ( view )

Subscribe to download
Combined

Description
APOLOGIES IN ADVANCE - I DON'T KNOW HOW STEAM IS GETTING THE PIRATE PICTURE

This mod contains (usually altered forms of) the following other mods. I greatly appreciate all of them and the headstart they have given me both in creating this work and learning SD modding.

Having the original versions active with this mod will have weird effects and probably break my version because I put a fair bit of effort into linking back to original 'core' game events (eg Medical Crisis and Nanoweave).

It is being designed to integrate fully with my CoreRewrites mod. I have kept them separate as this mod definitely changes gameplay in obvious ways (not merely expands core events)

The mod now contains altered versions of the original game artwork eg the survey loot shows a lot more boxes than the original as well as some new artwork eg the hamster

"Domestic Advisor" by Wapeul altered (Vassal building reminder does ill person better)

"Cat owner, really?" by ValiantKnight has minor changes and several extra events

"On Assignment" by th0ma5 has minor changes and one (of 4) items deactivated.

"Exclusive Interview" by th0ma5 now occurs less often and has additional outcome

"Improved Survey Uncolonised System" by El Senor Dano has been changed and expanded as my "Local Survey" mod (also available separately)

"Plastic Riches" by Steel Valkyrie - expanded with extra effects

"The Weight of Duty" by Steel Valkyrie - unaltered

"Vassal Building Reminder" by zgrssd - updated and expanded

"The Reading Ruler" by glenpawley has timing changes. It should happen most games now but each book only once. (Some book related events have links into reader now in the Core Rewrites mod)

"Pirates and Privateers" by El Senor Dano has been changed and expanded. A timer was added so privateer events won't happen on consecutive turns Currently pirates module has minimal changes

"VictoryNew" by me (Petera1289) has 3 new Victory conditions - economic for the core game and 2 bloodline triggered paths (diplo and military)

"Cults" by me (Petera1289) adds local religious 'cults'. Sorry no Jihads, just local issues and problems

"NewStuff" by me (Petera1289) is a growing mixed bag that don't quite fit elsewhere (especially not Core Rewrites) eg a pet event for dogs or Lucky the cat plus a new pet hamster chain only for kids, 2 scam events (to reduce AI wealth buildup) and the Economic Analysis action to find out AI wealth.

Anyone familiar with these mods will understand why a special thank you is owed to El Senor Dano ... his two mods still form the bulk of this work even with all my additions

If any of the original mod owners wants to incorporate my work back into their original, I would be very flattered (and of course give my permission)
27 Comments
Dizzy Ioeuy 19 Jul @ 9:16am 
The scammer was ok. Imo. Noticed them.
petera1289  [author] 19 Jul @ 2:42am 
[quote]This should only trigger if you're HOARDING cash to drain your coffers of that, like have >500 If not then no pirate increase[/quote]

Pirates are attracted to well developed (ie rich) systems (same as original) ... scammers were added by me to drain a bit of cash stockpiling, especially by NPC
Dizzy Ioeuy 17 Jul @ 10:48pm 
Yeah I'll wait to continue my play through after you update. thanks
petera1289  [author] 17 Jul @ 8:18am 
Hi Dizzy

Yes cults were set to be overactive so you and I can see them a lot the way you did ... obviously bad triggering far more than good (eg festival) in your game... frequency was already toned down 8th July but will adjust down further and especially dropping the cap to 25

Null is missing (data) name issues. Usually missing info not just "unknown" to you. It shouldn't be a common thing because events are using the baron of each system

Pirates is close to the original. My main change was removing the bloodline specific trigger which blocked them from most games
Dizzy Ioeuy 12 Jul @ 11:33pm 
Ok some feedback on 'cults."

So about 100 turns in they seem pretty uninteresting; are basically everywhere, so it doesn't add interesting terrain, just a constant everywhere drain.... toward potential rebellions. And this has been hurting the AI a LOT more than me. To the point of abandoned colonies due to all the fighting.

The cult diplomats thing has tons of NULL strings in it so idk what that's about. The one time it fired on my main dude he liked it. But NULL was talking to NULL.

I can't remember my original suggestions for their events, but as they are now, they are just remove-worthy imo.

The pirates are OUT OF CONTROL. OMFG, just stop. In fact I had to go into the files and fix that myself. It was bad. This should only trigger if you're HOARDING cash to drain your coffers of that, like have >500 or so. If not then no pirate increase as you fight them off.
petera1289  [author] 4 Jul @ 4:25am 
because cults are happening to the system not characters I can't rewrite like privateers without basically starting from scratch

Instead I've put a 2 turn delay so nothing else cult can trigger there during the delay

I also had a look at the (mostly original) pirates code ... it often adds (and subtracts) % to systems at random despite your action
I think you might be better off letting 50%+ get higher (100%) then use the expensive action to break the pirates
Yanphi 1 Jul @ 4:37am 
No worries, had the urge to play SD again and saw this mod that combined and updated a bunch of mods so I had to grab it.

I also feel like piracy goes up too fast, by turn 70, around 7-8 of my systems have more than 50% pirate activity, despite stationing people to defend those systems.
petera1289  [author] 1 Jul @ 3:13am 
I think I will need to change it so its a chance for ONE of the events to trigger in a system like privateer does it ...
check if a war or peace event will trigger
decide whether to use the good / bad / random block of choices
pick one out of 5+ in each
petera1289  [author] 1 Jul @ 3:04am 
sorry i left the frequencies quite high for playtesting without realising so many people (>5) used my mods

there is a 1/10 chance a system gets a cult (max 70)
then 1/5 to 1/10 for each of the cult events to trigger in a cult system

once you get visibility of a lot of systems it might get annoying
Yanphi 30 Jun @ 7:46pm 
i've only just started playing with this mod, but is it normal to have cult stuff happening every turn?