Stellaris

Stellaris

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NoQuit Multiplayer Improvements
   
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15 May, 2016 @ 2:47pm
13 Jul, 2016 @ 4:32pm
21 Change Notes ( view )

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NoQuit Multiplayer Improvements

Description
Big thanks to McFow1er for helping me fix the mod!

NEWEST ADDITIONS!
- Removed the spam of popup boxes at the start of the game for when you meet alien races
* You still get the projects in the Situation Log.
- Fixed transport ships so they are in the ship designer now
- Fixed a few strings that were missing

- Technology tooltips now have more detailed information if you hover over the icon/empty space (The 'general' tooltip for that tech)
- This additional information tells you what that technology leads to next
* This has been added for all techs that have another following it!
* Please let us know if there are any errors or corrections we need to make.
* HUGE thanks to PotatoMcWhiskey for his work on this

- Choosing "Premade Static System" in the "Name & Class" section of the empire editor will start you in a pre-made system of planets that has 6 minerals, 5 energy, and 2 of each research.
* You must choose this setting to use this
* Planets are always the same, but in random positions.
* Anomalies still work on your home system (rarely)

- Increases the Mining Station, Research Station, and Frontier Outpost health from 2000 to 3000.
- Increased the Mining Station and Research Station damage from 1 weapon to 2 weapons.
- Removing a planet from a sector and deleting sectors now costs 0 influence
- Mandatory peace time after a war lowered from 10 to 5 years
- Minimum time for a trade deal lowered to 5 years, to match the mandatory peace time
- Time to set war goals when someone declares war on you increased from 1 year to 5 years
- Defense station will show up much more reliably early on to stop rushes
- Map has been made flat
- Leader reset time has been decreased from 10 years to 5 years

- Research Window has been expanded to fit 6 techs
* Credit to Averax
* https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682342399

- Ethic tooltips have been updated to include some hidden information
* Credit to 3ntf4k3d
* https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682068526

- There are new map sizes for Balanced Starts
- Fallen Empires removed on the Multiplayer maps
* Credit to Flogi
* https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=685328885

CHANGES:

June 1

- Updated for Clarke
- Removed the Ethic Divergence change (bug was fixed)
- Removed the war score changes (this was improved in Clarke)
- Removed the sector limit increases (sectors were improved greatly in Clarke)

May 22

- Removed the spam of popup boxes at the start of the game for when you meet alien races
* You still get the projects in the Situation Log.
- Fixed transport ships so they are in the ship designer now
- Fixed a few strings that were missing

May 19

- Added new Tech Tooltips

May 18

- Undid the leader pool and tech choices. This changed the gameplay too much for the initial versions.
- Leader pool size has been increased from 4 to 5
- Leader reset time has been decreased from 10 years to 5 years
- Technology choices has been increased from 3 to 4
- Minimum time for a trade deal lowered to 5 years, to match the mandatory peace time
- Defense station will show up much more reliably early on to stop rushes

May 17

- 0'd out Ethic Divergence and set it to only try once every 100 years until the bug is fixed
- Increased the time you can set counter-demands from 1 year to 5 years
- Renamed the mod
- Home planet now has a 2 mineral tile
- Making sure you have planets worth colonizing around you if you do the premade system
- Removing a planet from a sector and deleting sectors now costs 0 influence
- Mandatory peace time after a war lowered from 10 to 5 years
- Edited the premade system to be random orbits and include research

May 16, 10:145 PM EST

- Fixed the crash. Woo!


NOTES:

Big thanks to PotatoMcWhiskey for his contributions.

This is made for myself, friends, and the NoQuit group to use as they please. I am going to add other mods as we use so it's easy to one-click add everything we want without any bad merges. I hate when mods conflict, so a big part of this is removing all of the conflicting errors and giving one seamless package.

If this gets big for some reason and any author wants more than credit or removed or something, let me know.
36 Comments
Mc Fow1er 5 Aug, 2017 @ 3:36am 
My PC's been dead for ages so I can't really do anything about it but when I eventually get my PC working again I might be able to update the mod if Idejder doesn't, I'll still get him to upload it though.
Disco Turtle 4 Aug, 2017 @ 10:57pm 
Any chance you'd ever update this mod :p
Mc Fow1er 13 Jul, 2016 @ 4:34pm 
Woop, we all some times need a helping hand from others to fix things. And I was glad to help.
Idejder  [author] 13 Jul, 2016 @ 4:31pm 
Uploading it now after going through it all!
Mc Fow1er 13 Jul, 2016 @ 3:40pm 
Though I haven't add anything new to the mod as there wasn't really much that I could think of adding in aside from extremely minor value tweaks. (Like, 0.05 of a difference most of the time.)
Mc Fow1er 13 Jul, 2016 @ 3:32pm 
Okay I've updated all of the files in the mod that were giving issues and I've sent the zip file to Idejder for inspection and uploading to the workshop. So hopefully we can see the mod get updated to the current version o the game now for use in our games! :steamhappy:

Quite honestly it took me way too damn long to actually getting around to it..Esspecially after figuring out that fixing the mod up was actually pretty damn easy...Just a little time consuming doing careful looks at pieces to make sure I didn't miss anything.
Mc Fow1er 11 Jul, 2016 @ 3:52am 
Sorry, I kinda got heavilly distracted in the last few weeks..I'll see what I can find in the mod files and if I find a fix I'll send it to Idejder for updating the mod, I think I'll just progressively fix it and jsut send it to him for updates as it is his mod so I'm not gonna upload it to the workshop myself, that just ain't cool.
Darkon 10 Jul, 2016 @ 6:03pm 
it is giving bugs that dont let me use or select the tipe of warp module
Mc Fow1er 4 Jul, 2016 @ 4:32pm 
Given how I tend to do my "modding" (It's more comparitive tweaking) it isn't really. Take old new and modified then compair them, see what's different and from there you go, chances are you had a few tweaks involving embesies and other diplomatic points given the errors in the pollitical chat window you get with other races, possibly even the cause of why the races are missing as well, they did overhaul the diplomatic relations system after all.
Idejder  [author] 4 Jul, 2016 @ 2:33pm 
That would be incredibly impressive!