Stellaris

Stellaris

Lithoid Supremacy
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Update: 21 Jan, 2022 @ 6:32pm

Version 1.2.1
Minor Changes not included in V1.2.

Changes:
  • Regenerative Crystal Plating: Scaled Hull regen, this is something coming in Stellaris 3.3 according to the Beta patch notes and it fits in with the scaled mineral cost for the component.
  • Resonant Psionic Shields: Added "Telepathy" as a required tech.

Update: 21 Jan, 2022 @ 5:23pm

Version 1.2
Welcome to version 1.2! This update was originally going to be bigger but I ran into a few limitations with what the game can do, so some of the asteroid content is unfinished.

Changes:
  • Geode World: Due to how animations world, the explosion animation would loop constantly, this was replaced with the static idle animation. This requires a custom model to be fixed correctly.
  • Reworked Mountain Stronghold tiers: Increased cost to account for increased mining jobs and increased benefits such as additional housing.

New Features:
  • Mountain Bastion: The final tier of the Mountain Stronghold, provides tons of soldiers and the new Stronghold Commander.
  • Stronghold Commander: Provides a large number of armies, reduces training time and adds stability, has a high alloy upkeep to deter spamming of the job.
  • Asteroid Relocation Facilities: Starbase Building that allows for relocation of asteroids in a star system.
  • Asteroid Mining Bay: Compable to Hydroponics bays, provides 4 miners for a cost greater than two planetside mining districts.
  • Asteroid Stronghold - Fortress - Bastion: Asteroid Equivalents to the Mountain Stronghold - Fortress - Bastion, require the Asteroid Relocation Facilities to build, costs additional alloys but does not reduce district numbers.
  • Asteroid Habitat Expansion Decision: Using the Relocation Facilities, adds one district to habitats.
  • Regenerative Crystal Plating: A more advanced crystal plating that provides increased hull points and hull regeneration, quite mineral hungry.
  • Resonant Psionic Shields: An incredibly powerful but expensive psychic shielding.
  • Calamitious Birth Buff: A tech that permanently makes Lithoid Meteorites more expensive but gives an additional buried Lithoid and an additional Lithoid pop.

Compatibility: Lithoid Supremacy is now compatible with The Dark Arts of Necromancy [3.2.2], Lithoid Supremacy has to be loaded first however.

Originally I planned a lot more content for habitats and asteroids in this update but there is currently no way to detect asteroid belts in star systems in the game, I have suggested this on the Stellaris Modding Den but only time will tell if it will be added to the game. My first attempt at making components has been hard, balancing these components with tech cost, resource cost, upkeep cost and their stats to make them not overpowered is a tough one. Currently the RCP is balanced as it has a very high mineral cost (hint: maybe a future component will be an improvement on this ;) ). The RPS was tough to balance, it has a lower power use than Psionic Shields but has a greater cost.

The Geode World animation is still a thorn in this mod's side. I'm looking into ways to fix the animation, this was just a quick fix, a bug in the game also caused it to randomly change size but that's fixed in 3.3, the only way to completely fix everything is to create a custom model and animation but I'm still not there yet.

In terms of new content, I want to do some civics and origins in future but I'm still planning them, there will be some cool event and special project to complete. I also want to further expand on calamitous birth, maybe with something like a decision from clone armies. Don't forget you can suggest new features in the discussion page!

EDIT: V1.2.1 fixes a few minor issues with the components.

Update: 26 Dec, 2021 @ 9:16pm

Update: V1.1.1
Happy late holidays all! Just a small update with a few new things but mostly fixing bugs and conflicts, I had planned a bigger update but I've got a lot more work to do to implement the systems I want.

  • Geode World Origin: Start on a Geode World! Not balanced for multiplayer. Start on a size 25 (+7) Geode world with a reduced maintenance cost of 25 Energy (easily accounted for once you move pop jobs around) and is immune to the effects of the Dark Matter deficit.
  • Mining Cities: Now available for megacorps and both now give one building slot per 4 mining districts to bring it closer to the original Agrarian Idyll Lithoid alternative.
  • Hivemind Support: Geode Worlds and Crystallization facilities now have hivemind support, so now they’ll actually work for Hiveminds and not give you unfillable jobs.
  • Crystallization Facilities: Now unlocked through a tech rather than ascension perk, although having the engineered evolution perk will increase the likelihood of seeing the tech significantly.
  • Meteor Born Trait: +10% to firing rate and sublight speed and -10% to evasion.

I know there's not a lot to this but I wanted to make sure things were functioning properly and to remove as many bugs as possible. A few comments brought some ideas up as well as conflicts or issues they had playing as Hiveminds or Corps, I think I've fixed them all now, if you do find any bugs please bring it up in the comments.

The origin and the new trait are the new features, the origin was something I've wanted to do for a while and was a challenge to implement and may have some issues still. The trait was something I wanted to try out, I may tweak it or make it an event only trait.

Update: 8 Dec, 2021 @ 4:20am

Update: V1.1
So my mod managed to reach the most popular items of the week, hitting the first place on the front page of the workshop for a short period, something I was not expecting, certainly not for my first mod. Thank you everyone for subscribing, favouriting and leaving comments and feedback for the mod!

With so many people playing, it's brought my attention to fixing up some of the problems in the mod, it is my first after all and over the three weeks I've been working on it there's a lot of cleaning needed, a lot of which I tackled in this update, which I'm numbering now.

Geode Worlds
  • Ai can no longer select this as an ascension perk: I had a comment saying that somehow an ai that was not Lithoid was able to have a geode world homeworld, despite it being one of the main requirements. Whether or not this was due to things like migration treaties or conquest, this coupled with another fix to Geode worlds has made me decide to prevent Ai from selecting this perk. (is_ai = no is now a requirement).
  • Scaling Maintenance Cost: The buffs a Geode World gives scale with the size, bigger worlds give more districts and jobs but previously each had a fixed cost of 50 Energy and 5 Dark matter per month. The cost now scales with size, so smaller Geode Worlds aren't as costly as bigger ones.
  • Acclimating Lithosphere: The timer on this ran out before the devastation which I didn't like so it now has a duration of 640 days.
  • Geode World Consequences: This is the big one, Geode Worlds have floating continents that are powered using dark matter but what if the dark matter ran out? Well it turns out there's no penalty for that in vanilla Stellaris so a major exploit was running tons of Geode worlds and not bothering to use the Dark Matter at all, having an infinite deficit does nothing. After some consulting I have put in a consequence to running out of Dark Matter: Every month you have a Dark Matter deficit, all Geode Worlds take 5 devastation.

Crystallization Facilities
  • Species Modification: The crystallization facilities are meant to be better than the gene clinics but an interesting issue I found was that their workers wouldn't provide pop assembly unless a clone vat was present, after some digging I found a game rule that the mod now tweaks, you no longer need a clone vat for crystallization facilities to work.
  • Buff to Lithoid Crystallizers: Raised monthly pop assembly from 1 to 1.5, since Lithoids have a -25% penalty 2x1 becomes 1.5 with the penalty, 2x1.5 becomes 2.25 with the penalty which is closer to the original +2 assembly I planned.

Misc
  • Mining Cities: No longer available to gestalts as it doesn't effect their miners and districts in the same way, it is still available to megacorps but has the green icon, in the next update there will be a megacorp version of mining cities.
  • Refractive Crystals: Changed type to particles rather than field manipulation.
  • Code cleaned up for a lot of sections.
  • Files renamed, "ls" replaced with "lithoid_supremacy"

Thanks again to everyone now playing my mod and please give any feedback or comments you have, it'll help me out so much ironing out any other bugs or issues with the mod. Hopefully the new Geode World penalties aren't too tough, I found they were quite managable with all the crystal income I had in my playtesting, I may end up lowering the devastation but I think 5 per month is a pretty stable incentive and one of the reasons I didn't want the AI to build Geode Worlds, if they were screwed before, they'll be annihilated now.

Planned upcoming features are mostly habitat stuff, I want to give some more options to Lithoids in space and any void dwelling Lithoids, I have a cool idea involving asteroids. Also techs and armies.

Update: 29 Nov, 2021 @ 6:29pm

V1.0
Release version!

Made tweaks to localisation, added in missing add jobs modifier icons, tweaked the Geode World shattered world graphics, this causes it to spawn in abruptly but the obscured version resulted in bits of the shattered world clipping egregiously with the planet's surface.

Added pictures for features (techs are displayed at 1.0x tech/unity cost) and planned features.

Update: 29 Nov, 2021 @ 6:25pm

Updated to version 3.2.2

Update: 29 Nov, 2021 @ 3:29am

Decisions:

  • Geode World Project
    - Now requires 1080 days to enact.
    - Acclimating Lithosphere duration increased to 720 days, will be reduced to 480 in next update.
    - Devastation increased from 25% to 30%.
  • Geode World Graphics
    - A shattered world slightly larger than the candidate for the Geode World Project will now spawn over the planet once the decision is complete before exploding.
    - **To Do:** Having the shattered world fade in or expand so it's sudden spawning is hidden.
    - **To Do:** Apply the shaders in such a way that the magma of the shattered world matches the empire colour.

The end goal is to have a custom mesh, animation and graphics for the Geode world but I simply do not have the knowledge to do this. I want a planet that explodes, with the pieces having atmospheres and city lights with crystals on the undersides of the pieces and I want it in such a way that the planet size exceeds the smaller world within the floating sections such that when stuff like Gigastructures is used with it, there aren't massive floating chunks around and the floaty-ness of the geode is still intact.

Update: 23 Nov, 2021 @ 3:21am

Updated to 3.2.1! Happy Aquatics DLC Release day!

Buildings and Jobs:

  • Mountain Stronghold
    - Requires a tier 3 cost 1 society tech to unlock (also buffs defence army damage +10% and health +25%). Increased chance of getting the tech if lithoid empire.
    - 600 mineral cost, 3 energy upkeep
    - 3 soldier jobs (may add and include a captain)
    - 5 unity (+3 with unyielding traditions unlocked)
    - 10% bombardment damage reduction
    - Creates Mountain Stronghold deposit which reduces districts by one.
    - Not restricted to Lithoid only.
  • Mountain Fortress
    - Requires a tier 4 cost 1 society tech to unlock (also buffs defence army damage +10% and health +25%). Increased chance of getting the tech if lithoid empire.
    - 1000 mineral, 50 crystal, 25 motes to upgrade
    - 6 energy, 1 crystal and 1 mote upkeep
    - 6 soldiers, 1 miner and 1 captain (name TBD, may increase to 2 captains)
    - 6 unity (+4 with unyielding traditions unlocked)
    - 20% bombardment damage reduction
    - Not restricted to Lithoid only.
  • Captain
    - 6 Naval cap (+2 with a future tech)
    - 10 crime reduction
    - 3 defense armies (+1 with that same future tech)
    - 2 unity
    - standard specialist upkeep

Tweaks:
  • Geode World
    - Habitability at base tweaked to 85% (got my math wrong), no growth debuffs for Lithoids (I think, if this math is still wrong I'll just let it be).
    - Lithoid pop growth speed doubled to 50%, the geode world is meant to be an alternative to an Ecumenopolis and as such has a growth buff to match it.
    - Modifier increases building slots from 2 to 4, also for making it stronger compared to an Ecumenopolis and to add more options when combined with extra building slots mods such as those by Orrie.

So updating to 3.2.1 wasn't as painful as I thought, only all the modded jobs broke (except Lithoid Crystallizers) and all worker jobs broke, everything is updated and running better than before. This new building was based on the Fortress of Hera from 40K (an Ultramarine space marine Fortress-Monastery), which is built into this massive mountain range and incredibly well defended. I wanted a more expensive fortress to fit this so the mountain stronghold and mountain fortress do this although it requires a ton of balancing.

My goal with balancing is to strike an internal balance, I want Lithoids to be powerful but not ludicrously so, the main thing I think that would keep people spamming these is the early game pops and cost, while they're tier 3 and 4 techs, 3 soldiers and then 7 military jobs and a miner is quite the demand and so would only be suited to fortress worlds or one per major planet. I wanted the building to do more than just provide armies, it's a fortress sure but it should benefit the world other than just protection, this is where the unity and crime reduction come in, it becomes a symbol for the people of the planet lore wise. The district reduction kinda follows, a large mountain range has been converted into a fortress so you'll lose a district as balance. It's also the first non-Lithoid exclusive feature to the mod because I figured anyone could turn a mountain into a bunker or fortress but this fit the theme of the mod so I decided to make it more open.

  • Future plans
    - Create tech to buff captains
    - Mountain Bastion: tier 3 of the building
    - New job: Major/Commander, leader job, unity, armies, training time and cost reduction?
    - balance number of captains per building level
    - balance building costs and upkeep and research required
    - Lithoid Earthshaker and Terravore armies
    - Events for Geode world

Update: 21 Nov, 2021 @ 5:44am

Techs:

  • Personal Crystalline Armor:
    - Tier 4 Cost 1 Society (16k default)
    - +20% Army health
    - Lithoids only
  • Refractive Crystals:
    - Tier 4 Cost 4 Physics (24k default)
    - +20% Energy weapon damage, energy from jobs
    - +10% starbase energy
    - Lithoids only

Buildings and Jobs:
  • Crystallization Facilities
    - 3 energy, 40 mineral, 3 crystal upkeep
    - 800 minerals and 500 energy cost
    - +2 Lithoid Crystallizers Jobs
    - Lithoids only
  • Lithoid Crystallizers
    - +6 amenities
    - 10% pop growth speed
    - +1 org pop assembly
    - +5% hab
    - 1.5 CG upkeep at base (not including mineral upkeep)

First buildings and techs added! Using either original Stellaris assets or edited Stellaris assets. Nothing is balanced with these, the techs I think will be fine as their costs are high and each doesn't add too much. The crystallization facility is a pain as it's not balanced at all, it adds a lot but it's mutually exclusive with both robot factories and gene clinics so I think that'll make it better. Eventually I want to add a second stage or even a third to it which would be cool, it does allow clone vats and the effects do stack so lithoid printers go brrrr.

Also Crystallization with a Z is an acceptable spelling of it, I tend to go with the British spellings and I can't be bothered to change it.

Update: 16 Nov, 2021 @ 12:07am

Mining Cities:

  • Miners:
    - Consumer goods upkeep changed to +0.4
Civic image fixed.

Based on testing, it was found that miners are quite powerful, rendering clerks near useless for amenities and only useful for trade value. It was also found that due to the abundance of miners and slow pop growth for lithoids, consumer goods were a continual struggle, reduced by a small amount to compensate.