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As a mod, not to make my own stuff.
Remember me asking you about using the assets here for it?
Probably not anymore, since someone created a mod recently called "Stellaris Tiberium Wars" that goes much more in depth with Tiberium.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1764375600
- Deposits will now be a "raw" form of the resource, e.g. "Unrefined H3", "Uranium ore", etc.
- These will need to be refined in new buildings, each resource or set of resources having their own.
- Once it's refined, it can be used to activate edicts with special bonuses (there may be other uses as well). There will be multiple tiers of edicts for many of the resources
- Some of the higher tier edicts will require the construction of warehouses specific to that resource. For example, one resource may have a starting cap of 1000 units, but the most powerful edict that uses that resource may require 5000.
I mean, really. Searching 'Tiberium' on the workshop brings up 3 things. One is music from it, and the other is crediting Tiberium Wars for art .
Since you are going to be updating it to work with the latest Stellaris version, would now be a good time to perhaps add a Tiberium Born trait to allow colonisation of Tiberium worlds and allow it as a home world if that trait is taken? When colonisation these worlds could be high on production but come with a "Hazardous" trait - population growth penalty or something to balance it.
Perhaps in the future I could add a planet killer that turns planets into Tiberium worlds. Will need to figure out how to do that first!
I don't have an ETA for any of this. I do have a vacation coming up in January so I might work on it then.
So I think I've got a rough idea of how I'm going to update this. Since resources work completely differently now, I can no longer tie bonuses to resources. Rather, I'll likely have to tie them to buildings, decisions, or edicts.
I'm probably going to simplify it a bit by removing most of the metals from the mod, since you can already gain better versions of the bonuses from this mod by using the new edicts for the updated resources.
A few examples of what might change: Tiberium will likely have new Tiberium Refinery buildings that will give large bonuses to minerals / energy and maybe production. Radioactive materials will give moderate bonuses to energy. The Tachyonic Particles bonus could be activated through an Edict, and I might add a new Decision for them that accelerates planetary build speed. Perhaps a spaceport module as well for ship build speed.
Does it really? :V
I haven't updated in ages. I decided to wait until the next update when they revamp everything.
this mod still works
but can't wait to see what will happen here when they release the next big update that will change some of the resourses in Stellaris.
could make some nice things for that when it comes out :)
I still think you can get them if the technology shows up.