Stellaris

Stellaris

VSSTO
38 Comments
VTS0 4 Mar, 2023 @ 9:15pm 
Interesting...
Kill3rCat [1st FORECON] 26 Jan, 2018 @ 8:44am 
@Sklunstu ah, I see. Fair enough.
Sklunstu  [author] 25 Jan, 2018 @ 10:32pm 
@Kill3rcat: Because this is a base mod, and I don't want to add techs to it. As a sub mod it would be feasible though, I am considering it.

@Zaelson: Good ideas. Will also consider for a sub mod.Increasing tall play is something I certainly want to do, and that would help.
Zalseon 25 Jan, 2018 @ 2:44pm 
actually, what you should do is keep orbital mines as not so relevant as they are now, but, reduce thier output (a dinky lil station smaller than a city can only gather so much) and make orbital habitats FAAAAR more important for resource extraction. they don't extract more than a source lists, at first, but every pop stacks a modifier that not only increases it's output, but also every single mining/research station in the system. you can put farms onboard but they'd be super expensive both upfront and in maintainence, so you'll have to have at least a few dedicated ag worlds, which i think if you designed specific ag based buildings the food production adds up fast.
Also as a sidenote i think you should make an attachment for corvetes and destroyers to be able to "enage in planetary assault" in reality it just spawns a special army unit that's very powerful but still labeled as a corvete/destroyer.
Kill3rCat [1st FORECON] 25 Jan, 2018 @ 12:20pm 
Why would you need to overwrite tech files, though? As I said, you can create techs without having to overwrite a single file. I know this, because there are mods which do just that.
Sklunstu  [author] 25 Jan, 2018 @ 12:15pm 
So from my most recent playthrough I still wasn't too happy with how the AI is building frontier outposts, and also that their war demands were still very planet based. The hotfix I just uploaded and tested helps out quite a bit. :) Still need to find a way to make the AI attack mining stations though, but tomorrow is another day, goodnight all!
Sklunstu  [author] 25 Jan, 2018 @ 7:58am 
I think you are correct (sorry, still learning stellaris modding), but if I create specific techs, these will then require integration into mods that also overwite tech files. And as I assume most people will be looking to use NSC, ISB, or some other station mods, that might just cause headaches. I might also be creating myself more work than is necessary, if there are other mods out there that do the same thing. If I can just balance the base HP correctly, ideally you should be able to find the right mod that will buff it the way you want. At any rate, I did issue a hotfix yesterday and scaled back station hit points. If it's too much, I can adjust again. If it's still not working, and you don't see any specific mod that will help, i'll look at creating a small sub mod for basic station techs.
Kill3rCat [1st FORECON] 25 Jan, 2018 @ 7:35am 
To my knowledge you can create new techs without overwriting vanilla files.
Sklunstu  [author] 25 Jan, 2018 @ 7:10am 
@Kill§rCat That´s not a bad idea, but I am trying to rewrite as fews values/files as possible, and avoiding creating any new buildings/techs, as I want this to serve as a base mod. That way, you guys can pick and choose mods to change certain things you want, or I will create cub mods for specific features. Creating new technologies is going to make it much harder to work with the big mods like NSC. But keep throwing ideas out there! My goal is to stabilize/balance this as much as possible, so that it works on its own and is fun to play, before chucking new stuff in there. I like the tech ideas though, and the names! :) You should do some modding yourself if you arn´t already! And if you ever want to help out with what Im doing, send me a friend request. :)
Kill3rCat [1st FORECON] 25 Jan, 2018 @ 5:42am 
@Sklunstu rather than cutting back on buffs, why not lock it behind a tier 3 tech or something? Throwing some name ideas out there: 'Layered Defense Net' (ENG), 'Starport Militarisation' (SOC), 'Starport Security Subsidisation' (SOC), 'Upgraded Starport Armaments' (ENG).
Sklunstu  [author] 24 Jan, 2018 @ 10:33pm 
@Xnadu, Compatibility is a work in progress, but I`ll look into it for you. :)
@Torto :D
@ Yazzle thanks soo much for the feedback! Good to hear it is becoming more balanced, but if starports are that strong in relation to fleet power, hmm.. I take it you mean at the beginning of the game? Or also later? I think I'll cut back on the station buffs none the less.
Kill3rCat [1st FORECON] 24 Jan, 2018 @ 7:34pm 
Very interesting.
Yazzle 24 Jan, 2018 @ 6:10pm 
I've tried the mod and it worked perfectly for me on 1.9 with multiple mods such from graphics ones, to food starvation, to ethics/sector, AI/Navy equality, more crises/events and so on, I only turned off other major balanced ones. I think this is very balanced and makes the game interesting, definetely slower and more spread out, which is good for small galaxy sizes but my pc is a besat so I didn't need that. I'll definetely come back to this mod but I think perhaps other balance mods messed it up or something, the starports are like 9k power when other fleets are 2-3k. I can't find any mods where the starports are retardedly strong. It makes no sense what so over how a fleet can't take down 1 friking building that's not even a military base but a damn construction site. It's really infuriating, otherwise this mod is awesome and i prefer this playstyle. Food starvation is a great mod on top of this since it keeps the other empires in chek as I play on the hardest difficulties.
TortoTheConqueror 24 Jan, 2018 @ 2:00pm 
YAY!
Chastity the Celibate 24 Jan, 2018 @ 1:13pm 
Is this compatible with ExNihil’s ExOverhaul mods, as they change the AI significantly?
Boxington Washington 24 Jan, 2018 @ 11:55am 
Intresting, I think I'll try it
Sklunstu  [author] 23 Jan, 2018 @ 11:27pm 
Ok, 20 years in, and I think the AI is now keeping pace with frontier and orbital station build. I'll post a couple of screen shots.
Sklunstu  [author] 23 Jan, 2018 @ 10:12pm 
Ok I released a hotfix for the issues you mentioned @Lostpancake, going to a deeper test run of them right now myself. Sorry it took so long, was traveling all yesterday.
Sklunstu  [author] 23 Jan, 2018 @ 9:59am 
Hi @Lostpancake, thanks alot for the detailed feedback! The mod is new, and changes quite a bit, so I'm really glad to hear where it still needs work. I'll have a look at the AI frontier outpost and starvation issue and will issue a hotfix ASAP.
Lostpancake 23 Jan, 2018 @ 3:34am 
Played around with it in its current form, biggest problem ive encounterd so far is that the AIs don't expand via frontier outposts fast enough. I found myself having 4 times as much mineral income as every single other AI empire a few hours in with many more star systems under my control. Also, a few of the AI empires are starving themselves to death. Will you be touching the AI in the upcoming update? I would definetly suggest making them much more aggesive in building frontier outposts.
Sklunstu  [author] 22 Jan, 2018 @ 7:55pm 
@elhran
Thanks man! If you ever try it, let me know your thoughts. :)

@The SilverInfinity
1. I was unaware of that definition. Thought Vanilla meant only unmodden :P
2. I actually don't think DLC is required, but I'm not sure. Working on a compatability patch as it is,
TheSilverInfinity 22 Jan, 2018 @ 5:02pm 
IF for Vanilla stellaris, why all the DLC?
elhran 22 Jan, 2018 @ 7:14am 
Looks interesting..thanks for the work and for sharing. I like the thought process here...something other than invade, conquer..move on...repeat, etc.
Sklunstu  [author] 21 Jan, 2018 @ 6:31am 
Thanks! I'm just sitting down to start work on a new update/finally begin increasing compatability.
Stragak 20 Jan, 2018 @ 8:36pm 
This sounds VERY interesting. Shall stay tuned for sure keep up the work please :)
Sklunstu  [author] 19 Jan, 2018 @ 4:55am 
Thanks for the interest! My next steps are to playtest the new batch of changes, and then I'm going to get to work on compatability, as that is rather important ;) I'll keep you posted.
NoDMoD 19 Jan, 2018 @ 3:52am 
I am interested in testing it, but have so many other mods right now, it's a pain the a** with the mod manager of stellaris.... I will keep an eye on it though!
Sklunstu  [author] 19 Jan, 2018 @ 3:16am 
Ok update is out. Changed quite a bit, particularily how leaders and sectors work.
Sklunstu  [author] 19 Jan, 2018 @ 2:23am 
I did a playthrough last night, and it is certainly playable in its current form. It was even pretty fun! Ended up in two wars within the first 30 years. I´m currently just finishing up a big update though, which will change quite a bit, but will once again need balancing. It´s not compatible with most mods atm though, I´m just trying to get the base mechanics in place before working on compatibility.
NoDMoD 19 Jan, 2018 @ 1:01am 
Anone tested the mod? How is it?
Sklunstu  [author] 18 Jan, 2018 @ 4:39am 
No stress. I've still got a couple of kinks to work out anyway, and I´d like to make it more mod compatible in the near future. Maybe check back later :)
Chastity the Celibate 18 Jan, 2018 @ 4:29am 
I would try it, but I am in the middle of a game with over 200 mods, and disabling them all would be a pain...
Sklunstu  [author] 18 Jan, 2018 @ 4:24am 
Did you try out the mod? What were your thoughts? I´m doing a playthrough now, and I like the pace of expansion, and the way the AI´s expand, but I need to find a way to make them focus on attacking your stations, and not just rush to the planets in a war.
Sklunstu  [author] 18 Jan, 2018 @ 4:23am 
I totally agree. Upgrading buildings is a complete pain. I want to basically be able to turn over planet management to sectors asap.
Chastity the Celibate 18 Jan, 2018 @ 3:57am 
Ok, you made this for yourself so you can do what makes the game fun for you, but upgrading buildings can be tedious. (I use AutoBuild to fix this)
Sklunstu  [author] 18 Jan, 2018 @ 12:06am 
Yes might have something to do with your RTS background. :) But I agree, we all set the game clock to fastest because there is nothing interesting going on!
Sklunstu  [author] 18 Jan, 2018 @ 12:05am 
The goal is not to make the game slower. It is to increase play time on some aspects of the game, and reduce it on others. Clicking on planetary upgrades doesn´t interest me. Waiting 20 years between wars doesn't interest me. Clicking my fleet to attack the other ships fleet and then ignoring it doesn´t interest me. Winning a war completely from the galaxy view is boring. I am trying to force the player to actually have to make strategic decisions when it comes to resource expansion/defence/raiding, and also make this game have tactics in the system screen! If you ever played the old Paradox game "Knights of Honor" (Think Stellaris in medieval Europe), you might understand that I mean. This is all a work in progress. But thanks for your question.
Chastity the Celibate 17 Jan, 2018 @ 8:59am 
Why would you make a mod that makes the game SLOWER? Stellaris is already too slow even at the Fastest setting with mods that increase the speed of resources/buildings... Maybe it’s just my RTS background