Stellaris

Stellaris

No Space Race 2
19 Comments
TKCPrime 1 May, 2018 @ 4:23pm 
Ah I've just realised that Downscaled ships still need compatibility patches. Sorry
TKCPrime 1 May, 2018 @ 4:02pm 
I've installed most of the mods. The research wont run out now. At least it didn't so far. And I'm far beyond the point when it happened before. Now I just have to remove those compatibility mods you've mentioned for NSC and the like and see if I stop getting giant NSC ships.
🆂🅷🅸🅾  [author] 29 Apr, 2018 @ 2:27am 
I only play my mods collection or ST: New Horizons. I haven't noticed any major incompatibilities. But.. since the "only hyperlane patch" I'm not so motivated to play stellaris.

The pirates are difficult... I noticed that too ;) At the last update I moved her spawn backwards. I still have them on my list.
TKCPrime 28 Apr, 2018 @ 4:01pm 
I always start a new game when I install your mod.
TKCPrime 28 Apr, 2018 @ 4:00pm 
Do you actually install all of them? I thought a bunch of those mods are incompatible with each other.
TKCPrime 28 Apr, 2018 @ 3:58pm 
I've never actually installed all the mods in that list but I might give it a shot. Until then I am using the ship only version. Although that one pretty much crippled me at around 2200 'cuz the pirates kept badgering me and I couldn't muster up a fleet strong enough to oppose them. lol
🆂🅷🅸🅾  [author] 26 Apr, 2018 @ 7:19am 
@TKCPrime Basically, I don't understand why you have these problems.
I tested again on vanilla. In the quick test the physics research runs out. Which doesn't necessarily have to happen in a normal run. But I also wrote that the mod isn't ballanced for vanilla. The research doesn't run empty with the modpack.

The reason why this error appears is that i have increased the necessary techs per tier level. It can happen if you don't have enough techs. I reduced the previously unlocked-value during the last updates. That should make it better.
It could be ... that you have to start a new game. I think your gamesave with a lack of research can't be fixed.
To the next update I will test if I still need the tier modification.
TKCPrime 26 Apr, 2018 @ 4:36am 
I usually play with 1.5 to 2 of research multiplier if hat makes any difference.
TKCPrime 26 Apr, 2018 @ 4:36am 
May I ask what is the reason for the soceity research to stop generating options at around 2140. After I've researched some 10 or 12 techs it stops giving me new options. Regardless if I install all those mods in your list or play vanilla.
🆂🅷🅸🅾  [author] 9 Apr, 2018 @ 5:39pm 
@Hellfire I don't have the feeling that all AI far behind. I had game runs... they were very difficult. That can also happen to the AI. There are many factors why the AI might be behind... pirates, space creatures, research anomalies destroying the research ships, etc. Yes the AI has it harder and everyone can't do it. I like this but an advantage for the AI would be an option.

I have to test NSR2 apparently more but the AI weight modifiers for the drives are already increased. Finally, I force the appearance of the drive techs after time. That starts for the hyper drive 1 after 100-120 years. 2227 and 5-10 planets doesn't sound dramatic to me. It's "just" a balancing thing.^^

Pre-FTL species... hmm... yes this could be a problem. I have to test what happens to them.

Thanks for your feedback.
Hellfire 9 Apr, 2018 @ 10:05am 
The SLT engines. I love the concept of the slower start but the computer can't play the game like that. By the time i develop cruisers the computer is still playing with sticks and stones because it gave the other to that science ship to move to the next system and until the ship reaches its destination the AI isn't going to do anything else, wasting 12 years in the process, for every ship it moves around. 2227 in my last game and even advanced start AIs with 5-10 planets since the first day have expanded much, if at all.

Also a primitive evolved from "early space age" to full empire but the outpost in its system didn't automatically spawn, therefore the empire was lacking any indication of its presence on the galaxy map other than the borders of its system.
🆂🅷🅸🅾  [author] 9 Apr, 2018 @ 7:52am 
@ Hellfire Thank you. Ok.. I understand what you mean but for me the slow start is a core feature. Everything else has evolved. ^^ Hmm ... in my tests, the KI was well mixed.
I'll think about it but the problem is it would be another mod I would have to maintain ...
can you specify which features you mean exactly? Maybe I have an idea, with an easy way.
Hellfire 8 Apr, 2018 @ 2:00pm 
I love the mod and how it changes a lot of things around. Problem is the computer doesn't. For as much as I try "early space age" mods, even with the advanced start the computer can't keep up. I installed a mod which gives much more stuff to advanced start AIs, I also gave them double resources with the dynamic difficulty mod, still it can't keep up.
Could you please release a "Some Space Race" mod, with everything but the slow start?
Thank you for all the time and efforts.
🆂🅷🅸🅾  [author] 5 Apr, 2018 @ 6:12am 
@martin Nothing.
martin 5 Apr, 2018 @ 2:36am 
What abut sociology research?
🆂🅷🅸🅾  [author] 30 Mar, 2018 @ 6:51am 
Ok, I will reduce the tech tier requirements even if I don't have the problems.
TKCPrime 29 Mar, 2018 @ 5:55am 
I had Alphamod 2.0 installed and soceity still ran out of options in a short amount of time.
🆂🅷🅸🅾  [author] 24 Mar, 2018 @ 7:19am 
@AckoliOfD00m Look in the description at balancing.
Brisbane Socialist 24 Mar, 2018 @ 4:28am 
Sociology Researh Becomes Useless pretty quickly. You can only research around 15 techs before you run out of options, and the Sociology research Page is just blank.