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Soon, maybe. I've been feeling a little more inspired to take another look at Stellaris lately, but we'll see if that persists or not.
There'll be clear notices when it's available.
Since I can't (at the moment) this is all purely hypothetical talk, of course.
Limiting the amount of individual modules to 1 per ship, depending on ship mods you can have upwards of 7 identical modules on a ship class, with NSC for example, and if they stack which iirc they do, it you can easily use, say 5 range expanders on a big artillery ship and just engage across the star system, or 5 multiloaders on a kenetic artillery ship for rapid fire.
Also, the rapid loader has no speed penalty while the other attack speed modules do, making kenetic a little bit more viable.
Great mod, I am looking forward to the update! :-)
I'm planning to go through and do some extensive revisions/tweaking, which might take a while.
The new strategic resources will probably be part of the costs, and some modules may be removed/new ones may be added.
If you find something that doesn't work as intended, let me know!
It's frustrating because I'm not sure where to start on fixing it exactly. If I set the cores back to no AI weight, it'll ignore them in favour of zero point cores. There's no convenient/simple way to restrict them to one per ship. I'd like to make them a new, seperate component slot, but that's another pile of shit to maintain.
Too bad. Enjoyed most part added in this mod but being forced to use only your cores just ruins everything for me. I hope you fix that soon.
The real issue is that while I know how to add slots to things, the issue is making it so that I don't have to update files every the game does. If I overwrite vanilla ship sizes, I need to keep them updated to avoid issues, and that's extra fuss that I'd rather avoid.
If you'd like to, you might want to consider getting in contact with the folks who do the NSC+ mod, because they've done some really amazing things, including: Adding slots to ships, and makingi t so that ships can't benefit from two of the same thing being added to a ship design.
Their power core output is balanced to be about half way between Zero Point and Dark Matter as a conscious decision. Do you take the enhanced durability the Special Cores offer, or do you take the higher power output and use the greater power allowance for weapons/etc.?
If it were easier to just add stuff to vanilla files, I'd love to easily add a special slot or something, but it gets tricky to maintain, and unfortunately I can't maintain compatibility with everything.
Is that normal for this mod, like a hardcoded thing but they do work? The armor / hull / etc Aux items work fine, just the weapons ones seem to not do anything except wierdly lower damage slightly. (Which I'm assuming is because of the excess power = increased stats thing)
Thanks, Paradox. More stuff I can't fix.
AIs that prefer energy weapons will prefer the shield cores, AIs that prefer ballistic weapons will prefer the armour cores, and AIs that prefer explosive weapons will prefer the hull cores.
This does mean the AI will start using cores if it discovers them, so expect their ships to get tougher in the lategame when they see the techs pop up in their research lists!
I'm not implementing a hacky workaround that modifies vanilla files. It's one more thing for me to maintain whenever the game updates, and it's one more thing that breaks compatibility with other mods - especially if I need to update for other mod support as well ( e.g. NSC/SCX).