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Who the heck would harass a modder/developer? That is a bit like harassing a waiter/waitress. It is just not going to end well.
I hope the development continues. Great mod. Appreciate you AlphaAsh, as well as other modders. Some of us aren't "Three Kinds of Stupid". (Ignorant, Inept, Asinine)
Here's the quote from a post he made:
"AlphaMod 2.2.7's beta was copied and re-uploaded to the Steam workshop, without permission, at the weekend. This copy has since been removed, but because of this incident I've decided to restrict the beta's availability to Steam friends only.
If you're a patron, be sure to get in touch and I'll see about getting you friended on Steam, so you can participate in the beta if you wish to.
As to whether AlphaMod will be made available to all once it's out of beta, I'm not sure yet."
All of the news he posts are currently available to the public, so if you're in need of info, just pop over there.
There is not. I hate to sound like a pompous ass, but learn to read. AlphaAsh has stated that they'll update everyone once a 2.2.x version is ready.
I'll come back to that one after a couple of patches. It's a bit of a hot-button controversial feature, and I want PDX to deal with it. I'm not going to become a buffer for the associated issues.
@AlphaAsh May I ask if you have considered tweaking whatever formula determines which species will be grown next on a given planet? Right now species with lower amounts of pops in your empire are heavily weighted to be the next one to be grown, essentially halting growth of your main species indefinitely as soon as your pick up another race.
Looks like I'll just wait until March or April then. Oh well. LOL my own fault for not checking in!
It is on the to do list to do something standalone for 2.2 with them.
but with your mod it will be even better!
Lol Nice! Looks like the RNG gods smile on you!:D It does lead to some extremely interesting events from time to time! Like the one time I was playing with AI settings to Aggresive, I got ganked by 3 of the bordering empires, who then declared on a fourth and basically had a massive battle in my space while I looked on... fun stuff but this was before 2.2 I believe!
Early in my crime syndicate's investigations of some outlying systems, we found a Stellarite Devourer busy noshing on suns, leaving Tomb Worlds in its wake. Thankfully it conntinues away from my core systems.
Still fairly early in the game, the Great Khan rose. As soon as I saw how busy it had been, I immediately agreed to become a Satropy. This actually benefits my expanding empire. But then I got an almighty bonus from the Khan's aggressiveness.
I got refugees. With Tomb World preference. And over on my border a whole bunch of worlds just waiting for this irradiated work-force to colonise. Nearly a dozen of them. Thankyou Stellarite Devourer. Carry on you crazy star-eater.
It will be interesting to see what you do with your building chains. They added some much needed complexity to the game.
Resource storage has been streamlined, including food storage, so my request from awhile back has already been taken care of.
Yeah, New Horizons is amazing, but I thought programmers were all basically wizards, so it doesn't surprise me.
I'm amazed that the Star Trek team have managed what they have sometimes.
This is the illusion that Wiz tries to pull on you, and is what I try to smash through with my mods. You're absolutely right - Stellaris is still shallow and the added complexity of this update only hides that for a few hours.
Stellaris is still a clicker game pretending to be a 4X/GS.
5 - This is what will make any modding I do bitty and slow initially. The new complexity to the game introduces new limitations and makes any kind of re-scaling of the economy a complete re-do. *sigh*
6 - np
3 - Oh hell yes. Nice.
4 - Aye, the SR costs are a nasty arse-biter. I like it. Easily tanks an economy though. (Wrong list. Will come back to point 4 of Issues in as bit.)
1 - Nice. Will likely being doing stuff like that yup.
2 - Wiz has tried to generalise SRs enough to swallow AlphaMod's SRs but he regularly tries to do this to ALM's features. This entire update does. I'm kind of honoured.
Still it won't stop me re-implementing a whole lot of SRs and with the freedom to create new resource chains, yup I'll be making good use of the rare features. However, resource chains STILL all funnel to the same outputs, so I'll once again be dealing with complexity over depth. Nothing I haven't tried already anyway.
1 - Comms techs will fix this when I get around to it. Because the admin cap is too much of a contributor to borking a wide empire right now and expansion will always be king. Playing tall is a myth, and just leads to a stagnant game turtling from AIs eating each other. AIs never play tall.
2 - Agree. Not a hugh priority to address though.
3 - There IS weighting for it all in jobs, but I guess it's all being ignored by hard-code atm. Probably got stubbed. PDX does this when they rush shit. Scripters soft-code stuff that hasn't actually been implemented in the back-end yet.
4 - Aye, the SR costs are a nasty arse-biter. I like it. Easily tanks an economy though.
5 - APs are utter shit across the board. Utopian Dream is a priority to update.
6 - Factions are still toothless. Anyone who has trouble getting Inf out of them is a noob.
5) AlphaMod buildings in general will need to be better now to compete with existing ones, as you only have a limited amount of building slots further gated behind number of pops. For example, one tier 3 research building provides 10 researcher jobs.
6) Tech costs have been doubled but I find that I am actually researching things faster than in 2.1. AlphaMod techs will also need to have their costs adjusted.
1) Tile blockers can be coded to provide a bonus when cleared. Right now, the only blocker that does this are Sprawling Slums, which give +1 pop when cleared. This has some great potential. Clearing a mountain could provide a lump sum of minerals for example.
2) Planets can sometimes have Rare Features on them. These unlock one or more special buildings on a planet. So far, I've only see ones that let you make strategic resource producing buildings, but this mechanic also has some great potential.
3) Tier 4+ ship components now cost strategic resources to build, but not maintain. Something to keep in mind for your own strategic resources.
4) Upgraded versions of several buildings also cost strategic resources to build but ALSO to maintain. Again, something to keep in mind. These upgraded buildings are very efficient though.
6) Factions are simultaneously better and worse now. Faction influence is now based on the factions happiness exclusively. There is no threshold of happiness that has to be reached for them to give you influence. Instead, influence is based on faction happiness and support with no happiness threshold necessary. This is good, but the problem I am facing in my current game is that my biggest faction is at 65% happiness and that is the max the faction can get because over half of their issues are the "don't do this or we will be angry" style issues. After getting the tech that increases max faction influence by 1 my actual influence gain increased by...0.05. I have no way to raise it because there aren't enough happiness boosted issues for the faction, so I'm just screwed on influence for the rest of the game, especially now because NAPs, Research Agreements, and Commercial Pacts all cost influence to maintain now.
5) AP balance is getting more hilarious with each update. The Strategic Coordination Center (one of the EIGHT megastructures unlocked by Galactic Wonders) alone is better than Galacitc Force Projection, Grasp the Void, and Eternal Vigilance COMBINED. Its effects also stack. I consoled in 10 of them to see what would happen. Hilarity ensued. I know 10 is not a realistic number, but even 2 has hilarious results.
3) Not sure if there's anything you can do about this one but the game seemingly has no ability to put pops into jobs that their traits favor. I've watched my planets put pops with Intelligent into miner jobs while putting pops with Industrious into researcher jobs. This is especially noticable as a machine empire with their many pop templates.
4) Overall pacing is just borked. I'm fine with a longer early game and I'm definitely feeling that, but one or two wrong moves screws your economy for the rest of the game. I'm getting the vibe that there are only going to be 1-3 optimal build orders depending on authority/civics/ethics and everything else will be anywhere from subpar to suicidial. I expect this from Age of Empires but not Stellaris.
@AlphaAsh Some issues in 2.2 I think would be beneficial for you to tackle are:
1) Admin cap. I don't have a problem with this mechanic but it has some scaling issues. It's probably fine as in in Medium and mabye Large Galaxies but not enough in Large Galaxies. You won't really notice any problems as a tall empire but wide empires really got the shaft here. There needs to be more reliable ways to increase it. Perhaps with some AlphaAsh special buildings or techs ;)
2) Robots/Machine Empires are several times worse then before. The cost to contruct them is ridiculous and they grow noticably slower than organic pops, which was never the case before. To be fair, Wiz did say they are looking into rebalancing them.