Stellaris

Stellaris

AlphaMod 2.1
454 Comments
Izanami 30 May, 2019 @ 9:10am 
Thanks Dr Dozer.

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)
Dr Dozer 30 May, 2019 @ 7:03am 
Just check his Patreon [www.patreon.com], fellas.

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.
My Wizard Orbs 29 May, 2019 @ 8:28am 
Hey AlphaAsh, I noticed you removed the 2.2 Beta. This is completely your perogative to do and if that means you're no longer going to make mods for Stellaris please allow me to say: Thank you for the hundreds of hours of enjoyment that you've added to Stellaris for me. Cheers man, may you have good fortune in your future endevours.
Izanami 28 May, 2019 @ 2:16pm 
Is there a guide? I'm trying to figure out some of the resources, specifically "Wealth". I keep ending up short on it, yet can't find anyway to actually generate it.
Izanami 28 May, 2019 @ 2:14pm 
The Beta is MIA. Removed?
Divina Joy 28 May, 2019 @ 8:06am 
wtf where ks the 2.2 gone
AlphaAsh  [author] 22 Mar, 2019 @ 2:22pm 
There's a version for 2.2.6. However it's currently a beta build.
Zersetzung 22 Mar, 2019 @ 2:06pm 
Is this still going to come out for newer versions? Any updates?
Seiggrain Hart 23 Jan, 2019 @ 4:19pm 
@LordZ
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.
LordZ 23 Jan, 2019 @ 1:36pm 
is there one for 2.2.3?
FiddleSticks96 12 Jan, 2019 @ 12:04pm 
@AlphaAsh Ok, that makes sense. I'm hoping that the next patch comes soon and at least addresses the performance issues, because I can't play past year 2350 right now. Maybe they'll even address the bug that prevents you from ever building your main species ever again once you synthetically ascend :\
AlphaAsh  [author] 12 Jan, 2019 @ 2:10am 
I've not. Whilst it has made some of my less multi-cultural plays more multi-cultural than they should be, I'm waiting on PDX to see if they address the situation, whether through tweaking the formula or presenting better ways to manage pop growth for those ethics that should really have them.

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.
FiddleSticks96 11 Jan, 2019 @ 6:44pm 
Holy cow! 2.2 is a mess! I can't imagine any mod being balanced right now considering I can't even get through the mid-game with all the performance drops. Not to mention all the imbalances of 2.2's economy and the many MANY bugs.

@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.
Werebat 9 Jan, 2019 @ 7:26am 
What the - there was a 2.1 update for this? Much wailing and gnashing of teeth...

Looks like I'll just wait until March or April then. Oh well. LOL my own fault for not checking in!
AlphaAsh  [author] 22 Dec, 2018 @ 1:47am 
Not really. Wild guess, March or April.
Seiggrain Hart 22 Dec, 2018 @ 12:19am 
Just a quick inquiry, but would there be any reasonable eta for any 2.2 update? Even just a "Soonish" wolud be good. I miss playing games with AlphaMod, as it adds so much flavour to the game.
AlphaAsh  [author] 19 Dec, 2018 @ 2:44pm 
They're also hooked heavily into several other features of the mod, and without that are OP without some major rebalancing. Especially for 2.2.

It is on the to do list to do something standalone for 2.2 with them.
Baijiu 19 Dec, 2018 @ 2:38pm 
Do you have any plans for policies in 2.22 any time soon? It seems like a "simplistic" part of Alphamod, since it's just little buttons on a menu that you adjust a few times, but all the different policy options let you have a way more control over ethic shifts in your empire compared to Vanilla. I miss them so much D:
FiddleSticks96 15 Dec, 2018 @ 12:29pm 
Yeah, that works to. I was surprised at how hard they nerfed orbital deposits given how much 2.0 encouraged expansion. 2.2 feels like the age of the tall-play.
AlphaAsh  [author] 15 Dec, 2018 @ 12:13pm 
Or I buff orbital deposits, which is what I've been testing. (Especially since 1 energy or minerals deposits can fuck right off.)
FiddleSticks96 15 Dec, 2018 @ 12:04pm 
@AlphaAsh The tech that boosts research station output seems to be pointless past the first decade of the game. Even by mid-game research stations count for less than 1/20th of my research output. Percentile bonuses amount to almost nothing when the base of 2 or 3. A 5 times repeatable tech that adds a flat +2 bonus to research station output seems much more reasonable. It still won't compare to building research labs, and it shouldn't ever, but it will be a heck of a lot more relevant than 50% of almost nothing.
AlphaAsh  [author] 12 Dec, 2018 @ 1:49am 
A lot of them won't because they can't.
The Obelisk 11 Dec, 2018 @ 9:25pm 
I'm quite eager to see how Alphamods changes to the old tile system get translated into 2.2. No idea how modable elements of the new planet system are.
fan_of_Daniil_Andreev 11 Dec, 2018 @ 9:35am 
Vanilla Stellaris is now actually playable game xD
but with your mod it will be even better!
thelazygun2001 10 Dec, 2018 @ 12:05am 
Yup hyped for the update my good man.Gutted that it probably wont be done today as I am back at work tommorow but there is always next weekend. Will also add to the chorus that your mod makes the game and without it there are rather large.......issues.
sKREEEm 9 Dec, 2018 @ 11:01am 
@Ash, got it mate! Already following :) Can't have Stellaris with AlphaMod can we?:D That said I did enjoy completely vanilla gameplay for about 60 mins before I ran out of things to do!:D

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!
AlphaAsh  [author] 9 Dec, 2018 @ 10:54am 
Sometimes this game reminds me why I enjoy it. These moments are too rare though.

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.
AlphaAsh  [author] 9 Dec, 2018 @ 10:48am 
Any mod I update will be re-published, so the best way to stay on top of what I'm doing is to follow me on my workshop.
sKREEEm 9 Dec, 2018 @ 10:30am 
@AlphaAsh, Hey mate! I've come back to Stellaris after quite some time off... I did expect this update to make a mess of things especially as far as AlphaMod is concerned. Will you be posting updates (in the future im sure, no rush) on this page? Just trying to clear out the mod list so the launcher doesnt take 15000 years to scroll down :)
Cat-Lunatic 9 Dec, 2018 @ 6:20am 
Like Staff Chief said, While I admit to not using Alphamod Specifically, I have used many of your other mods such as Gods and Guardians. Your mods really make the game fun and interesting and I will be very patient until stuff gets updated. I won't be one of those people. Instead, I will be one of the people who relentlessly put butter on you and say nice things non-stop. :steamhappy:
AlphaAsh  [author] 9 Dec, 2018 @ 2:48am 
@Staff Chief Cheers.
Staff Chief 8 Dec, 2018 @ 6:19pm 
I realize that I am one lone voice of the multitudes, but without Alphamod, Stellaris is not worth playing. I know you will get a new version completed when you are able - this isn't that kind of post - but please be assured that there are many of us who rely on your mods to make the game enjoyable. Thank you for the effort you put in.
FiddleSticks96 8 Dec, 2018 @ 3:45pm 
@AlphaAsh I can't really do anything about getting more faction influence when I have satisfied every issue (all 2 of them...*sigh*) in both my factions. It's not that I can't meet their demands, it's that they are already at maximum happiness due to lack of issues and I'm making only about 60% of the total influence they could give me. I know this will all be fixed when AlphaMod 2.2.X is released.

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.
AlphaAsh  [author] 8 Dec, 2018 @ 3:32pm 
I'm tempted to start on a TC thus time around, but it's the AI that's always gotten in the way of doing it. It just can't handle having certain elements removed, even if they're replaced. There's too much hard-code expecting to have Minerals, Energy, Capital buildings etc. that if they're removed, the AI just dies.

I'm amazed that the Star Trek team have managed what they have sometimes.
AlphaAsh  [author] 8 Dec, 2018 @ 3:09pm 
"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."

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.
AlphaAsh  [author] 8 Dec, 2018 @ 3:06pm 
RE: Ideas Part 3
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
AlphaAsh  [author] 8 Dec, 2018 @ 3:04pm 
RE: Ideas Part 2
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.)
AlphaAsh  [author] 8 Dec, 2018 @ 3:02pm 
RE: Ideas
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.
AlphaAsh  [author] 8 Dec, 2018 @ 2:46pm 
RE: Issues
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.
FiddleSticks96 8 Dec, 2018 @ 1:14pm 
Last last post. I just noticed I said Admin cap was fine and not fine in Large Galaxies. I meant it was probably fine in Medium and mabye Large Galaxies but not fine in HUGE Galaxies.
FiddleSticks96 8 Dec, 2018 @ 1:12pm 
(Part 6) Did I mention I hate the 1k character limit? Last post as I don't want to get accused of spamming.

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.
FiddleSticks96 8 Dec, 2018 @ 1:11pm 
(Part 5) As a final note, some ideas for new AlphaMod features.

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.
FiddleSticks96 8 Dec, 2018 @ 1:00pm 
(Part 4)

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.
FiddleSticks96 8 Dec, 2018 @ 1:00pm 
(Part 3)

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.
FiddleSticks96 8 Dec, 2018 @ 1:00pm 
(Part 2)

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.
FiddleSticks96 8 Dec, 2018 @ 12:59pm 
(Part 1) Wow, 2.2 is a mess right now. Even ignoring a few glaring bugs (like rulers not having any traits) there are some serious balance issues. I've come to expect this each update but dang...

@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.
AlphaAsh  [author] 8 Dec, 2018 @ 1:59am 
"...thanks to the new Micro micro management system for planets..." Quoted for awesomeness. And yoinked. The new MMMMMMMMMM system for planets.
Tyso3 8 Dec, 2018 @ 12:39am 
Good luck Ash, Hope you can make some sense out of this very very confusing update. I feel sorry for all those guys who made such beautiful planet maps/tiles and great Pop appearances that are now redudnant thanks to the new Micro micro management system for planets
AlphaAsh  [author] 7 Dec, 2018 @ 2:43pm 
No surprise really. Unrest was a rubbish, toothless feature that the AI had no idea how to handle. Crime is looking to be just as rubbish.