Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
About one of those three options, just so I'm clear; Rakata Hybrid Tech stays at that level of bonuses right? Essentially a lighter advantage? Just wondering because if so it may be the one we end up settling on using the most if the AI Only one proves too much for us.
One more possible solution is rather then tied to the module to simply make the build speed bonus to just be factionwide and then maybe nerf that a bit too - I'm thinking IF the AI even did build the correct module it may still build ships all over anyway....This also fixes any potential compatibility issues with other mods adding modules which in my experience don't always play well together. A player can very easily purposely build ships only in that system if they want to restrict themselves a bit. I tend to already do this Building KDY ships only on Kuat for example or naming classes of ships after systems I specifically build them bc I'm crazy and it adds to the immersion
1. Star Forge (AI Only): After some more testing, I noticed that although the AI would build the megastructure, it would not build the starport module that unlocks the faster build speeds (It keeps building shipyards for some reason even when I increase the AI weight to use the infinite engine module). So, I incorporated the module's bonuses into the civic itself.
2. Star Forge: This is the same civic as the Rakata Hybrid one, but with reduced initial bonuses. This civic will allow the construction of the megastructure and the module for players.
3. Rakata Hybrid Technology: This civic is for players who don't want the megastructure in their game. It's similar to the old Star Forge civic that just gives a flat out bonus towards shipbuilding, upkeep, ship cost, and robot assembly but with a negative trust growth.
1. Enable the AI first. Let's see if it will build the Star Forge. I'll test this out today to see if it works.
2. I agree with the nerfs regarding command limit and capacity. I personally think 1,000 is a bit too much.
3. Make a new civic if the AI won't budge and give them the bonuses from the megastructure.
4. Unfortunately, Bucket, the Star Forge is supposed to be op. That's why Revan and later Malak nearly toppled the Republic (although, they did convert roughly 1/3 of the Republic Fleet after the Mandalorian Wars to join them and then raided the Republic fleet again at Foerost at the start of the war). Anyway, I do want to reduce the bonuses if I can, but balancing this is going to take some trial and error.
I don't want you to get the wrong idea, I love this but I'm just worried about what happens when we beat him and a PLAYER gets control of it, everything will be kinda too easy even at max difficulty.
SO OVERALL: I do think to feel right it may need to be dialed back to a stellaris level. In a perfect world in my mind it would increase the build speeds (between 40 and 80 perhaps?), increase the naval capacity (possibly lower to 500 instead of 1000?), but do nothing for command limit (let them build multiple fleets i say) and of course making it function like a habitat (without having to use an already op lore start) like you said with an empire modifier for these stats. I'd love to hear more input from xmandan though for what he had in mind in terms of nerfing.
Sorry for the wall of text!
I do think the structure could be a fun spoil of war if we can defeat them! If the AI will actually build it. I agree with xmandan! If we dialed back the level power it currently wields and we can make the AI build it, then it could make for an excellent enemy to band together to over come! This could be awesome to fight against!
On another note I used cheats to build it at the start using a random start system (Because the star wars lore spawns are too powerful for my tastes and for my friends who don't play as them anyway.) And after "research all" cheat and "max resources" cheat I was able to build it just fine so is this true?? -> "You must pick the starting system: Lehon System (Star Forge). You cannot build the Star Forge anywhere else but this system or it won't work properly and you cannot build more than one."
@xmandan: I see, what would you want to have decreased? Currently, the Star Forge increases build speed by 300% (the number was just based on the statement made by that admiral talking to Darth Malak), produces 500 alloys and minerals, increases fleet capacity by 1,000, and fleet command by 150. The cost for activating the Forge is 15,000 alloys and 300 influence. The build time is 3,650 with an upkeep of 100 energy, 100 minerals, and 2 influence.
I could reduce the slightly reduce build speed or increase upkeep or cost. What do you think?
Also regarding AI, I can enable it, but I can't promise it will build the structure.
@Bucket: Thanks for your input. I could add another civic that has the same stats as the previous Star Forge civic. You could pick that instead of the new Hybrid civic. That way, you can play the game with friends without the potential of building an op structure like this.