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RIG Override is out now, and I'd be glad if people here could test it
FE Revision 1.0
New FE starbase generation (recycled from ACOT): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365936
Major overhaul of platforms (Spiritualist and Machine shown): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365889
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365814
New FE fleet generation (recycled from ACOT): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365847
FE ships will use starbase weaponry to compensate for the lack of weapons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365781
Now moving over to Enclave stations
However I'm slightly annoyed at how their starbases can use any weapon (which turns out to be XL Matter Voids)
Speaking of starbases, I know why normal empires have only amoeba weapons on them, the empire has no weapons before the event that grants species specific stuff fires and amoeba weapon is apparently some sort of fallback weapon
Awakened Fallen Empires build ships normally, and if they're not building ships, there's something horribly wrong with something
I'll also include heavy buffs to FEs in terms of fleet size and count
Small Matter Void has Extra Large's name
Fair and equal is boring when the AI always makes the same decisions and loses or wins the same exact way. The more unpredictable a campaign, the more memorable it is. Keep going down the zany path!
So what if you ramped up the unpredictability? Double or Triple the base Hull/Armor/Shields, increase the build cost and time, but maintain upkeep, Increase the chance that ships will make Emergency Jumps, and make weapons deal damage varying wildly from 1-200(?). So it's like rolling a D20 every shot. Instead of making it (+50/-50) you can do (+30/-10) or (+80/-20). That gives you more options than rock/paper/scissor. This would also mean that even nations with low technology can compete if they get really lucky.
@SteinmanVonManstein I don't understand how this would break Realistic ships. This was built off the understanding of its code. It doesn't touch weapons. Plus, ive never played with At War, but i always suspected i would conflict with it. Sorry.
As Gary noted, @Ashryn Moonshadow. What you're experiencing isn't a bug. Its on purpose. You can find in the description of this mod, what ship types start with what type of weapon. I'm not sure how your friends would be bypassing this, unless they have other weapon mods which convert the whole game like i do.
I downloaded the mod about a week ago, and I am not sure what is going on. When I have the mod active, I do not have access to two of the starting technologies - Mass Driver & the starting guided missile tech (Nuclear Missiles, I think). I also am unable to research the follow on technologies. When I turn off the mod, the technologies are there.
Two of my friends have the exact same mod list as me, and they do not have any issues. I also tried unsubscribing and resubscribing, which didn't work. I did verify the game files and restart my computer. The only thing I have not done yet is uninstalling Stellaris and reinstalling and adding each mod again.
Do you have any recommendations or thoughts on the matter? Thank you for taking your time to read through this and helping me.
Also, fuck 1000 char limits.
- Null Void Weapon, Matter Annihilator and Matter Void are also a tad overpowered due to them behaving much like Arc Emitters, both of these weapons make Plantoid shipset really bad
- Ion cannons need a complete rework as some are currently far better than other (I put this here to have all in one place) and they all suck compared to Fortresses
And some minor aesthetic stuff I noticed
- Dragonscale Armour is missing M and L slot icons
- Crystal-Forged Plating is missing L slot icon
- The old-new defense platforms (Defense Station and Fortress) consume way too little platform capacity considering they are insanely powerful due to getting the enhanced starbase weapons, I suggest Defense Station "size" is raised from 2 to 6 and Fortress from 3 to 12. Currently 400K+ starbases are possible and there is no practical way to take them down due to their massive range and damage output, even with ZOFE Battlecruisers outfitted with ACOT weaponry (Stuff that is overpowered and everyone knows it)
- Proton and Plasma launchers need a major buff as they currently can't hold against any other X slot