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1) the Imperium should be subdivided further, with (if possible) a vassalized Adeptus Mechanicus and as many Space Marine chapters as possible. For worlds not under the control of the Mechanicus or Astartes, the Segmentum administration should rule them directly.
The rough outline for who is a vassal of who should be something like this:
The Administratum (Basically Terra) on top, with command over the Mechanicus (based on Mars, if possible?) the Space Marine chapters (with their bases of operation under Astartes control) and the Segmentum administrations. Some Marine chapters have more than one world, for example the Ultramarines are the de-facto rulers of the Segmentum Ultramar.
Below the Segmentums, you might want to put certain popular guard regiments, for example, defending Cadia as the Cadians alone would be fun.
Just some thoughts.
I just tested the new version 34M-split I find the idea of federation very interesting.
Some remarks :
At my first attempt the economy did not update at the end of the month, the second everything was normal.
If we put the Empire AI number at 34 as indicated on the home page, we lose factions, (2 Eldar for me),
The AI factions of Impetium have a hard time balancing their budget and observing after a year their situation i noted that they destroyed facilities in the forge and industrial worlds .
Other players have already said, there are far too many events, minor or major. The imperial AI faction are drowned under the xeno ships and for the player it is a real ordeal that can lead to disgust .
Would it be possible to consider spacing major events? (one every ten years)
Stellaris and a game whose parts extend over 3 to 4 centuries but with the speed of the major events we travel millennia in a few years!
Smaller nations lack the population to deal with many new conquests. The Orks, on the other hand, are extremely powerful, with large populations and massive growth.
Ship balance is all about Battleships and Cruisers, given their base health of 18,000 and 30,000. You need the damage of Large Slots to deal with the massive health of Starports and Battleships and Cruisers of the enemy.
i know that the Imperium lacks resources on all fronts, but they DO still colonize planets, all the time, actually, and even create hive worlds, or, even more frequently, simply civilized and industrialized worlds.
i know that the Imperium lacks resources on all fronts, but they DO still colonize planets, all the time, actually, and even create hive worlds, or, even more frequently, simply civilized and industrialized worlds.
you can't, the buildings that used to be in the original mod, is no longer active in the mod, they are there, just not visible or functional.
that is intended, it is a massive drain on your gpu/cpu, the game grindes to a holt.
well now i wanna know what the other game was lol
Currently its a joke to get society research from knighthood orders, easily going up to 4k society research in a year or so, but you have to get engineering/physics from old school research labs, and it never comes close, so my blue/orange techs are literally 30 years due to empire sprawl and my green techs are 2 months. Quick fix until a more thorough pass can be delivered would be to switch up the research given by the custom buildings added.
This brings up another issue that with "insane" difficulty the zero tech AI have 30k fleets while if you build a same resource fleet it's like 8k. So you get spammed with tier 1 tech fleets that rival your mega fleet and slowly whittle them down with no replacement in sight. Best bet to leapfrog tech is to follow your own fleet around with a scientist and salvage your losses.
The last 40K mod on here got jettisoned out the airlock due to importing models from a certain other game that must not be mentioned for legal issues.
???? what or who are you refering too?
0. Please don't suggest importing models from ... You know what.
i do not know what, plz tell :eyes:
Yes it is a deliberate choice!!!!!!
The mod is set up this way, due to lore.
most fans of warhammer (me include) want it to be true to the lore.
To make it lore friendly, it had to be setup in this specific way.
The reason is the way stellaris ai works, it is not made to want long wars and no one will be your allied (maybe Tau), as this will (again) break the lore
I don't even know how this should work with custom empires.
2.2.4 is a beta under development, so there are constant changes, it is not posible to keep up with some thing like that, with a total overhal like this.