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if there is anything you want me to keep in mind or something about the release that is not to your liking , just write me :)
!respect your modders!
1) testing if the fixed naming code works
2) save game compatibility
Thank you for your support.
oof, I'm sure someone here will do the bugfix and polishing for you, if you'd just ask.
I've also figured out how to fix names, but for better empire names for now - and it still needs testing. I'll be happy to fix the names for this mod as soon as my schedule lets up, and it's been proven that this method works (probably next year).
I fixed the broken names by taking an axe and cutting out the custom personality from the mod.
Sorry for taking so long, I've been busy with school and other things and I have been burnt out on Stellaris (both playing and modding) for months and I don't think I'll come back anytime soon.
I'm sitting on a sizable pile of unreleased civics, but with no motivation to actually polish and bugfix them enough to be worthy of a workshop release. I'm just disillusioned with the current design direction of the game. Maybe we'll see around Stellaris 2 if that ever becomes a thing.
I'm happy that so many people enjoyed this mod, even if it was just a fraction of the work I have put into modding game. Take care.
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-253-three-in-one-3-4-cepheus-patch-notes-and-more.1523352/
{
overwriteable_variable_like_ship_damage: modified_value
}
Compatibility patches simple combining the jsons of both mods so they don't overwrite each other. You can even use IronyModManager to do so. There's plenty of online resources for how to use the mod manager and create new mods for Stellaris.
Perfect example, Vikings. Vikings were a warrior culture and Barbaric despoilers who would often hire themselves out as mercenaries to other cultures fighting whoever needed fighting.
As it stands the current mercenary setup is kinda meh to me, tbh (Talking about the Overlord Mercenary setup lol). I'd like more direct influence in the whole mercenary affair.
I'd like to control my mercenary fleets I send to help people that pay me. Simply put it would be cool if you could make a variant of the civics for Non-megacorps as well. I mean barbarian tribes often hire themselves out as mercenaries yet they aren't megacorps after all.
Also the rework to negate the GalCom resolutions sounds cool, definitely a fun interesting mechanic to work with. Only issue I can see is megacorps cheesing it to be exempt from the modifier but then maybe the civics could also prevent them from purchasing mercenaries as they're supposed to be one?
I imagine people would want to utilize the new enclave system tho
The fleet cap penalties from GalCom "Defense Privatization" resolution category wouldn't be applied to a megacorp with either civic. (At "Corporate Peacekeeping" level empires would receive a -80% fleetcap modifier. Not receiving this debuff would be a massive advantage.)
Also adding a NEW civic with +Mercenary Enclave cap is a possibility.
Any thoughts on this?
I bet I can do something nice with that.
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-249-new-friends.1518971/
balancing would be a pain though
It does indeed. The fact that vassals can have extended diplomatic freedoms makes this civic viable for non-independent empires and adds to the interesting political intrigue.
I'm not too sure though as to what I could really add that would make sense... if there is something mercenaries aren't it's loyal, lol.
Maybe Bulwark (or whatever the defensive vassals will be called) could get an income boost. idk.