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However, I had an issue with ACOT giving me Phanon techs on early game, which could be willpowered away but every design I can't control uses their equipment. Is this an ACOT problem?
Also a minor one where I get the same breakthroughs repeatedly.
I knew that something was up with the AI, but couldn't quite nail down why they started choking towards the mid game. I appreciate your comment immensely. Thank you.
https://steamuserimages-a.akamaihd.net/ugc/1885333983250557025/961E93E8F6ABE8CF79446F3F6929BF367343ED46/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
@Chastity the Celibate - :( Ok, I add it for version 8. But I expect a new rating when it's out!
Just... you know... temper time expectations. I probably wont be putting out a new "content" version for Dogepack for a week or two. I want to play through the collection a few times to get a feel for what needs to be adjusted before I get back to work on the next iteration. If a problem comes up due to a mod conflict that breaks the export, I'll throw out a hotfix version to get it working again.
Recommended settings & the images that accompany them have all been updated. There is now a new settings window for Coop: Start in Teams, as well as changes to the default Stellaris galaxy generation settings and the ROCI recommended settings.
As always, feedback is welcome and I'll do my best to respond & consider all comments made.
1) This is a side effect of Real System Scale. It irks me as well. Fleets take far too long to reinforce or go back to a station after a combat. Once I find out specifically *how* to adjust that from a coding perspective, I will do so.
2) In version 6 the AI is very dumb. This is one of the largest areas that I've been working on for version 7 - integrating StarTech AI and making some custom changes alongside it - which will hopefully improve their ability to function. They should be generally stronger and have much more desire to expand, whether that be through cooperation or domination.
3) I've noticed that the game tends to generate a lot of peaceful traders myself. I'm hopeful that when I start adding pre-scripted empires using the modifications from the collection, they'll start generating in the world. This should create a more diverse ecosystem.
Though I've noticed a couple of issues.
1) Reinforcements take years to arrive to fleet. It took like four years for a couple of corvettes to cross a couple of systems. And as a result - it makes almost impossible to produce/reinforce fleets using several shipyards.
2) Everyone is a bit too eager to be subjugated - in like 50 in-game years almost all my neighbors decided that they want to be my vassals. Including a couple of machine empires, even driven assimilators one. And I can't say that my empire was much more stronger than them, when they wanted to be my vassals
3) Maybe part of previous issue - a lot of empires have their personality listed as 'peaceful traders' - even with them not having right civics (need to double check, but they are surely NOT corporate empires)
@Xilr - I did not encounter that on any of my playthroughs. I'll double check my L-Cluster patches for v7 though.
@akai - Yes. The original prescripted empires do not have the Bug Branch ethics set. If they are not removed, it's highly likely that they'll spawn in a game and be at an unavoidable disadvantage due to using 3 ethic points instead of the total 5. They'll also not have all 3 civics selected, and their traits would be heavily nerfed considering the new selection that's available.
I'm considering adding some prescripted countries myself which will be specially designed around unique playstyles, but they will not be in v7.