Stellaris

Stellaris

Earth Force Shipset
263 Comments
marchin_81  [author] 10 Jul @ 9:49am 
lol, if you can that might help.

and i certainly have some complaints around 4.0-- mostly economic. they basically made the game idiot proof with all the passive bonuses. getting 10k + income on a resource isn't even very challenging.
Рыцарь Нестор 10 Jul @ 8:39am 
Everything is off, it seems the game started with fashion. Perhaps the point was that stellaris 4.0 piece of sh*t
Рыцарь Нестор 10 Jul @ 7:58am 
I could throw off error.log if needed
marchin_81  [author] 10 Jul @ 7:36am 
weird, idk why it would do that. is anyone else having this issue? could look at it.
Рыцарь Нестор 10 Jul @ 7:06am 
strange, but even when I turn on just this mod game crashes with Paradox crush reporter
thecrimsonxkid 26 Jun @ 9:59pm 
does anyone know who i can commission to make a ship-set?
BettyBlue 1 Jun @ 10:09pm 
Thanks. Can we get all races or a complete babylon 5 mod.
marchin_81  [author] 30 May @ 8:17pm 
sorry for the late reply, @fran. I've been away on vacation. perfectly fine with it, really
Fran 25 May @ 10:58am 
Heyhey :) Is it ok if i update your shipsets to NSC3? :)
marchin_81  [author] 6 May @ 3:10pm 
yeah, among a host of other things in my larger mod that's just crashing things, I was trying to figure this one out as well.
Jon Throw, King of the 1k 6 May @ 7:44am 
Seems like all ships set I use are coding under biologics, this one too. Still persisting at the moment.
-=EDF=- Kouta Seto 6 May @ 1:43am 
Works as should now, thanks for that quick patch.
marchin_81  [author] 5 May @ 9:14pm 
Thanks, got wrapped up in other updates didn't even realize these had been impacted yet. all should be good now
Blast Hardcheese 5 May @ 9:03pm 
Quick fix for shipset: Go to the graphical culture txt document in the mod and add the following code before the line starting with the word "Fallback": ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
-=EDF=- Kouta Seto 5 May @ 10:39am 
Warlock Class? Count me in. Needs update thou given how shipsets now work... dont want human ships being breed instead of build XD
Itsrichie94 17 Mar @ 2:24am 
Will there be models for the NSC mod? (Flagships and whatnot)
marchin_81  [author] 6 Mar @ 6:26am 
that in itself was helpful, b/c i realized I'd mistakenly assumed increasing base maintenance cost of a cruiser to say 1.8 energy wasn't an issue b/c late game you see fully built out cruisers that go higher than that. but that was wrong. put base maintenance cost that high and the ai is basically... no thanks. not building these. even if they've amazingly positive income.

so i understand the one issue there, but not why... i mean. maintenance costs can go to 3-5 energy on some ships and AI is fine with that. so why is it good with spending on those, but not these...

it's why i say the AI is inflexible, though. if it's got the resources in abundance, it should be just fine with building ships. but it's not.
marchin_81  [author] 6 Mar @ 6:14am 
yeah, i've chatted with one or two. the discord is pretty good about that. the short answer was it's fickle, but I was also trying to do too much at once.

on average each empire had 2 new resources, but i'd also tweaked vanilla resource costs and fundamentally changed the way the AI determines how many ships and of what size they want when-- that last one mainly to try and get the AI to better compete with humans who will happily go 100%, 200%, even 500% over their command limit. that, and to get ai to build cannon-accurate ship size ratios for certain shipsets (and diversify what ships they prefer in general)-- ie, B5 races mostly like dreadnoughts etc.

so my approach has been to take a step back, remove the new resources for the moment and get it to work otherwise. then add in new resources one at a time.
Devil 4 Mar @ 11:20pm 
if your having a hard time with AI try asking the guys that made Star Trek: New Civilisations mod thay seem to work it out
marchin_81  [author] 3 Mar @ 8:00pm 
i'm at least not in a huge hurry, because one of the recent updates completely screwed up the mod anyway.

they broke aux components, so the AI no longer will add them to ships-- nor will the auto-build out function.

so things like the multi-phased shields for the star trek paths or the integrity fields and auto-repair aux components for B5 tech paths... they no longer use them. which... yeah. that completely screws it up.

so i'm hoping they will fix that.
marchin_81  [author] 3 Mar @ 7:56pm 
not make them available, you mean?

I have thought about that, just having the AI not use those resources. but that would also kill one of the more strategic elements of it.

I've tried to make as much as I can actually destroyable, including stations. and I centralized resources so it's more the majority are coming from a handful of sources like finite strip mines-- also a crew resource that is meant to slow ship building and put real pressure on empires during wars.

so you can target orbital shipyards to destroy ship building, target strip mines to target resources, or get into a war of attrition that will strain economies and populations etc etc.

take those resources away from the AI and it really limits what you can do.

mind you, it's i guess less that it's dumb and more that it's to rigid. it makes decisions in a binary fashion, yes or no.

it'd also be frustratingly difficult to remove them from everything. like as upkeep and cost for armor components.
paulo 3 Mar @ 4:27am 
If the AI is so dumb, why not simply made the new techs unavailable for it?
marchin_81  [author] 2 Mar @ 3:11pm 
not abandoned, just busy with real world work.

the bigger mod i've been working on, it would be possible to do a full babylon 5 game as i tied unique weapons to ship set-- ie, races get the canon weapons and associated with their shipset race. but it's not technically a solo b5 mod. there are also weapons paths for star trek, star wars, and that old game master or orion.

what's held it up so long is the AI economy. I can't get them to freaking build ships with the new resources... i swear the AI in this game sucks. the AI economy approach isn't bad in itself, but then the AI seems to make decision in a binary, on/off fashion. so if not everything is perfect in the files they just flat out stop making ships at all-- even if they've massive resource income and reserves.
BettyBlue 22 Feb @ 3:16pm 
We have not heard from him I think he abandon the mods. A babylon 5 mod would be great.
Devil 20 Feb @ 1:59am 
do you think you can make an full babylon 5 mod for the game
Vantas Strider 19 Feb @ 3:15pm 
Fantastic mod! Just booting it up now, is there a flag set you know of that has the flags for the B5 races?
CTUAgent 19 Feb @ 1:34pm 
Love B5, thanks for making the mod! However, it didn't work for me. I rolled the version back to 3.6.1 and tried to play with the mod, but once in game, all the menus don't work (can't even pull up the game menu to exit). Not sure if others had the same issue? Would love to try it out properly!
Kerovanka 15 Feb @ 4:26am 
https://www.youtube.com/watch?v=mSmSHYBGgkQ a good channel with models, maybe someday will you do it here.
paulo 9 Nov, 2024 @ 6:15am 
Is this mod compatible with the 3.14?
Foster 2 Oct, 2024 @ 8:34am 
Well, I can't wait to see your work! I love your shipsets
marchin_81  [author] 29 Sep, 2024 @ 12:48pm 
that was the plan, to break it down into smaller mods as well. just not sure how i want to go about doing that because there's a lot of AI behavior and selection tied into the current mod with each weapon even.

also have the new models I'm not sure how to break down, and other new technologies not totally sure how to integrate because they're pretty extensive.
Foster 25 Sep, 2024 @ 9:57pm 
Marchin, you mentioned a large project, would it be possible to see some smaller mods coming out related to it? perhaps with the weaponry?
marchin_81  [author] 23 Sep, 2024 @ 3:29pm 
nothing in the mod touches those files.

power core and computer systems are defined first in the ship size file (that says what components a ship NEEDS, then in the component templates,

since this ship set neither changes or adds new ship sizes or ship sections, i'd guess this is an issue with another mod you're using.
countofio 21 Sep, 2024 @ 7:32am 
Frigate doesn't work due to there being no Power core or Computer system selectable.
marchin_81  [author] 20 Sep, 2024 @ 1:17pm 
yes, but with a caveat.

My big project... god, the past year and a half now... has been building out a big mod that includes weapons/techs as well as ships that are sized/armed more to cannon. i also tied the weapons to ship sets so you get the cannon weapons for that race.

the caveat is it's not just babylon 5, but also star trek weapons/ships, star wars, and master of orion ships/weapons/tech etc. you pick one of 9 starting seed weapons and then you're locked on that path as it opens up more related weapons and tech.

most ships sets I was building in compatibility patches for, but my own i just revamped and resized them all. so they're all in the mod.
BettyBlue 19 Sep, 2024 @ 11:45am 
@marchin_81 Are you planning to flesh out each race with tech and all shipsets? Meaning are you creating the whole world of Babylon 5 or just shipsets only?
marchin_81  [author] 12 Sep, 2024 @ 3:33pm 
lol, most moders I think are older than many expect, which is why. most (at least among the most active) are in their mid 30s or 40s I've found. so most all of us remember the show!
Piment 12 Sep, 2024 @ 5:40am 
i'm surprised how a show as old as babylon 5 still has presence in modern games. as a big fan, thank you for this amazing mod!
Pilgrim 14 Jul, 2024 @ 9:54am 
@marchin use asterisks in supported_version to buy yourself a few extra months without people bugging you for updates eg 3.12.*
tilarium 9 Jul, 2024 @ 10:27am 
@marchin There isn't, the mod is still going fine. My guess is that people see the yellow mismatch triangle on the launcher and assume that means the mod is broken. Wish Paradox would just remove that, it does no good.
marchin_81  [author] 9 Jul, 2024 @ 9:57am 
Been a bit distracted with work, but didn't think there was anything in latest updates that would've messed up ship sets.
tilarium 7 Jul, 2024 @ 3:40pm 
Which part? Because it was working fine for me not to long ago while I was playing under the latest game version.
Sean W. 7 Jul, 2024 @ 3:30pm 
Needs to be updated.
Killjoy 30 May, 2024 @ 12:38pm 
When can we expect this big update?
marchin_81  [author] 19 May, 2024 @ 11:39pm 
also have added many new stations and ship sizes, unique defenses and resources. reworked many aspects of the game.

goal is no two empires will be the same. different weapons, different some unique ship sections. some like beams some bolts. some cruisers, others dreadnoughts. while also making war more than just refitting your fleets to hard counter.

hundreds of new technologies alone. all weapons with unique visuals and sounds.
marchin_81  [author] 19 May, 2024 @ 11:39pm 
I basically created 9 branching, mutually exclusive tech branches inspired by star trek, star wars, babylon 5, and master of orion. pick one and it unlocks dozens of new techs unique to those paths: 3 different shield, engine, and armor paths.

for vanilla ship sets they're mostly random, but tied them to mod shipsets so you get cannon weapons/techs associated with those ships. also rescaled ships so they more reflect their cannon size differences and customized their sections. built in compatibility patches for many existing shipsets (while adding new models to them).
mrennigma 19 May, 2024 @ 8:06pm 
You keep mentioning a "bigger mod", what is it?
marchin_81  [author] 18 May, 2024 @ 11:01am 
I actually created bluestar, whitestar, and advanced whitestar models as part of vorlon shipset for my larger mod.

idea was they are "early" ships are these 3, and the true vorlon ships are more advanced models you unlock.
Killjoy 17 May, 2024 @ 9:55am 
I'm really looking forward to updates!
Maybe there are plans to create a white star ship somewhere?
marchin_81  [author] 17 May, 2024 @ 5:33am 
yeah, was planning a trip out of town so didn't rush to update-- esp since didn't seem like updates messed with anything. portrait mods were really the ones that got broken.

I do have an advanced omega that I just made last month for my bigger mod. I'm going to eventually start updating these smaller stand alone shipset mods with those new models when I get a chance.

I also made "fighter squads" for many, just single models of a squad of fighters. was going to add them likely as corvettes or something to these mods, as esp with earth force if you like corvette swarms, they look a lot better than the standard earth force corvettes.