Stellaris

Stellaris

Stellaris 2.0 / New Generation of the World (english only)
42 Comments
0.01 KD  [author] 9 Oct, 2023 @ 11:26pm 
S0F4|Shad0wÐrag00n, all mods that globally change the game are not compatible with other major mods which globally change the game too.

except in cases where the mod author specifically writes compatibility for another mod.
S0F4|Shad0wÐrag00n 8 Oct, 2023 @ 11:30am 
What Mods are Compatible with this Mod? Does NSC work just fine?
Asfar as i see gigastructures as exmaple does not even start the game.
0.01 KD  [author] 21 Aug, 2023 @ 5:58am 
Derek, no, I did not create a donation opportunity, and do everything only with enthusiasm :-P
Derek 18 Aug, 2023 @ 8:11pm 
I love this mod. Do you have a Patreon or other donation option?
0.01 KD  [author] 11 Aug, 2023 @ 11:42pm 
Prewed, every empire is much more stronger vs players, with new generation of the world.

I have listed 1.2.3.4.5.6.7.8.9.10. AI changes, in the pinned thread. in addition to those changes, I made a lot of other smaller changes that strengthen ai, and which I'm too lazy to list.

But :-P

I didn't create personal buffs for msi (all their buffs are common, and the same as have others). And other advanced empires still can destroy them. I can give them a personal boost, but no one asked this )
Prewed 11 Aug, 2023 @ 1:51pm 
Do this mod make "Minamar Specialized Industries" stronger?

Gameplay wise they exist to become main enemy of player with "payback" or "broken shackles" origin.
Lore wise they managed to create giant ship and fill it with 20+ pops from different preFTL species which lives across all the galaxy (in lore of BS origin).

In vanilla they start with only a few more systems and techs than player. And sometimes get wiped by other "advanced start" empires.
Commissar BS 5 Aug, 2023 @ 6:18pm 
Very impressive list of changes, will give it a try
0.01 KD  [author] 2 Aug, 2023 @ 6:34am 
the implementation of what I announced for the pirates - I postpone it for later.

since I was impressively tired while doing update 1.3
0.01 KD  [author] 2 Aug, 2023 @ 5:37am 
Updated to 1.3

Added Big DLC which expands Faction Conspiracies + some other mechanics.

the changes are described in the pinned discussion: "Full list of changes by the mod"
0.01 KD  [author] 16 Jul, 2023 @ 4:43pm 
Updated to 1.2

Changes:

1. now stronger empires in some cases absorb weaker ones faster (this affects only AI vs AI).

2. planetary defense mechanics have become more advanced

a). 3 events with pictures and a story about how everything works have been added to the game
b). planetary defense now also hits transport ships
c). attacking ships can now destroy planetary defenses
d). now the player can look at his planets during enemy bombardment (devastation 3+) and to check defenses: how many planetary guns there are on the planet, how many were destroyed and what damage they have
0.01 KD  [author] 15 Jul, 2023 @ 12:02pm 
Dragon's Flame, yes they can attack and to take some your systems at year 10-15-20. But where is problem? :-P

while they will grow in the fresh captured system and while they will make the new expand fleet - at least 10 years will pass. So, you have enough time that to grow own fleet and to recapture.

during my last test, drones have captured 1 my system, then 2.. and then 3rd, but then (after year 30) i have recaptured all 3.
Andromeda 15 Jul, 2023 @ 10:59am 
fantastic mod, great fun and adds amazing content to early game especially, really makes you feel like establishing a grand empire is a true challenge amongst the threats within space. My one gripe is that the drones expand *way* too fast, and often encounter you significantly before you have a fleet which can fight them (encourages turtling with starbases, which I like, but they quickly overwhelm early game starbases). I'd recommend a 20 year or so "grace period" where they expand at a reduced rate
0.01 KD  [author] 9 Jul, 2023 @ 10:29am 
updated to 1.1.
Most changes I have written in the pinned discusion: "Full list of changes of the mod". There - last message)
0.01 KD  [author] 7 Jul, 2023 @ 12:42am 
if someone notices some kind of bug - write about it
I want to do everything with one update, and not make a bunch of small updates
0.01 KD  [author] 7 Jul, 2023 @ 12:39am 
kk, today/tomorrow i'll create small update and will try to land primitives )) while paradox dosen't do own fix
and I’ll weaken the amoebas a little, since 3k fleets cause so much panic))

P.S.: I didn't forget about toxic god :-P no need to repeat
FirePrince 7 Jul, 2023 @ 12:18am 
Yes, it is used only once in vanilla 3.8: necroids_events_1.txt
0.01 KD  [author] 6 Jul, 2023 @ 10:45pm 
FirePrince, land_army = yes inside create_army block ?
FirePrince 6 Jul, 2023 @ 5:38pm 
PS: And as said, the toxic god is still missing in your design file (as you use fully overwrite...).
FirePrince 6 Jul, 2023 @ 5:31pm 
Yes, I found a partial solution for the army bug (and posted it there). There is a new (still not documented) parameter for create_army land_army and unfortunately set default to NO.
0.01 KD  [author] 6 Jul, 2023 @ 3:03pm 
Derek, it is 3.8.4 game version bug, not mod bug.

this bug already was reported many times on paradox forums (primitive armies some times spawn in orbit, instead ground)

use search and you will find reports about it )
Derek 6 Jul, 2023 @ 1:41pm 
I found a bug. Only running this mod, If Earth generates with primitives, its defensive armies get put in orbit around Earth. This also happens if a random human empire spawns. I have a screenshot if you need it.
0.01 KD  [author] 6 Jul, 2023 @ 12:40pm 
P.S.: I can reduce the power of amoebas if more people write that they are too strong (3 people are enough).

but, do you really want light amoebas? who will die against the solo station)
0.01 KD  [author] 6 Jul, 2023 @ 12:25pm 
Treee, in the description is written: "If you are a beginner and just learning stellaris - do not enable this mod. This mod is for veterans who know the game well."

if 1-2 wandering amoeba fleets with low aggro radius (75-125) is impossible problem for you :) then learn stellaris, and only after try new generation of the world )

you even can ignore them with scinece ships (only disable auto retreat and move science ships from their way, 100 aggro radius is not big).
0.01 KD  [author] 6 Jul, 2023 @ 12:15pm 
power of amoebas: 1-2k (first 5 years), then 3-4k (10 year) and e.t.c.
also, they don't destroy stations and they only rarely fly between systems

you can weaken them with bastions or - to ignore them )

about crystals - they 100% not spawns in the first 15 years. if you meet crystals, then you meet their starting system. You want to destroy basic system of crystals in 7 year? )))
Treee 6 Jul, 2023 @ 11:19am 
This mod is unbelievably unbalanced
I tried multiple times, on multiple saves,
What happens everytime is Amobeas or cristal entities that spawn early game, with 3 to 5k fleet power (they grow overtime) while with double your current fleet cap, you can't even get to 2k yourself because they spawn SEVEN YEARS INTO THE GAME.
Oh you just colonized your first planet? Here you go, now go fight the entire space fauna
Idk about anything late game, bc I can't make it to late game when my empire gets spawnkilled by space fauna.
0.01 KD  [author] 5 Jul, 2023 @ 2:30am 
ClassiestBus, mod have 2 folders: "localisation" and "localisation_synced"

about your languages: you can translate these 2 folders to your languages and then send txt file to me in the PM

and job will be done )
ClassiestBus 4 Jul, 2023 @ 9:22pm 
This mod looks awesome, me, as a players that plays with A LOT of mods to overhaul many of the aspects that you put here, have to say that feel very thankful with your job here, I will be following this up, and if you need help with spanish, german or french translation, I'll be at full disposition to helping you
FirePrince 3 Jul, 2023 @ 7:14am 
I see you keep your discussion clean, not very diplomatic but ok :-P
Maybe you are right. From what I've seen so far, I appreciate you have the potential to work wonders. ^^

Indeed, I am not averse to supporting you in the future.

From my perspective, basic mods are: Ariphaos Patch and StarNet AI.

(PS:I guess I know why you don't include Russian anymore)
0.01 KD  [author] 3 Jul, 2023 @ 6:43am 
Nilo, LordMoros, sunxyw, FirePrince. if someone wants that: "the new generation of the world" to be compatible with one of your mods - write with which one.

if I'll see that 2-3 different people asked about some mod, I will make "full" compatibility within 7 days.
0.01 KD  [author] 3 Jul, 2023 @ 3:54am 
FirePrince, after your first message, I took a lot of popcorn and waited for the result of your attempts :-P

but now i see: "It is nearly impossible" and "no-go for compatibility".
you gave up too soon :P

but don't worry, I didn't ask you to do the work for me.
AKOT compatibility will be 100% within a week, and I am still thinking about ACG (to do or not)
about other mods here people have not yet asked)

your impossible is possible for people who do not give up in a day, but do what they have planned
FirePrince 3 Jul, 2023 @ 1:49am 
It is nearly impossible to make this mod compatible with other larger mods. This mod fully and direct replaces 137 files in which you have included own new ids / keys, which is a no-go for compatibility. Good luck ;-)
FirePrince 1 Jul, 2023 @ 12:27am 
Hey, I've a bit promoted (and awarded) this mod, it is a little gem in my eyes, not very compatible (on occupied places) and a lot of changes (near to much for one modder). I'll try to make some compatibilities. I hope the mod gets a little more attention. PS: Why didn't you include Russian (as in the previous one suggests)?
Nilo 30 Jun, 2023 @ 8:30pm 
You should consider making a small list of compatible and incompatible mods
0.01 KD  [author] 30 Jun, 2023 @ 2:43pm 
sunxyw, ZOFE - deprecated.

About AKOT - there are critically affected only components and compatibility can be written in half an hour). So i can make it.

about other mods: need to check
Moros 30 Jun, 2023 @ 9:36am 
Is this compatible with ACG? or maybe some of the other total conversion mods such as STNH or STNC or any of the star wars mods?
sunxyw 30 Jun, 2023 @ 12:10am 
How about its compatibility? Can it be used with other large mods (eg ACOT, ZOFE)?
Derek 29 Jun, 2023 @ 6:36pm 
I'm going to start a new game. If it lives at to my expectations, I'd be glad to help as a native English speaker.
0.01 KD  [author] 29 Jun, 2023 @ 12:14am 
Prewed, if you want to reduce power of the crisis, change setting: "crisis strength"

not game difficulty)
Prewed 28 Jun, 2023 @ 4:28pm 
"If your difficulty is less than the admiral - 90% of the mod will turn itself off"
Did lower difficulties turn off only AI changes, or also reduce power of leviathans and crysis?
Spider 28 Jun, 2023 @ 9:17am 
Then I'll definitely give it a try for my next game. :)
0.01 KD  [author] 28 Jun, 2023 @ 9:09am 
Spider, everything is works and everything was tested by me and by other players (testers) :-P

but in order to avoid conflicts, it is better to temporarily disable other mods that change the same aspects of the gameplay
Spider 28 Jun, 2023 @ 8:57am 
I'm... gonna be following this one. It sounds amazing if it works as advertised.