Stellaris

Stellaris

Stellaris 2.0 / New Generation of the World (english only)
42 kommentarer
0.01 KD  [ophavsmand] 9. okt. 2023 kl. 23:26 
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. okt. 2023 kl. 11:30 
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  [ophavsmand] 21. aug. 2023 kl. 5:58 
Derek, no, I did not create a donation opportunity, and do everything only with enthusiasm :-P
Derek 18. aug. 2023 kl. 20:11 
I love this mod. Do you have a Patreon or other donation option?
0.01 KD  [ophavsmand] 11. aug. 2023 kl. 23:42 
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 kl. 13:51 
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 kl. 18:18 
Very impressive list of changes, will give it a try
0.01 KD  [ophavsmand] 2. aug. 2023 kl. 6:34 
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  [ophavsmand] 2. aug. 2023 kl. 5:37 
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  [ophavsmand] 16. juli 2023 kl. 16:43 
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  [ophavsmand] 15. juli 2023 kl. 12:02 
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. juli 2023 kl. 10:59 
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  [ophavsmand] 9. juli 2023 kl. 10:29 
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  [ophavsmand] 7. juli 2023 kl. 0:42 
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  [ophavsmand] 7. juli 2023 kl. 0:39 
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. juli 2023 kl. 0:18 
Yes, it is used only once in vanilla 3.8: necroids_events_1.txt
0.01 KD  [ophavsmand] 6. juli 2023 kl. 22:45 
FirePrince, land_army = yes inside create_army block ?
FirePrince 6. juli 2023 kl. 17:38 
PS: And as said, the toxic god is still missing in your design file (as you use fully overwrite...).
FirePrince 6. juli 2023 kl. 17:31 
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  [ophavsmand] 6. juli 2023 kl. 15:03 
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. juli 2023 kl. 13:41 
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  [ophavsmand] 6. juli 2023 kl. 12:40 
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  [ophavsmand] 6. juli 2023 kl. 12:25 
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  [ophavsmand] 6. juli 2023 kl. 12:15 
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. juli 2023 kl. 11:19 
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  [ophavsmand] 5. juli 2023 kl. 2:30 
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. juli 2023 kl. 21:22 
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. juli 2023 kl. 7:14 
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  [ophavsmand] 3. juli 2023 kl. 6:43 
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  [ophavsmand] 3. juli 2023 kl. 3:54 
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. juli 2023 kl. 1:49 
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. juli 2023 kl. 0:27 
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. juni 2023 kl. 20:30 
You should consider making a small list of compatible and incompatible mods
0.01 KD  [ophavsmand] 30. juni 2023 kl. 14:43 
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. juni 2023 kl. 9:36 
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. juni 2023 kl. 0:10 
How about its compatibility? Can it be used with other large mods (eg ACOT, ZOFE)?
Derek 29. juni 2023 kl. 18:36 
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  [ophavsmand] 29. juni 2023 kl. 0:14 
Prewed, if you want to reduce power of the crisis, change setting: "crisis strength"

not game difficulty)
Prewed 28. juni 2023 kl. 16:28 
"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. juni 2023 kl. 9:17 
Then I'll definitely give it a try for my next game. :)
0.01 KD  [ophavsmand] 28. juni 2023 kl. 9:09 
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. juni 2023 kl. 8:57 
I'm... gonna be following this one. It sounds amazing if it works as advertised.