Star Dynasties

Star Dynasties

Combined
27 Comments
Dizzy Ioeuy 19 Jul @ 9:16am 
The scammer was ok. Imo. Noticed them.
petera1289  [author] 19 Jul @ 2:42am 
[quote]This should only trigger if you're HOARDING cash to drain your coffers of that, like have >500 If not then no pirate increase[/quote]

Pirates are attracted to well developed (ie rich) systems (same as original) ... scammers were added by me to drain a bit of cash stockpiling, especially by NPC
Dizzy Ioeuy 17 Jul @ 10:48pm 
Yeah I'll wait to continue my play through after you update. thanks
petera1289  [author] 17 Jul @ 8:18am 
Hi Dizzy

Yes cults were set to be overactive so you and I can see them a lot the way you did ... obviously bad triggering far more than good (eg festival) in your game... frequency was already toned down 8th July but will adjust down further and especially dropping the cap to 25

Null is missing (data) name issues. Usually missing info not just "unknown" to you. It shouldn't be a common thing because events are using the baron of each system

Pirates is close to the original. My main change was removing the bloodline specific trigger which blocked them from most games
Dizzy Ioeuy 12 Jul @ 11:33pm 
Ok some feedback on 'cults."

So about 100 turns in they seem pretty uninteresting; are basically everywhere, so it doesn't add interesting terrain, just a constant everywhere drain.... toward potential rebellions. And this has been hurting the AI a LOT more than me. To the point of abandoned colonies due to all the fighting.

The cult diplomats thing has tons of NULL strings in it so idk what that's about. The one time it fired on my main dude he liked it. But NULL was talking to NULL.

I can't remember my original suggestions for their events, but as they are now, they are just remove-worthy imo.

The pirates are OUT OF CONTROL. OMFG, just stop. In fact I had to go into the files and fix that myself. It was bad. This should only trigger if you're HOARDING cash to drain your coffers of that, like have >500 or so. If not then no pirate increase as you fight them off.
petera1289  [author] 4 Jul @ 4:25am 
because cults are happening to the system not characters I can't rewrite like privateers without basically starting from scratch

Instead I've put a 2 turn delay so nothing else cult can trigger there during the delay

I also had a look at the (mostly original) pirates code ... it often adds (and subtracts) % to systems at random despite your action
I think you might be better off letting 50%+ get higher (100%) then use the expensive action to break the pirates
Yanphi 1 Jul @ 4:37am 
No worries, had the urge to play SD again and saw this mod that combined and updated a bunch of mods so I had to grab it.

I also feel like piracy goes up too fast, by turn 70, around 7-8 of my systems have more than 50% pirate activity, despite stationing people to defend those systems.
petera1289  [author] 1 Jul @ 3:13am 
I think I will need to change it so its a chance for ONE of the events to trigger in a system like privateer does it ...
check if a war or peace event will trigger
decide whether to use the good / bad / random block of choices
pick one out of 5+ in each
petera1289  [author] 1 Jul @ 3:04am 
sorry i left the frequencies quite high for playtesting without realising so many people (>5) used my mods

there is a 1/10 chance a system gets a cult (max 70)
then 1/5 to 1/10 for each of the cult events to trigger in a cult system

once you get visibility of a lot of systems it might get annoying
Yanphi 30 Jun @ 7:46pm 
i've only just started playing with this mod, but is it normal to have cult stuff happening every turn?
petera1289  [author] 27 Jun @ 3:42am 
Thanks Lumidas ... feel free to join the main discussions especially if you find something's wrong or broken
Lumidas 11 Jun @ 9:30pm 
WOW NICEEEE
petera1289  [author] 16 May @ 5:16am 
extra graphics ... and test version of CULTS
petera1289  [author] 16 Apr @ 7:18am 
will be updating in the next few days ... mostly minor bug stuff but privateers gets a delay so you shouldn't get events on consecutive turns (i had 5 in 3 turns yesterday)
petera1289  [author] 24 Mar @ 3:49am 
"Now I miss the events and changes in the vanilla game."
You can turn mods off individually when you start each new game

you can use "Core rewrites" and "Combined" together or individual

you can use "local survey" with "core rewrites" .... NOT with combined which includes current cersion
Belitzar 15 Mar @ 3:42pm 
well, I didn't get any achievements while playing with this mod, not even the ones that shouldn't be affected, like having 10 family members doing something, or sending three children to study abroad.

Now I miss the events and changes in the vanilla game.
petera1289  [author] 14 Mar @ 2:01pm 
"Sorry for the question, but do all mods disable the achievements? Or is there any compatibility?"

2 issues ... the game blocks achievements using sandbox mode ... so mods OK ... steam blocks achievements triggered by mods.

Not sure if either apply but I would be surprised if the new victory conditions I added trigger the win game / lose game achievemen
Belitzar 11 Mar @ 12:00pm 
I'm trying to get all the achievements but I already played a 20-year game to see the changes and it's like playing with a new expansion, super interesting. Thanks for the effort to put them together.

Sorry for the question, but do all mods disable the achievements? Or is there any compatibility?
petera1289  [author] 3 Mar @ 8:18pm 
@Dizzy survey answered under that separate mod
petera1289  [author] 3 Mar @ 8:16pm 
"fix the danged core combat party event to be more interesting and maybe trigger less frequently and/or for better reasons. Ugh hate getting it so often!"

you mean the celebration duel/fights ? No obvious way to mod the fight itself. expanding the party events (that the fight tends to drown out) is my current project for "core" mod.

believe it or not there are 70 events that can happen at these parties (as well as the fight) but most people only remember a few common ones ... someone got drunk, an accident nearly killed attendees
Dizzy Ioeuy 28 Feb @ 12:07pm 
The survey uncolonized systems is an advanced bloodlines trait, does this mod make it available to you no matter what? That seems unbalanced- or am i confused.
Dizzy Ioeuy 27 Feb @ 6:12pm 
fix the danged core combat party event to be more interesting and maybe trigger less frequently and/or for better reasons. Ugh hate getting it so often!

and is there a way to fix mercenaries in the game? they are way out of balance
Demitrious 23 Dec, 2024 @ 4:03am 
lol
petera1289  [author] 23 Dec, 2024 @ 3:51am 
If I knew how ... I wouldnt have spent so much time copy/pasting mod names and author info for my description
Demitrious 23 Dec, 2024 @ 3:41am 
You should link those original mods, so the authors get proper notice and gives the player easy access to the extra info or the original.
Demitrious 23 Dec, 2024 @ 3:39am 
Wow! Great upgrades