Stellaris

Stellaris

Gameplay Improvements
99 Comments
MaulMachine 29 Nov, 2019 @ 8:02am 
Thank you very much.
Dr.Med.Hätzlon  [author] 28 Nov, 2019 @ 1:41pm 
Yes. :steamhappy:
MaulMachine 28 Nov, 2019 @ 9:40am 
Very well, thank you.

May I spork this mod for my own use or distribution if I acknowledge you in the credits?
Dr.Med.Hätzlon  [author] 28 Nov, 2019 @ 9:35am 
Hey,
no i dont intend to continue this mod, or stellaris in general. U can use the things done as u please.
Peter34 25 Nov, 2019 @ 1:45am 
Yup.

Thanks for all the good work while it lasted, Dr.Med!
MaulMachine 24 Nov, 2019 @ 7:38am 
So I take it this has been abandoned?
Th3 Sunstryder 21 Jun, 2018 @ 1:45pm 
Nice :d2naturesprophet:
Dr.Med.Hätzlon  [author] 29 May, 2018 @ 1:22pm 
Updated!
Dr.Med.Hätzlon  [author] 11 Aug, 2017 @ 1:37pm 
Sorry guys wont update this mod anytime soon. Feel free to take the code and make your own mod with it.
Ganymed 11 Aug, 2017 @ 6:24am 
Maybe it's a bug: I can't research "Ecological Adaptation" to terraform colonized planets. The Research goes from "Atmospheric Manipulation" directly to "Climate Restoration" and missed it out.
Gas Town War Boy 24 May, 2017 @ 6:17pm 
yes i wish for the same
Peter34 11 May, 2017 @ 11:52pm 
Please update this to 1.6.1.
Dr.Med.Hätzlon  [author] 4 May, 2017 @ 5:16pm 
Well, we changed the Terraforming Perk, but the description isn´t changed. Its buffed. Repeating cost reduce on Terraforming isn´t in vanilla. Small changes aren´t documented in the changelog, lookup the steam update notes.
Peter34 3 May, 2017 @ 1:58pm 
One thing to note is that in previous games, I've been able to do LOL-cheap Terraforming. Like 850 Energy for a cross-climate change, or something (still 3600d, though).

Besides getting Gases and Liquids within my borders, I also got Repeating Techs that reduce the Terraforming cost. Not sure if they're from vanilla, or from a Repeating Techs mod I use. It's kinda important that the cost can't be reduced all the way to zero, let alone negative (and Stellaris uses additive E/M cost modifiers, not multiplicative ones).

But on the other hand. Tech draws are RNG. A Perk is a deterministic player choice. Hence my request. My felinoid dudes are pining for more warm sands to walk on!
Peter34 3 May, 2017 @ 1:53pm 
I think it'd be nicer if that Perk was either changed horizontally from +100% speed to +75% speed and -25% cost, or if it was buffed outright to be +100% speed and -25% or -33% cost.

I know that change won't affect my current on-going game, but it will improve your mod in the longer term. It may seem as if there are aleady plenty of opportunities to cheapify Terraforming, but really some of them are RNG-dependent, whereas a Perk is solid reliability.
Peter34 3 May, 2017 @ 1:53pm 
Also, your 21st log says you buffed some Ascension Perks. One you haven't buffed, as far as I can see, is the one that gives a +100% bonus to Terraforming speed. I've always considered it a bit underpowered, in general, and in my current game I'm also using another mod which removes the 2 guaranteed habitable neighboyr Planets. This has forced me to play VERY tall for the first many, many decades of the game.

And I have to terraform a lot. But I haven't found neither Gases nor Liquids, and none of the polities I've contacted have them either. This means that for me, Terraforming is very, *very* expensive.
Peter34 3 May, 2017 @ 1:53pm 
Cool.

This mod was updated 28/April, but your changelog only covers up until 21/April. What did you change, after that?

Could you please document the Perks you've buffed, explaining how?
(For what it's worth, I think the two Genetics Perks are fine. I always take those, and as far as I can see, you haven't buffed them, which is good.)
Dr.Med.Hätzlon  [author] 1 May, 2017 @ 8:40am 
Megastructures should be buildable and upgradeable, all at once multiple structures.
Peter34 29 Apr, 2017 @ 6:12pm 
Thanks for updating this mod!

The update log says that multiple Megastructures can be built at once. Can multiple also be upgraded at once? Because as I understand it, that's a separate game limitation.
Peter34 12 Apr, 2017 @ 6:23am 
I'm honestly not interested in the lower warscore. It is other aspects of your mod that interests me.
Dr.Med.Hätzlon  [author] 12 Apr, 2017 @ 3:27am 
Well, update will take a bit. Have to play from another perspective to see more aspects of the game in action.
If you wanna play the game just play it with lower warscore for the time being. I will update soon but i won´t update without knowing how the game feels vanilla.
Peter34 11 Apr, 2017 @ 10:39pm 
I'm glad to see competition, to be honest. The other version of your mod, made by that other guy with your blessing, seems to be causing constant and inevitable crashes in the early mid game, and some of us think those crashes might stop if he disables a particular section of his mod. Yet it is now more than a full day later, now, and he hasn't done so. As I understand it, all he has to do it to REMark some lines in his code, or delete them outright, to test our hypothesis. Easy to do (if the mod was written in BASIC, I could do it even while exhausted from lack of sleep). But I'm still waiting, unable to play Stellaris/Utopia.
Dr.Med.Hätzlon  [author] 10 Apr, 2017 @ 4:43pm 
Okay so i just updated Lower Warscore and will try to start updating this mod soon. Many changes i made are obsolete now, and some new things are just dumb ^^
Seven 6 Apr, 2017 @ 5:58pm 
Becuase this mod was completely broken by 1.5 and never updated for 1.4, I have released an updated version of this mod, carrying the changes that work on 1.5 over. It can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=899794100

Dr.Med, or Snow; I have credited you, but if you would like me to remove the mod, let me know, and I'll take it down.
Fused 11 Jan, 2017 @ 4:53pm 
Well please get un-lazy, these changes you offer sound like just what the game needs. :) Thanks
Dr.Med.Hätzlon  [author] 10 Dec, 2016 @ 4:14pm 
Dunno to lazy right now.
Peter34 10 Dec, 2016 @ 3:15pm 
When will this mod be updated to respect the changes in 1.4, for instance that Mineral Silos are not Planet Unique?
Dr.Med.Hätzlon  [author] 7 Dec, 2016 @ 8:30am 
Nope its not will edit soon,
Lord Zu 7 Dec, 2016 @ 8:21am 
Is this compatible with 1.4?
ian 15 Nov, 2016 @ 12:09pm 
Has anybody else had issues with the 'Abandon Planet' War goal? My empire meets the requirements yet the option is not avaiable. Thank you in advance.
Darrien 14 Nov, 2016 @ 5:38pm 
Since other people have been asking, this is not compatible with Alphamod at least some functionality.
Dr.Med.Hätzlon  [author] 12 Nov, 2016 @ 5:15am 
@MasterYoda Nothing that the 1.3.2 Patch has changed has anything to do with this mod. Simply ignore the Red Alert and start the game ^^
BlackWolf 11 Nov, 2016 @ 2:33am 
need a patch :) new V
Mesh2007 10 Nov, 2016 @ 7:18pm 
A merge with alphamod would be epic
Thrasymachus 7 Nov, 2016 @ 11:46pm 
Suggestion: Delay Fallen Empires from awakening before 2350. The current iteration of the game seems unplayable once you get past 100 years into the game due to changes to the unbidden (they are less manageable than before) and more importantly fallen empires awakening and slaughtering most of the galaxy. The conjunction of the two pretty much ruins a save.
Dr.Med.Hätzlon  [author] 4 Nov, 2016 @ 4:30pm 
@Dragon IDK game would start but i dont know which changes would be overwritten.
Dragon of Desire 3 Nov, 2016 @ 5:23pm 
Does this work with Alphamod?
Dr.Med.Hätzlon  [author] 27 Oct, 2016 @ 1:57pm 
Yeah gonna update soon. Should start fine btw.
mightypi-Berlin 27 Oct, 2016 @ 1:33pm 
Mod is now outdated with 1.3.1 cant start with that anymore.
Knuppel 24 Oct, 2016 @ 3:11pm 
Removing the .mod files in my documents folder and re-launching the game did the trick! Thanks again!
Dr.Med.Hätzlon  [author] 24 Oct, 2016 @ 2:13pm 
Well they had some errors with the mods not updating correctly. Delete the .mod file in the documents folder. Steam should load the mod again.
Peter34 23 Oct, 2016 @ 11:13pm 
Cool, thanks!
Knuppel 23 Oct, 2016 @ 5:15pm 
I made the mistake of not double checking the mod before I created a new game. I have been playing and began to notice the mod didn't seem to be taking effect. I just looked at the Stellaris launcher and it says: "Gameplay Improvement This Mod does not support the current version (1.3.0) of the game. This mod supports 1.2.1."

I tried unsubscribing and re-subscribing but it still says the same thing. Does this mod say its out of date for anyone else?
Dr.Med.Hätzlon  [author] 23 Oct, 2016 @ 1:42pm 
@Peter34 The addition of new buildings won't be a problem we are changing vanilla buildings. The Leader refresh may be overwritten and the influence cost will get effective.
Peter34 23 Oct, 2016 @ 9:48am 
This mod looks very nice, but I'm using a mod that adds special buildings that can generate both Food and Minerals, Food and Energy or Minerals and Energy. Will that be compatible with this one?
(I'm also using another mod that reduces the Leader refresh interval from 10 to 4 years and increases Leader Influence cost by 20%, but I'm OK with dumping that mod in favour of yours.)
Knuppel 22 Oct, 2016 @ 1:22pm 
That was fast! This mod really helps deal with most of the design problems I had with this game. Thanks alot!
Dr.Med.Hätzlon  [author] 22 Oct, 2016 @ 12:40pm 
Updated for 1.3.0 :steamhappy:
Dr.Med.Hätzlon  [author] 22 Oct, 2016 @ 5:39am 
@Knuppel: I doubt it will Oo Working on Lower Warscore right now and updating this mod in the near future, but it will take longer because some changes are now in the vanilla game.
Knuppel 21 Oct, 2016 @ 7:34pm 
Does this work with the Heinlein 1.3 update?
Dr.Med.Hätzlon  [author] 1 Sep, 2016 @ 2:31am 
@kevincope Most likely our mod changes the soc_tech.txt and the asteroid colonization is handeled in the same file in the other mod. Our mod is loaded on second place because of the names. So the changes made by alphamod are overwritten by ours.