Stellaris

Stellaris

StarterTech 2
76 Comments
Shadow 0f 117 1 Nov, 2019 @ 1:07am 
When you don't see that a mod was updated the next day after you had an issue for like 6 months
Lazerus Artificial  [author] 10 Jul, 2019 @ 8:28am 
@Shadow 0f 117: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1799193471 there you go, updated to 2.3. I left a few bits out and moved a few things around, in my test it seemed to work.
Lazerus Artificial  [author] 10 Jul, 2019 @ 5:17am 
to be honest, i have the files for a v3 of this mod. i just dont know how i would like to rebalance them now that so many things have changed. if i want to add the endgame-crisis tech too or not. but i could propably make it work now. so maybe when i have time after my other projects...but just maybe
Shadow 0f 117 9 Jul, 2019 @ 7:53pm 
I would simply like to say that I appreciate that you at least took the time to respond to a comment on an older mod.
Lazerus Artificial  [author] 9 Jul, 2019 @ 5:11am 
@Shadow 0f 117, no idea, havnt looked into it since then.
Shadow 0f 117 8 Jul, 2019 @ 11:11pm 
Lazerus by any chance have you figured out how to get the clone tech portion of the mod working it seems that the passive of increased growth is either still work or I got it to work when I messed with the txt files if it was broken like you said it was for something completely unrelated because I didn't want to have to be materialist for the clones civic.
Peter34 21 Feb, 2019 @ 8:27pm 
Yes, 2.2 changed a lot of things gameplay-wise, so I'm not surprised that it changed on the modding side too.
Lazerus Artificial  [author] 21 Feb, 2019 @ 10:16am 
Thats what i just tried. Removed the Vats and changed a few techs around, but the event no longer triggers, which means that not a single one of those civics works.
I couldnt even see the passive effect like increased growth working.
So something big has changed, which forces me to write a completely new mod instead of just updating a few lines of code.
Peter34 21 Feb, 2019 @ 10:13am 
I don't think you should give Clone Vats at start. It's fucking powerful in 2.2!

As for my low-effort idea, it basically involved giving certain Techs at start, in order to justify the opportunity cost the Civic, and then on top of that a small bonus. For instance "Free Education" could give the three Techs that gives +20% to Phys/Soc/Eng output and then also give a +5% bonus to Research Speed. Likewise Defense Masters could give the Techs for Armour II and Shields II and +5% to Armour/Shield/Hull HP. Stuff like that. So a hacky but workable solution to achieve something similar to the current pre-2.2 version of your mod.
Lazerus Artificial  [author] 21 Feb, 2019 @ 10:09am 
Clone added a Clone-Vat on the starting Planet.

Also i just tested it, seems like i would have to rework it from the ground up.
The event that grants techs on start no longer works, so i would need to find a new way to do it.
The buildings have changed, so i can no longer give the Clone Vat at start.
Some Research has changed, like the Tech-Labs. It is now just one building, which means that the old tech i used no longer works.
And from what i could see, the passive effects also no longer work.

So maybe, just maybe i will rewrite a new V3 someday in the future. But for now? Nope.
Peter34 21 Feb, 2019 @ 1:52am 
What do you mean by “starting buildings?”

I think I have a few ideas for a simple way, in which you could update this mod to 2.2. A functional low-effort way...
Lazerus Artificial  [author] 20 Feb, 2019 @ 10:11pm 
Not for a while. Im not interested in playing the new DLC until Diplomacy becomes a viable option to play with.
So i have no idea what has changed and what i have to adjust. Possibly just the "starting buildings" i guess, the rest could still work.
Peter34 20 Feb, 2019 @ 9:10am 
Any plans to update this mod to 2.2?
Peter34 23 Sep, 2018 @ 7:25am 
The Free Education Civic feels a little underpowered, maybe... A 10% discount on the build cost of Science Ships, from 100 Minerals to 90, would seriously boost it.

I don't see a problem with making Construction Ships cost 10% more, except that it won't have much impact since you only build a few of them anyway, whereas a science-minded player will usually spam Science Ships violently in the very early game.
Lazerus Artificial  [author] 27 Aug, 2018 @ 11:48am 
@Peter34 in the old 1.0 version Weapon Masters detected the choice you made at the start (Energy, Kinetic, Missile) and unlocked the advanced version of it (Plasma, Autocannon, Torpedo). Weapon balance changes all the time, so there is sadly no way to make it perfect
Peter34 27 Aug, 2018 @ 8:30am 
Do you know what would be really awesome?

An Electronics Expert Civic, that starts the empire with the Technology for T2 Radars and for T1 Combat Computers. If you think they need a little more oomph, on top of that, give them a small bonus to Survey Speed, 10% or so.

Also, I think you should be careful with giving Weapon Masters too many unlocks, those special weapons, maybe especially Plasma. I think that has a "fairly distinct feel" to it. I think maybe that's something the empire should still need to actively invent. Otherwise it sounds good.
Lazerus Artificial  [author] 11 Jul, 2018 @ 4:19am 
I was thinking about changing both of the Masters, so that Defence starts with PD stuff and whatnot, and Weapons with Strikecraft and some of the unlock Weapons (Plasma, Autocannon etc)
Peter34 10 Jul, 2018 @ 12:34am 
Defence Masters should probably just start the empire with tier 1 of the two PD type modules.
Peter34 7 Jul, 2018 @ 5:31am 
Very nice!
Lazerus Artificial  [author] 7 Jul, 2018 @ 4:31am 
Should work again.
Peter34 6 Jul, 2018 @ 9:20pm 
Too bad. I miss this mod.
Lazerus Artificial  [author] 28 Feb, 2018 @ 2:34pm 
Currently not in the mood to update or play so i cant give you an eta
Peter34 28 Feb, 2018 @ 1:43pm 
I'm hoping for an update-and-rebalance to 2.0.
Kalawaki 28 Feb, 2018 @ 12:12pm 
Any chance you can make Clones available for Hive Minds? Seems like it would be pretty fitting for them.
Lazerus Artificial  [author] 20 Oct, 2017 @ 9:21pm 
There you go, just a quick and dirty description though. Someday i will rewrite them all...
Peter34 20 Oct, 2017 @ 2:09pm 
I mean, the in-game description.
Peter34 20 Oct, 2017 @ 2:08pm 
Okay. Can you change the description, then?
Lazerus Artificial  [author] 20 Oct, 2017 @ 12:58pm 
yeah thats because the description isnt changed ;) the values shown there are not automatically generated
Peter34 20 Oct, 2017 @ 12:21pm 
Weird. When I moused over that Civic, in-game, I got the impression it was the vanilla version of the Civic.
Lazerus Artificial  [author] 20 Oct, 2017 @ 11:53am 
well it is active allready, i just havnt updated the description^^"
Peter34 20 Oct, 2017 @ 10:30am 
Sorry, I meant to ask, can you add your variant Mechanist Civic to your mod? Currently, when your mod is enabled, the vanilla Mechanist Civic is the one that's available, but about 10 days ago you talked about testing a different version of Mechanist.
Lazerus Artificial  [author] 20 Oct, 2017 @ 6:37am 
whatnow?
Peter34 20 Oct, 2017 @ 4:14am 
Can you your variant Mechanist Civic to the mod please? I imagine it'll just replace the existing Mechanist, which is weak anyway.
Peter34 9 Oct, 2017 @ 6:04pm 
Okay.
Lazerus Artificial  [author] 9 Oct, 2017 @ 5:54pm 
currently in exchange for nothing, other civics are way more powerful and you can exchange them freely, mechanist is a permanent choice that suffers from the disadvantages of both organics and synthetic playstyle (need food AND energy, need to build robots manually), so i decided not to add more disadvantages on top of that. So 10% Upkeep reduction, 15% increased robot buildspeed and 5% robot output isnt such a big deal, but it should help the playstyle a bit (it can be possible to have both techs right at the beginning, so the 5% cost reduction was a joke anyway)
Will have to see how it plays out, adjusting the values isnt hard.
Peter34 9 Oct, 2017 @ 5:21pm 
In exchange for what?

(And I'm personally keener on Buildspeed than the others. But from a balance point of view, being able to build Robots faster is a huge benefit, so giving too much of it could be a problem.)
Lazerus Artificial  [author] 9 Oct, 2017 @ 4:06pm 
@Peter34, your idea actually helped me find a bug, with my mod installed the Robot Upkeep wasnt even working. Im currently testing a slightly buffed Mechanist version where i increased the Upkeep reduction from 5% to 10%, increased Buildspeed by 15% and increased Robot output by 5% (fits into their theme)
Peter34 9 Oct, 2017 @ 7:26am 
Not so much a buff, because I really can’t say whether they’re OP, UP or balanced. But the Civic is front-loaded, which is bad game design.
Lazerus Artificial  [author] 9 Oct, 2017 @ 4:13am 
oh i misunderstood what you mean, i thought you meant that Mechanist currently spawns without Robots.

I have thought about buffing them, but so far i couldnt find the motivation to actually think about a decent balance for any of the civics.
Peter34 8 Oct, 2017 @ 11:06pm 
Have you thought about changing Mechanist, to be more in line with the Civics already in your mod? The polity starts with no Robots, only the Techs required to build them, but gets bigger on-going bonuses.

Mechanist gives -5% Robot Upkeep. I think it’d be better with -10% Upkeep and -10% Build Time, or something like that. In exchange for having to build the Robots.
Lazerus Artificial  [author] 8 Oct, 2017 @ 11:23am 
nope, just techs
你的队友 8 Oct, 2017 @ 10:15am 
Can I start with an ascension perks?
Peter34 7 Oct, 2017 @ 6:15pm 
Wow. That’s pretty powerful!
Lazerus Artificial  [author] 7 Oct, 2017 @ 6:14pm 
Industrial Monopol gives T2 Mining, T2 Power and T2 Food
Peter34 7 Oct, 2017 @ 6:08pm 
This looks like a cool mod, but is there no Civic for starting as Capitalist? Or does Production Buildings refer to both Mines and Power Plants?
Nox 22 Sep, 2017 @ 7:44am 
Thank you very much for your efforts! =)
Lazerus Artificial  [author] 22 Sep, 2017 @ 7:34am 
@Nightwing seems like i only had to update the version number. the new machine-types had no effect on my code since i check for "materialistic" (for example) and against the "special organic civics". If you find any problems let me know
Nox 22 Sep, 2017 @ 12:06am 
I enjoy this mod a lot. Will it be updated for 1.8? =)
Lazerus Artificial  [author] 15 May, 2017 @ 10:45am 
@ Pinkie Keen thats always an issue when you use multiple mods. Another one was with my "Clones" before the 1.6 patch. With all the techs, clone civic, buildings etc it was possible to reach 100% growthtime reduction. That was...interesting
Pinkie Keen 15 May, 2017 @ 10:12am 
you know whats funny, if you get a leader with the 25% reduction to cost and then adopt prosparity or Discovery(respectively) you could get like 60-70% reduction to the costs and if you have that one civics mod that adds more variaty it would be like 98% reduction just from all the stacking reductions!