Stellaris

Stellaris

Superstructures
ma_ko  [developer] 18 Jan, 2019 @ 1:38am
Balancing / Improvements / Things missing
Well, fell free to leave a constructive comment :)
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Showing 1-15 of 22 comments
KuchenEsser 5 Feb, 2019 @ 8:46pm 
I would change the no mining station requirement for the stellar foundry to it requiring a certain type of star. As is it's way too spam-able. One Igniter plus some planets geared towards mineral production, and you can build tons of foundries and just drown in alloys.

Maybe have it require blue stars of a certain size? The reason being that those stars produce enough heat and are so large that sucking away plasma won't disrupt the star, or something like that?
KuchenEsser 5 Feb, 2019 @ 8:55pm 
It's just that the other resource producing structures all have limitations that stop you from putting them everywhere, whereas the Stellar Foundry can be placed in almost every system. And the massive alloy income from said foundries lets you quickly build more superstructures, and just snowball into infinite resources.
ma_ko  [developer] 5 Feb, 2019 @ 11:39pm 
I like that idea. I've always wanted to limit it to neutron stars/pulsars (some rare star class) but blue stars seems logic as well.
ma_ko  [developer] 6 Feb, 2019 @ 2:35pm 
Done
KuchenEsser 7 Feb, 2019 @ 9:43am 
Nice, thank you!
Shadowmeister 11 Feb, 2019 @ 5:48pm 
Not pointing out anything in your mod but your discription page when it highlights the Upkeep of the stage 2 Offworld Industrial Complex is notes the Upkeep in minerals as 100 not 50 as shown in the mod. Sorry just poining out coralation errors
ma_ko  [developer] 12 Feb, 2019 @ 2:43am 
Thanks for pointing that out :)
Lyze 12 Apr, 2019 @ 3:42pm 
Excellent mod! I'm really loving it for Tall playthroughs where I need to focus on my economy and research before I can expand. Makes my Engineer focused species very happy (esp with the Expanded Traditions, nice bit of roleplay).

Question: Can there be a way to dismantle structures in the future? Obviously some are one-way, like crackers and igniters, but others are a nuisance once I capture the enemy worlds that have them. Examples being Defence Nexus orbiting enemy capitals I now control and Atmosphere Sculptors (I'm fine with their pops dying, honest).
ma_ko  [developer] 15 Apr, 2019 @ 6:01am 
Im glad you like it. Thats a point i can definitely think about :)
starfirejordan 26 May, 2020 @ 2:39am 
i think would be nice is a massive factory ship or as i like to call it "mass-stellar constructor" a massive construction ship made to build megastructures i would assume it would have like..

%-7 build cost (no need for scaffolding when you have massive platforms building the pieces)
%25 build speed (haha mass-stellar constructor goes brrrr brrrr.. )
take %25 less time to build

its model when moving is like a massive ship made from multiple parts and when constructing it "unfolds" into many big plat-form as well as small ships fly around them

(hope you see this)
Last edited by starfirejordan; 26 May, 2020 @ 2:40am
ma_ko  [developer] 26 May, 2020 @ 6:43am 
I did :)
Unfortunatly i can't make my own models, as I don't own the software for that kind of modding.
But I can look into a specialized constructor for superstructures
starfirejordan 26 May, 2020 @ 8:07am 
Originally posted by ma_ko:
I did :)
Unfortunatly i can't make my own models, as I don't own the software for that kind of modding.
But I can look into a specialized constructor for superstructures
nice
Evil Tom 6 Jun, 2020 @ 9:08am 
Hello,
I love this mod. There are some spelling errors. I know no-one can be perfect, so I've listed a few. If I see more I'll add them.

For the Colonization Support Base event/pop up.
"political skepticism has been deminished" - deminished should be diminished.

Most of the options to demolish super structures are also incorrectly spelled. Most are as "demolisch" but should be "demolish".

Again, thanks for this great mod!
ma_ko  [developer] 8 Jun, 2020 @ 12:01am 
Hey, thanks for pointing that out :)
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