Stellaris

Stellaris

Army & General Staff (2.5) LEGACY
 This topic has been pinned, so it's probably important
Kaiser  [developer] 25 Jul, 2019 @ 7:25pm
Suggestions for future releases
If you have an idea for a feature you would like to see in the future put it here let me know here:
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Showing 1-14 of 14 comments
hmm If possible can we have the completed doctrines actually complete, as in the markers go away from the situation log so we don't have 5 stage mock landings on our capitol world?

Other than this I'd say you have a great mod so far
Last edited by Lazy Invincible General; 25 Jul, 2019 @ 7:54pm
Kaiser  [developer] 25 Jul, 2019 @ 8:08pm 
Originally posted by :
hmm If possible can we have the completed doctrines actually complete, as in the markers go away from the situation log so we don't have 5 stage mock landings on our capitol world?

Other than this I'd say you have a great mod so far

I'm looking into it because its been bugging me too. if i can get a fix for it i'll push a quick hot fix out to patch it
Last edited by Kaiser; 25 Jul, 2019 @ 8:08pm
PaulBr 26 Jul, 2019 @ 9:31pm 
Too many things to actually throw at you but for starters, Ideology unique units maybe?
Kaiser  [developer] 26 Jul, 2019 @ 10:52pm 
i actually never considered that and I think that would be an awesome feature for the future that ill try to add when i add new army types
Soeren 26 Jul, 2019 @ 10:57pm 
Since you said that you have plans for Xenomorph and other special armies, I had an idea regarding them.
Since such specialists are not massed like the normal armies, how about giving them a sort of spec-ops feeling? Maybe make them of medium health and morale, but they themself do low damage, but high morale-damage, to represent them attacking key points in the infrastructure, sabotaging equipment or taking out high ranking officers. With high morale damage they won't be killing entire armies on their own, but once morale is broken, the affected armies do way less damage, being unable to defend properly against the regular army attacking.

Just my two cents, but I also second PaulBr's idea of Ideology-unique units. That sounds really cool and is also great for rp.
Kaiser  [developer] 26 Jul, 2019 @ 11:02pm 
Originally posted by Soeren:
Since you said that you have plans for Xenomorph and other special armies, I had an idea regarding them.
Since such specialists are not massed like the normal armies, how about giving them a sort of spec-ops feeling? Maybe make them of medium health and morale, but they themself do low damage, but high morale-damage, to represent them attacking key points in the infrastructure, sabotaging equipment or taking out high ranking officers. With high morale damage they won't be killing entire armies on their own, but once morale is broken, the affected armies do way less damage, being unable to defend properly against the regular army attacking.

Just my two cents, but I also second PaulBr's idea of Ideology-unique units. That sounds really cool and is also great for rp.
I already utilize that technique with armor based units and i could just lower the hit points of the army and damage but i'm curious as for your opinion how would i prevent the spamming of such a unit to balance the insane moral damage output such a unit would produce
Axneth Ironswift 28 Jul, 2019 @ 3:03am 
Just as a thought, but is there a way to set up army rally points? One of the biggest things I've always found irritating is replenishing forces or gathering them together, but not having them automatically form in a single location.
Erhes 28 Jul, 2019 @ 5:19am 
Add others localisations files, you dont need to translate just add localisations for others language with english texts.

Why? Because when you play non-english version of Stellaris every events from this mod have only "text description missing' or something like this.
Kaiser  [developer] 28 Jul, 2019 @ 8:35am 
Originally posted by Nekrin de Nekrinius:
Add others localisations files, you dont need to translate just add localisations for others language with english texts.

Why? Because when you play non-english version of Stellaris every events from this mod have only "text description missing' or something like this.
I'll get on that thank you for the tip as i only play the English version i would have never caught that.
TwoForty 28 Jul, 2019 @ 10:56am 
air and naval armies?
Erhes 29 Jul, 2019 @ 5:21am 
Originally posted by Kaiser:
I'll get on that thank you for the tip as i only play the English version i would have never caught that.
Np, that will be great for people who dont know how do this on their own.


And i have second suggestion for 'Total War' police, this is available only for militarist, why? What about xenopfobes? Xenophobes should have no care about civil aliens life and architecture, they just want kill everyones and destroy they homes to make space for their own species!

I am right? Make that options available for xenophobes because I as God Emperor of mankind wanna murder every xeno scums! :2016imnotcrying::Stab::spacemarineskull::Dominated:
Chapter Serf 6 Aug, 2019 @ 1:24pm 
I was going to leave this in the comment section but Steam yelled at me for it being too long:
If I may offer a few suggestions...

I agree with the comments saying that the +1000% stuff is kind of insane. It makes orbital bombardment useless since you're barely doing any real damage, and if the planet has a shield? Well... All of a sudden the Neutron Sweeper looks a lot friendlier than it already does. I think the defense district buildings are a little pointless (especially when combined with the +1000%), as there are plenty of ways to get defense armies on your planets already.

Also, once the three early game questlines are finished, you need to remove them from the situation log. That thing can get cluttered enough, and it doesn't need the help. If you dunno how to do that, I'm sure there's someone at the Stellaris Modding Den who could help you out with that.

Crisis Armies: I'm in the middle of the Great Khan uprising and the poor bastard is completely outmatched on the ground. His bog-standard assault armies are utterly useless against the defense armies. Never mind anything more advanced.

Vanilla Armies: They're all pretty much rendered useless thanks to this mod, and do little aside from clutter up the menus. I'd like to recommend that you maybe change the vanilla armies to modifiers instead of leaving them intact. For example, where you would get say Psionic Armies in vanilla, instead offers a boost to morale damage inflicted, Clone Armies might reduce training time. The only vanilla army type I'd recommend you leave intact is the Xenomorph army, and buff it to stand up to yours, leaving it as an option for just inflicting stupid amounts of collateral damage to the rest of the planet.

Lastly, I'd like to inquire about name lists. I dunno if you've covered this with the vanilla name lists, but I use a custom empire name list so all of your armies just use the defensive army naming convention. I'd like to be able to tweak my custom name list on my end so I don't have that issue.
Last edited by Chapter Serf; 6 Aug, 2019 @ 1:25pm
DabHand 13 Aug, 2019 @ 7:10am 
Overall good job. Wonder why the doctrine exercises don't require any actual troop transports to do. i.e. move number of troop transports to practice/research the event rather than just clicking it in the situation log.

As you move down the event chain, you need more transports with higher level troops to complete and/or special buildings to do them at.

Events are a bit thin or repeat somewhat. Would be good if events triggered off size of standing armies (vs govt ethics - what would the pacifists say?) and/or actual troop makeup. E.g. large alien standing army (cos strong perk innit) in backwater planet of predominantly another race. What could go wrong?

Xenophobia, protest, insurrections, crime and instability. Make keeping large armies around have some downsides.
Wild 22 Mar, 2020 @ 10:25pm 
Thanks so much for making this. Its a huge addition to the roleplay and richness of the game.

How about adding building that must upgrade with the quests for better doctrine ("War College" as its called in the West)? There are Academies, but they are for training troops and young officers, not developing grand strategy. I imagine the War College would need to be built to unlock the last stage manuscripts. Each of the three phases would require upgrading the building. Field Officer School -> Doctrine Institute -> War College.
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