Stellaris

Stellaris

Protoss Khalai Portrait Set
 This topic has been pinned, so it's probably important
force728  [developer] 2 Feb, 2023 @ 11:49pm
Suggestions
Post any suggestions for the mod here.
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Showing 1-3 of 3 comments
Ben_D⚜ 7 Mar, 2024 @ 10:11pm 
Hey force728, what are the chances that you would make the Khalai, Nerazim and Tal'darim Protoss the same species class? Stellaris thinks they're all completely alien to one another, which shouldn't be the case. Is there a way to make them all the same species, but with the cultural differences you've implemented? (It's fantastic that you've made them all, at any rate.)

Also, the origins, traits and civics aren't exclusive to the Protoss. Randomly generated A.I. countries that spawn have to potential to use them, and it just seems completely inappropriate to see that happen.
Last edited by Ben_D⚜; 7 Mar, 2024 @ 10:43pm
force728  [developer] 7 Mar, 2024 @ 11:56pm 
Originally posted by Ben_D⚜:
Hey force728, what are the chances that you would make the Khalai, Nerazim and Tal'darim Protoss the same species class? Stellaris thinks they're all completely alien to one another, which shouldn't be the case. Is there a way to make them all the same species, but with the cultural differences you've implemented? (It's fantastic that you've made them all, at any rate.)

Also, the origins, traits and civics aren't exclusive to the Protoss. Randomly generated A.I. countries that spawn have to potential to use them, and it just seems completely inappropriate to see that happen.

As much as I would like to make them all one species class, it's not possible without having additional issues. For example, if I had them all in one mod, it wouldn't be a problem, but having them as separate portrait mods, you'll end up having missing portraits sets if I include their portrait names for each of their respective species file. The game would end up generating empty portraits if you don't have them all.

However, I can add in opinion modifiers between the various Protoss sects to compensate.

As for the civics being used by random ai, that shouldn't happen since I gave the ai weight a negative value. Have you seen that happen on your end?

As for traits, I don't mind locking them to the species set. But again, I made sure that other random ai empires don't use these traits (0 weight) even if they're available at the start of the game.
Ben_D⚜ 9 Mar, 2024 @ 9:03pm 
Perhaps publishing a mod that does have all of them included would be an option worth considering. Of course, since you're doing the good work, it would be totally up to you. I can tell you that I would of course use that one instead.

Your other solution of opinion modifiers might help with a few things, but other things wouldn't be working as intended, such as initial contact and establishing communications. Dialogue between the empires would also not reflect that they are the same species, because Stellaris has them set as alien to one-another. All of this is just flavour, however. The other issue that isn't flavour however, is how the species would work mechanically in the "Species" tab/window. I know you're aware of all those implications. I'm just mentioning it.

As for random a.i. generation using your assets inappropriately, I don't have any proof at the moment. All I can say is that I've seen it, but the caveat is that I use an extensive mod list. I don't think those other mods would affect this though.
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