Stellaris

Stellaris

DistrictOverhaul 2 - [Beta]
 This topic has been pinned, so it's probably important
RevansSchatten  [developer] 3 Nov, 2019 @ 12:02pm
Feedback
Please feel free to let me know your feedback on District Overhaul 2.
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Showing 1-15 of 21 comments
FebHare 20 Nov, 2019 @ 3:55am 
Hello, I find a few missing localisations on "district_ocean_Farm" and its job.
- It doesn't have any localisations. That said, there are localisations about "district_ocean_farming".
- On tooltip, it shows as " jobs: +2". In localisations, mod_job_aquatic_farmer_add is "$job_automatic_farmer$ Jobs", not job_aquatic_farmer.
- At job_aquatic_farmer_effect_desc, job output after job_aquatic_farmer_effect_desc is yellowed and without a line break. "§Y$unity$§" needs "!" to be closed.
Lordfil 3 Dec, 2019 @ 4:22am 
one thing that i find sad that is gone, is the homeworld ascendancy...

one bug that i encountered tho is with terraforming habitable worlds: the districts stay the same, i dont know if this is supposed to happen, but i'd rather not have "shelter" districts on mars after having it terraformed to a continental world...

edit: production districts have no housing? is this intentional?
Last edited by Lordfil; 8 Dec, 2019 @ 7:47am
Misha 12 Dec, 2019 @ 6:11am 
@RevansSchatten Hello, few stuff regarding secondary districts

1) AI really loves workshops. Like really really likes them. Is that intentional or just a beta feature?

2) I woud scale down the ammount of districts you get when you unlock them on a planet to 2-4. Currently you get max number of districts your planet can support which is kinda OP. Seeing AI with 35 phys/soc research 17 alloy and 500 engi research 40 years in is kinda strange

3) AI almost always prefers to build those and ignore building slots and since they will build worshops the wont have enough alloys or other research.

Otherwise i really like the direction this mod goes :lunar2019piginablanket: So good job!

As a side note i saw that you looking for help so if you still looking for artist then message me i coud make few pics for you here and there
RevansSchatten  [developer] 12 Dec, 2019 @ 10:28am 
About the Secondary Districts, yes I have seen the issue. I will do some more rebalancing, so that empires focus less on research. Also about the "max amount per planet". I don't really want to cap them via deposits (because it doesn't make sense). On the other side I could change it that you can only build one district per 10 pops (or something similar), what would you think about that @Misha?
Misha 12 Dec, 2019 @ 10:55am 
@RevansSchatten I can see why you dont want to solve this via deposits. Given how terraforming has habbit of destroing those and yea it doas make little sense.... capping them via pop (or something similar) woud be good way to solve this imo. Woud restrict player and give AI more breathing room to build othe stuff. It woud be big change tho so its up to you. Gonna love the mod either way :lunar2019wavingpig:
AT 26 Dec, 2019 @ 12:11am 
When i see Tier 2 upgrade to districts, its was "yay, it requires minor artefacts to upgrade to t2... costly, maybe i can do it to one planet in 5-10 year". But then i see that T2 have minor artefacts upkeep.
Is upkeep really necessary here? I rarely got more than 2 archeo districts thro my entire empire, that means 0.4 artifact/month (even with tons of production bonus, maybe 1 a/m) - and that means, i can only support _1_ T2 district. Indeed, they are powerful, but whats their point, if i almost cant use them?
AT 26 Dec, 2019 @ 2:16am 
Also, if we have workshop districts (engineering+little cg), why wont make physics research districts as secondary? Cant say that engeneering less important than physics yet still we can do unlimited engy+bonus districts, and cant do it for physics.
RevansSchatten  [developer] 26 Dec, 2019 @ 3:00am 
Thanks for the feedback @AT, I will reduce the minor artefact upkeep, or possibly even remove it. About the physics research, yeah, I am looking to add something similar, although it will provide less research then the primary physics district.
FebHare 6 Jan, 2020 @ 4:00am 
Hello, I have a issues about AI. It almost never build housing districts.
I read your 0_housing_districts.txt and it uses scripted triggers like "need_build_houses" or "need_destroy_houses", but there are no such scripted_triggers neither in vanilla nor your mod.
So I am figuring "need_build_houses" is no always, even when it should be yes.

Would you like to fix this issue? Thank you in advance.
RevansSchatten  [developer] 6 Jan, 2020 @ 4:05am 
That scripted trigger is from the "required" AI mod
FebHare 7 Jan, 2020 @ 3:49am 
Thank you. I've overlooked about the mod.
FebHare 10 Jan, 2020 @ 9:12am 
Hello, I think I found some issues. So I report them.

1: "has_ocean_farms _deposits" scripted triggger in 4_farming_districts.
I am thinking it might be "has_ocean_farming_deposits".

2: need_energy_facility and need_mineral_facility scripted triggger.
"AI and Balance Overhaul 2.5" doesn't have them, while there are need_energy_grid and need_mineral_plant.
Haeffound 31 Jan, 2020 @ 1:02am 
Love the direction of the mod with this Beta but I have a question. Why is the Tier II of district requiring Artifacts? Even just one of theses would mean you will never be able to use the artifact edicts. Why this minor artifact upkeep?
CB|Torlo 9 Feb, 2020 @ 5:51am 
In response to relic cost removal from tier 2's. That's fair. I just was thinking more on the fact that, with a large control with 10+ planets/habitats/whatever that you *can* spam tier 1's in a single world. If you upgrade and don't realize the cost.... well.... you suddenly have no more relics, and then you need to spend a very long time getting rid of them all. You can do relics, I honestly didn't mind having just 1 or 2 tier 2 districts, it was me evolving my 9-10 tier 1 all at once and instantly losing out on all my relics. Also, if I can make lots of tier 1's, I can just make more tier 1, and never upgrade, since, for the most part, multiple tier 1 districts will always be better then 1 tier 2 district. I suppose it depends on how you want to balance it. I forget the name, but the one that adds a bunch of soldier jobs, and raises naval cap? Why not make the district reflect the job. Ie. Food and logistical supply for this heavily militarized planet will be a huge problem. Reflect this with high food and mineral cost, that essentially doubles, or triples with tier 2 while adding in alloys as well.. The science one? They constantly need research materials. Tier 1's can get away with just basic resources, but tier 2 can't. They need even more basic resources, as in all of them, for the many and varied special projects they do there, but also a massive influx of special materials. You can make this essentially a low amount of a lot of the more common strategic resources. I figure low amount since increasing the amount of regular resources required as well to be somewhat aborhent, 10-20 of each per district.
I am not sure whether I messed up, but when starting a new game with this mod it kills all districts on the starting planet a few days ingame into it. So you start the game without any reasonable way to get food/minerals/energy for the first couple years. Is that a result of using this mod with other mods? Or can I somehow fix that?
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