Stellaris

Stellaris

Army & General Staff (3.1.2-3.2.2)
Kaiser  [developer] 16 Feb, 2022 @ 11:16pm
Bug Repots
Post any bugs you may find here.
Last edited by Kaiser; 16 Feb, 2022 @ 11:17pm
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Hyperion 17 Feb, 2022 @ 1:56am 
All military techs have super low cost, National Arsenal has a cost of 975 points, Advanced Utility Suits has a cost of 6250. I'm not sure if these techs are supposed to be that small. Also Adapted Soldier Kits, Standardized Soldier Equipment etc. give +1010% to Defense Army Morale and Defense Army Health, probably a bug. Special Forces Exercise Zone has a minor text error in the description of the building, but who cares. Also are let's say Gene Warrior Corps supposed to be way better than vanilla armies? For example Gene Corps have damage scope of 22.05 to 44.10, while vannila Gene Army has damage beetwen 7.35 to 14.70. But you should double check it on your game, because even tho you said that almost no vanilla files were edited, I must say i didnt turned off some mods that I use so it can possibly lead to conflict beetwen them
Kaiser  [developer] 17 Feb, 2022 @ 6:58am 
Originally posted by Hyperion:
All military techs have super low cost, National Arsenal has a cost of 975 points, Advanced Utility Suits has a cost of 6250. I'm not sure if these techs are supposed to be that small. Also Adapted Soldier Kits, Standardized Soldier Equipment etc. give +1010% to Defense Army Morale and Defense Army Health, probably a bug. Special Forces Exercise Zone has a minor text error in the description of the building, but who cares. Also are let's say Gene Warrior Corps supposed to be way better than vanilla armies? For example Gene Corps have damage scope of 22.05 to 44.10, while vannila Gene Army has damage beetwen 7.35 to 14.70. But you should double check it on your game, because even tho you said that almost no vanilla files were edited, I must say i didnt turned off some mods that I use so it can possibly lead to conflict beetwen them

1. The tech costs are intentionally low, I intend the technology to be quickly obtainable after unlocking the respective experience for them.

2. The defense army health Is also by design, Instead of creating new types of defense armies I simulate the effects of advancing technology and improved defensive measures by increasing the capabilities of defense armies by large magnitudes, while they appear to be massive, it is to create a tier system where nations who obtained the army experience faster than others are far more difficult to defeat than those who are at the same level or lower. (Imagine, attempting to use napoleonic tactics against an army from WWII) Fallen empires, due to their advanced start have all three levels at the start making invasions very difficult by design until you've got more adequate troops.

3. In order to not affect compatibility I decided not to touch the vanilla armies and instead add variants of them into the mod that scale with the modifiers of each experience tier and their technologies. Think of those as identical versions as all their values have been scaled proportionally so that those who enjoyed using them still have the option.
DATA EXPUNGED 3 May, 2022 @ 12:54am 
Does this mod interact with the Galactic Community at all? I'm having repeated game freezes and crashes when the galactic community formation event fires while playing this with Grand Custodianship.
Alfie Bernedircht 10 Nov, 2022 @ 5:42am 
not sure if you still respond but the special forces excersise zone is never showing up in my research despite having researched practically everything
Industrico 14 Jan, 2023 @ 12:10pm 
for some reason the comprehensive army doctrine stuff in the situation log locked up after the first "perform experimental equipment trial", where it says that i completed it, but when i click on the tab that shows the overall progress of the stages, it says that I have not completed it, and its not progressing further. is there a way to reset it or bypass it?
Last edited by Industrico; 14 Jan, 2023 @ 12:11pm
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