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And excellent, glad it doesn't cause issues when activated midgame
EDIT: I corrected the mod description to say that activating during a save works if the previous mod was never used. Thanks for pointing it out
EDIT: Something like this maybe: https://i.imgur.com/hw4sp54.png
1: The archaeology sites are higher difficulty and take longer to complete than vanilla's, but given the buffs the stones give you, it's warranted. It takes a long time to clear all 6 which feels pretty balanced imo.
2: I can't even tell if the AI is unlocking and using stones, since the bonuses are entirely passive and I can't see their empire modifiers/relic passive bonuses.
3: Doesn't seem like they're re-locating them either, not like they used to do in the OG mod, I assume a message popup like the one I get when I move a stone would appear.
Actually, they did move a stone one time, the one in Eye of Agomotto was moved to a different system.
4: To be fair I didn't really, even notice the intel requirements. Unless you plan on adding a way to spent resources to conceal stone whereabouts, I don't think the current intel required is really an issue.
5: No wars happened in my game (I setup a bunch of empires with matching ethics in imperial fiefdom, really wanted to avoid galactic wars to prepare for Giga's OP crisis), as such, I never went to war and neither did anyone go to war against me. I'll try this out next game thou and see if it's too easy or hard.
6: The modifiers feel appropriate, thou they're a bit on the Crisis relic level of strength compared to vanilla relics (on their own, IE not cross-stone buffs), that being said they only have passive buffs, and you do work for them and they feel good to have, and if you manage to get all of them you deserve to be OP anyways lol.
1) Glad to hear to the arc sites have a decent effort/reward ratio. Did you find it noticeably easier to unlock the final stones compared to the initial stones?
2) The AI will definitely be a bit buggy, I have found them unlocking them in my games but the order they do them in and the speed they complete them at can be... erratic. You've given me the idea to include info in the Situation Log about whether the owner is using that stone, depending on your intel
3) This doesn't surprise me, in all honesty I expect AI relocations to be buggy as hell. In the last mod, monthly hidden events handled their transfers, but in this version its fully integrated into the AI's budget. This will improve performance and AI quality once its perfected, but at the moment my programming is questionable at best. I'm waiting on a few modding features to be fixed before overhauling it though, hopefully 3.6 gives me the tools I need
4) The only real use of the intel requirements (right now) is adding a little more complexity to declaring a Seize war. For the most part, I added it so the skeleton is there for me to use later. Currently working on a Stone-related espionage op which will make more use of it, though that won't come for a while
6) That's good, the concept is for 1 stone to be a competitive advantage even for weaker empires, multiple stones to make you very hard to contest, and all the stones to make you borderline omnipotent. The balance is making it extremely hard to collect the stones, and ideally make you work hard to keep stones. I'd like the stones to give a sense of decadence, so while you are very powerful in using them, eventually you become reliant on them, and any disruption to that can cripple you. That last part is a work in progress though, and it's the aim of future diplomacy and espionage improvements
Actually, your point on #6 gives me an idea.
The stones are effectively super-powerful artifacts right? Like how we treat nuclear weapons in the real life.
I think there should be Galactic Community resolutions towards limiting their power and who is allowed to have them, especially if one empire starts stacking too many.
Not really stuff that makes the stones weaker, but discourages them being abused within the galactic community, maybe stuff like "being at war (attacker) with 2 or more stones puts you in breach of galactic law". Maybe only council members can have infinity stones (I know you need federations for Galactic council features thou)
You've already chosen to interate the mod pretty heavily into the universe of Stellaris, so I'm just thinking up more ideas in that vein.
Basically you could give an empire debuff that comes with each infinity stone that lasts 10 or so years (place holder number for example), and resets back to 10 years when you own the stone, the stone's own passive buffs will be increased to make up for this debuff, but when you lose the stone you'll end up suffering some, uh "infinity stone withdraw" I guess. That way you won't have to do any checks if the player doesn't own the stone anymore and cause more lag.
Atleast this is how I would have implemented this kind of thing in modded Terraria anyways, modder/coder me talking.
I imagine the issue is that for some reason the investigate stones option appeared for every stone before I collected every single one of them. I decided just to do them all in one go despite not having all of said stones.
I had the time and space stone in my possession while I was doing this so finishing the investigation did give me the stone relics. however now that I had just gained two more stones by taking over the systems of another empire that was in possession of them, they aren't reappearing as relics for me. and while I can still move them around my territory, since I had already done the investigation once, it isn't letting me do it again.
is there a command I can use to force spawn the excavation site for the stones in question?