Stellaris

Stellaris

Olafr's Stellaris 3.4 (September 2022) Collection for Choice, Depth and Variation - StarNet, NSC2, Guilli, PD, GSE, EoS
Olafr_the_Viking  [developer] 7 Sep, 2022 @ 12:55am
Change log for the mod list
Change log for the mod list.

7th of September 2022; Major update. Removed one mod ("Seize Imperial Throne") as it was causing trouble for people in mod lists, due to chinese letters in mod name. Removed AI Spymaster and EED, as EED was interfering with StarNet AI, and I was unsure if Spymaster could do the same. Removed the three Performance mods, as I don't need them anymore (due to performance being quite good with current setup), and I wanted better graphics. Removed furdrakes as I think they look a bit silly. Removed Guilli's technologies and Mobile Fortress, since they can reduce StarNet AI's competitiveness mid-game/end-game. Removed Capture Ships, since it was a cool feature, but quickly got old and a chore after big wars, and I feared it could hamper performance and/or AI decisionmaking. Added colourable Elven ships; as the Elven ships are my absolute favourite shipset, and with colors even more. Added "Give Tech & Fleets", since it is so much fun to be able to give your AI federation friend, who lacks Hyper Relays, the tech for building those, and watch him build it - so you can move faster through his territory during the next war. Also; you can give your friends fleets to fight "proxy-wars" for you - a nice cold war diplomatic addition.

Removed;
Animated furdrake
Seize Imperial Throne
AI Spymaster
Stellaris Performance Mod x 3
Capture Ships
Expanded Espionage and Diplomacy
Guilli’s Technologies
Mobile Fortress

Added;
Colourable Elves of Stellaris Ships
Give Technology and Fleets
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Showing 1-12 of 12 comments
Laaven 7 Sep, 2022 @ 4:39am 
Yea i dont recommend adding any AI mod if you want to make starnet work properly lol
Last edited by Laaven; 7 Sep, 2022 @ 4:39am
Olafr_the_Viking  [developer] 7 Sep, 2022 @ 5:51am 
I agree. I think the main reason Stellaris is so much more fun these days, is because StarNet AI can make you a bit more afraid of whatever might jump at you from the void.
Olafr_the_Viking  [developer] 7 Sep, 2022 @ 2:49pm 
7th of September 2022; another change, due to finding bugs in the mid-/late-game.

Removed the following mods:
ACOT and ACOT: Defines (the ACOT quest for Dark Matter seemed bugged, and it is redundant in the late-game, since Gigas also has a lot of nice and important late-game tech)
Expanded Notifications (they were annoying, so I removed them again)
Specialized Research (seemed to mess with AI, so it was removed)
New Enclaves (they got old and repetitive quite quick, so I needed to take them out again)
Planet States (same as above)
Dynamic Difficulty (removed, not needed)
UI Overhaul + New Enclaves (removed, not needed)
UI Overhaul + Planet States (removed, not needed)
Crisis Manager – End/Mid/Sleepers (these three crisis managers seemed to have conflict with Aggressive Crisis Engine, and in the end ACE won - we need to make the crisis great again)
AA’s Natural State (seemed to mess with StarNet build priorities, removed)
Repeatable Espionage Techs (it is too cheap, therefore badly balanced, and does not fit -removed)

Added:
Shut the f... we don't care (a user wanted it included in the mod list, and I agree)
Sinclair 9 Sep, 2022 @ 1:57am 
I thought some of the Giga crises recommend having ACOT to help counter those crises? Though if the Dark Matter quest is bugged then I guess it doesn't matter then right?
Olafr_the_Viking  [developer] 9 Sep, 2022 @ 2:14am 
The Giga crises are so OP, that I myself turn them off - but that might be because I have never gotten ACOT to work properly. So yeah; might be you need ACOT weaponry on the planet-crafts to counter Blokkats/Katzen/Aetherium.
Laaven 9 Sep, 2022 @ 2:01pm 
ACOT never caused a issue for me, i wont play modpack with giga without acot though
acot actually causes a lot of issues in multiplayer games
Laaven 10 Sep, 2022 @ 5:23pm 
People even attempt to play multiplayer with so many mods lol?
Demigod852 11 Sep, 2022 @ 1:33am 
Originally posted by Olafr_the_Viking:
The Giga crises are so OP, that I myself turn them off - but that might be because I have never gotten ACOT to work properly. So yeah; might be you need ACOT weaponry on the planet-crafts to counter Blokkats/Katzen/Aetherium.
You sure you didn't have level +6 scientists with either ascension traits or Spark of Genius for the initial unlocker and researched the science convention situation? I know one thing that causes problems with it and that's the upgraded Spark of Genius from the Academy tradition from expanded traditions. I know it's a pretty annoying requirement, but that's apparently how the mod author has prevented players from getting ACOT gateway techs too early
Last edited by Demigod852; 11 Sep, 2022 @ 1:34am
Olafr_the_Viking  [developer] 11 Sep, 2022 @ 7:13am 
Yeah, I am aware of that. I had level 8-10 scientists in all fields, with Spark of Genius or Curator, and had finished the Science convention and the first of the techs, but the two other ones did never show up, after what must have been 50-100 years and a lot of science. It has worked before, but did not that playthrough, so I guessed it was an incompatibility/bug with some other mod. But, I might look into it again - but right now, I am testing ESC as an alternative, so I am a bit undecided on where to go from here - either continue testing ESC and including that, or doing more tests with ACOT, and seeing if the bug stays, or if it can function again. I would be thankful for any thoughts/views you might have on this choice, as I am undecided on whether to go ESC or ACOT right now. Your thoughts?
Originally posted by Laaven:
People even attempt to play multiplayer with so many mods lol?

people even attempt to play paradox's games solo lol?
and btw just so you know, defeating Giga crises with ESC is just as easy/hard (depending on your playstyle) as it is with ACOT
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