Stellaris

Stellaris

Halo: The Flood
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force728  [developer] 4 Sep, 2022 @ 8:03pm
Suggestions
Post any thoughts or suggestions you may have for this mod. Feedback is appreciated.
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Showing 1-15 of 48 comments
Grendain 5 Sep, 2022 @ 5:46am 
I belive you are a Gigachad Halo fan lore gg. The Plague-Logic = Flood when infected planets of civilizations with Robots, the robots become corrupted and become Flood allies
JabaJoba 7 Sep, 2022 @ 12:15pm 
Odd idea but what if you made the flood into an end-game crisis? Sorta like how someone converted the darkness origin from destiny into a crisis.
force728  [developer] 7 Sep, 2022 @ 4:54pm 
Originally posted by JabaJoba:
Odd idea but what if you made the flood into an end-game crisis? Sorta like how someone converted the darkness origin from destiny into a crisis.

It's not an odd idea. I'm just thinking about the mechanics for a Flood crisis that doesn't look like another copy of the Prethoryn Scourge.

Also, I made the black fleet mod as a first attempt at making a new crisis. However, I'm still learning how to get it to function as intended.
Last edited by force728; 8 Sep, 2022 @ 1:40pm
consider working on the precursors mod pls, i can give you the files if you like
tpd1864blake 11 Sep, 2022 @ 7:25am 
Here's some interesting mechanics that would turn the Flood into more like what you see in the lore/games:

  1. Set Flood species reproduction rates to 0%, the only way to increase your pop is to assimilate other species
  2. A decision that can be used per planet to create pure form armies at the cost of food
  3. Reduce Flood combat effectiveness against machine species
  4. Add a special building that can only be constructed on ring worlds which gives a huge advantage against Flood species
  5. Some sort of mechanic where you can construct a Gravemind using the corpses of other species which gives you random technology unlocks from that species

Might be a little ambitious to implement all of these but those are my suggestions
force728  [developer] 11 Sep, 2022 @ 10:57am 
Originally posted by tpd1864blake:
Here's some interesting mechanics that would turn the Flood into more like what you see in the lore/games:

  1. Set Flood species reproduction rates to 0%, the only way to increase your pop is to assimilate other species
  2. A decision that can be used per planet to create pure form armies at the cost of food
  3. Reduce Flood combat effectiveness against machine species
  4. Add a special building that can only be constructed on ring worlds which gives a huge advantage against Flood species
  5. Some sort of mechanic where you can construct a Gravemind using the corpses of other species which gives you random technology unlocks from that species

Might be a little ambitious to implement all of these but those are my suggestions

1. The pop growth rates for pure flood forms are already very low, but I'll think about it.

2. Idk about this one as you can already make pure flood armies with pure flood pops by using food instead of minerals, but I'll consider it.

3. I'm not sure about reducing their effectiveness, but when flood armies attack machine empires on the ground, they can't reanimate their armies due to their synthetic design.

4. Could you explain your idea a bit more for Ring Worlds?

5. The current Flood mechanic is that for every pop that is consumed, they get an infected pop and some phy/soc/eng research. Also, there is already a Gravemind mechanic in the mod that's based on the Progenitor Hive origin, but I like your idea.

Also, thanks for offering your ideas, I appreciate it. So if have any other ideas, just post them here.
Raven 23 Sep, 2022 @ 4:01am 
I know your using scourge as most ship templates but I wonder in the future if ya plan on making or having someone make more flood ship designs. This mod is really cool.
DefactoAle 29 Sep, 2022 @ 6:20am 
hello i was thinking if its possible to change the AI so that a AI Flood empire do not add shields on the ship template as they currently get nullified
force728  [developer] 29 Sep, 2022 @ 11:15am 
Originally posted by DefactoAle:
hello i was thinking if its possible to change the AI so that a AI Flood empire do not add shields on the ship template as they currently get nullified

Changing AI behavior is a bit tricky, but I'll see what I can do.
Vibby 4 Oct, 2022 @ 10:02pm 
I have to disagree about the choice to make The Flood like the vanilla Progenitor Hive origin. Not because the origin is bad, but because the -50% ship speed reduction is absolutely terribly made in vanilla, and carrying it over just makes the experience of playing the game painful for one simple reason: civilian ships. See, Paradox thought it was a brilliant idea to give the modifier to civilian ships too, meaning if they ever go into a system with any terrain modifier, they're suddenly at like -75% speed or even worse, and it makes moving just a huge massive chore. The one, and only, time I tried to play such an empire I gave up halfway through do to being forced to micromanage every science ship with a military ship escort. It isn't fun.

This is not your fault at all, it's the devs' fault for such a huge oversight in the origin, but it makes the origin in your mod much less fun just by existing and I suggest you at the very least remove the speed reduction, or at least make it so it's not applied to civilian ships (though I have no idea how difficult that would be).
Last edited by Vibby; 4 Oct, 2022 @ 10:02pm
force728  [developer] 4 Oct, 2022 @ 10:35pm 
Originally posted by Vibby:
I have to disagree about the choice to make The Flood like the vanilla Progenitor Hive origin. Not because the origin is bad, but because the -50% ship speed reduction is absolutely terribly made in vanilla, and carrying it over just makes the experience of playing the game painful for one simple reason: civilian ships. See, Paradox thought it was a brilliant idea to give the modifier to civilian ships too, meaning if they ever go into a system with any terrain modifier, they're suddenly at like -75% speed or even worse, and it makes moving just a huge massive chore. The one, and only, time I tried to play such an empire I gave up halfway through do to being forced to micromanage every science ship with a military ship escort. It isn't fun.

This is not your fault at all, it's the devs' fault for such a huge oversight in the origin, but it makes the origin in your mod much less fun just by existing and I suggest you at the very least remove the speed reduction, or at least make it so it's not applied to civilian ships (though I have no idea how difficult that would be).

I see your point. I'll think about changing the negative modifiers for ship speed the next time I update.
Vibby 5 Oct, 2022 @ 6:48pm 
After playing some more, I'm curious if colonies you bombard are meant to be missing the 'flood colony' modifier? Making them less powerful BY FAR than colonies you convert with the planetary decision. It's been fine as I'm playing with a mod to abandon colonies, so I've just been shoving all the pops from planets I conquer onto my better worlds, but without that I'd likely have dozens and dozens of worlds I just won't use due to how amazing the worlds made by the decision are. It even makes my capitol kind of crappy compared to them, which definitely doesn't sound on purpose. Perhaps add a planetary decision on your capitol and conquered worlds to give them an even better modifier, or nerf the colony modifier, since it's an odd playstyle that I'm forced into if I want to be efficient. Unless this is a bug, then oops!

Other than that and the slow civie ships, I'm loving this mod and everything about it! So much fun~
Last edited by Vibby; 5 Oct, 2022 @ 6:50pm
force728  [developer] 5 Oct, 2022 @ 7:15pm 
Originally posted by Vibby:
After playing some more, I'm curious if colonies you bombard are meant to be missing the 'flood colony' modifier? Making them less powerful BY FAR than colonies you convert with the planetary decision. It's been fine as I'm playing with a mod to abandon colonies, so I've just been shoving all the pops from planets I conquer onto my better worlds, but without that I'd likely have dozens and dozens of worlds I just won't use due to how amazing the worlds made by the decision are. It even makes my capitol kind of crappy compared to them, which definitely doesn't sound on purpose. Perhaps add a planetary decision on your capitol and conquered worlds to give them an even better modifier, or nerf the colony modifier, since it's an odd playstyle that I'm forced into if I want to be efficient. Unless this is a bug, then oops!

Other than that and the slow civie ships, I'm loving this mod and everything about it! So much fun~

Thanks, I originally intended for that modifier to come in stages. In another mod with an insecticon mechanical hive, they would slowly convert a planet into a full hive after three decision stages instead of one with each stage reducing the negative modifiers until they became positive at the later stages.

For this mod, since the Flood are extremely virulent and adaptable, they should be able to quickly consume a world so I made it a one stage decision to show how quickly they spread if left unchecked.

It's intended for that modifier to be on every flood hive, so I'll probably nerf it a bit.
Vibby 6 Oct, 2022 @ 12:35am 
Originally posted by force728:
Originally posted by Vibby:
After playing some more, I'm curious if colonies you bombard are meant to be missing the 'flood colony' modifier? Making them less powerful BY FAR than colonies you convert with the planetary decision. It's been fine as I'm playing with a mod to abandon colonies, so I've just been shoving all the pops from planets I conquer onto my better worlds, but without that I'd likely have dozens and dozens of worlds I just won't use due to how amazing the worlds made by the decision are. It even makes my capitol kind of crappy compared to them, which definitely doesn't sound on purpose. Perhaps add a planetary decision on your capitol and conquered worlds to give them an even better modifier, or nerf the colony modifier, since it's an odd playstyle that I'm forced into if I want to be efficient. Unless this is a bug, then oops!

Other than that and the slow civie ships, I'm loving this mod and everything about it! So much fun~

Thanks, I originally intended for that modifier to come in stages. In another mod with an insecticon mechanical hive, they would slowly convert a planet into a full hive after three decision stages instead of one with each stage reducing the negative modifiers until they became positive at the later stages.

For this mod, since the Flood are extremely virulent and adaptable, they should be able to quickly consume a world so I made it a one stage decision to show how quickly they spread if left unchecked.

It's intended for that modifier to be on every flood hive, so I'll probably nerf it a bit.
Nerfing it might not be the way to go. Perhaps just figure out why it's not on every world? Could have a progression system like you explained for worlds taken over from orbit, just add the decision to make them identical to their colony versions.
Vibby 7 Oct, 2022 @ 1:47pm 
After getting to midgame with huge fleets, the 'ships are infected and join your side when you kill them' feature, while loads of fun early game, eventually makes the game nearly unplayable. It's fine when fleets are small, but once you have literal thousands of navy fleet power being brought to my side per battle, I simply can't do anything with all those fleets. I suggest a way to toggle this, or remove it entirely if that's not possible. Because as cool as it is to capture ships, Paradox just hasn't made the game in a way where this is viable in late game. Biggest issue is the fleet manager, and how Paradox STILL hasn't fixed the bug where lots of empty fleets will cause the game to go under 1 fps when it's open, and since those little fleets die often during the battles, that creates hundreds of little empty fleets in the fleet manager, which makes the fleet manager almost impossible to open and practically impossible to navigate.
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