Stellaris

Stellaris

『 3.9 』Actual Stellar Systems
 This topic has been pinned, so it's probably important
T145  [developer] 3 Jan, 2023 @ 7:56am
Feedback Forum
For general discussion around the mod, game mechanics, and what makes sense to adjust!

Please be polite and respectful. :steamthumbsup:
< >
Showing 1-8 of 8 comments
Spider 3 Jan, 2023 @ 9:07am 
I do have to agree that the Dreadnought Fix is largely obsolete due to vanilla gameplay changes. This mod had me sold at a full import of Starlight and Complex's Bright Stars, but certain changes like that do go beyond the scope of a mod that is advertised as being realistic/pretty star systems.
T145  [developer] 3 Jan, 2023 @ 9:36am 
Originally posted by Spider:
I do have to agree that the Dreadnought Fix is largely obsolete due to vanilla gameplay changes. This mod had me sold at a full import of Starlight and Complex's Bright Stars, but certain changes like that do go beyond the scope of a mod that is advertised as being realistic/pretty star systems.
Understood; thanks for the feedback! In porting Realistic Stars my assumption was that people would understand that there are more than just purely graphical changes. I'll work on defining a proper mod scope to add in the description so people don't get confused going forward.

As for the Dreadnought changes, there were relatively recent comments on the workshop pages that had similar content they would still be required. I'll ask around and if it's a general consensus that the changes aren't needed I'll definitely remove them. I have no attachment to them as they just generate warning messages in the error log.
Spider 3 Jan, 2023 @ 6:40pm 
The Stellaris mod discord group is a good place to ask if you're there.

On a positive note, I can definitely see Abandoned Habitats as being a mod worthy of being integrated, so thanks for that. :)
BP 5 Jan, 2023 @ 10:12am 
I'm going to echo the comments r.e: balance changes.

Like the real space stuff, that's the main draw. I'm indifferent on the addition of Nomads to Megacorp, and, it seems, Privateers for Apocalypse.
T145  [developer] 5 Jan, 2023 @ 12:58pm 
Originally posted by BP:
I'm going to echo the comments r.e: balance changes.

Like the real space stuff, that's the main draw. I'm indifferent on the addition of Nomads to Megacorp, and, it seems, Privateers for Apocalypse.
All the "controversial" content was removed, and the project scope is more defined! Since I'm going to be adding in more unique solar systems that reflect those in reality, I'd say re-enabling unique system content neglected by PDX falls w/in that scope. I'm hoping to also overhaul Nomads and Privateers in the future so they aren't afterthoughts, but that will likely require bringing on some help to the team.
kapsellola 24 Jan, 2023 @ 11:24pm 
It's best not to add O-class stars. Gigastructures add very good bonuses for it, and if you add them, we will have to disable O-class stars (no more 500% gigastructures bonuses as well). And I saw you were planning to add O-class stars to this mod. Unless you would make a compatch for it.
T145  [developer] 25 Jan, 2023 @ 11:50am 
Originally posted by kapsellola:
It's best not to add O-class stars. Gigastructures add very good bonuses for it, and if you add them, we will have to disable O-class stars (no more 500% gigastructures bonuses as well). And I saw you were planning to add O-class stars to this mod. Unless you would make a compatch for it.
No need to worry about the custom stars. As far as I'm aware, just adding any star class that overwrites another other mod's isn't a concern. If the flag and entity names are all the same it should just be inherently compatible. GE also has native compatibility so I wouldn't worry about that mod in particular. If it does require a compatch I'll leave a post in the Compatibility Centre forum, so subscribe to that for any updates.
kapsellola 25 Jan, 2023 @ 12:58pm 
Originally posted by T145:
Originally posted by kapsellola:
It's best not to add O-class stars. Gigastructures add very good bonuses for it, and if you add them, we will have to disable O-class stars (no more 500% gigastructures bonuses as well). And I saw you were planning to add O-class stars to this mod. Unless you would make a compatch for it.
No need to worry about the custom stars. As far as I'm aware, just adding any star class that overwrites another other mod's isn't a concern. If the flag and entity names are all the same it should just be inherently compatible. GE also has native compatibility so I wouldn't worry about that mod in particular. If it does require a compatch I'll leave a post in the Compatibility Centre forum, so subscribe to that for any updates.
Thanks for the info.
< >
Showing 1-8 of 8 comments
Per page: 1530 50