Stellaris

Stellaris

More Ascension Perks
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kroun  [developer] 1 Dec, 2023 @ 7:55am
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Showing 1-15 of 15 comments
Skylearion 1 Dec, 2023 @ 10:03pm 
I believe the ascension perk for discovering another precursor should instead be a precursor that doesn't exist yet in other words you should make a new one for that perk to do because one could do a precursor that someone else has already done or hasn't finished potentially leading to a angry multiplayer experience. maybe you could add more than 1 potential precursor for the person to potentially get.
Skylearion 1 Dec, 2023 @ 10:07pm 
Originally posted by Skylearion:
I believe the ascension perk for discovering another precursor should instead be a precursor that doesn't exist yet in other words you should make a new one for that perk to do because one could do a precursor that someone else has already done or hasn't finished potentially leading to a angry multiplayer experience. maybe you could add more than 1 potential precursor for the person to potentially get.
context: I have not yet gotten into a game with this mod but thought the obvious, so sorry if my assumptions are wrong.
Last edited by Skylearion; 1 Dec, 2023 @ 10:08pm
kroun  [developer] 1 Dec, 2023 @ 10:35pm 
Originally posted by Skylearion:
I believe the ascension perk for discovering another precursor should instead be a precursor that doesn't exist yet in other words you should make a new one for that perk to do because one could do a precursor that someone else has already done or hasn't finished potentially leading to a angry multiplayer experience. maybe you could add more than 1 potential precursor for the person to potentially get.

Currently that is impossible as it will only give digsite-based precursors that have not yet been discovered (you can't pick it if all of them have been discovered). I am working on making it so the normal anomaly-based precursors can also be discovered with Obsession of Past, but my plan is to make it so you can't get already-discovered precursors with it.
As much as I would like to make a custom precursor for it, it simply is way too much work for me.
Skylearion 3 Dec, 2023 @ 2:18pm 
it would be cool if you could create a perk that would allow one to make something that could act like a industrial ship that flies around but you could only have a limited number of them in your empire something like 2-3 max. this would in theory mean that even if your alloy worlds are taken if you still have a shipyard station and a few industry ships then one could still build a fleet to retake some stuff.
Skylearion 3 Dec, 2023 @ 2:18pm 
Originally posted by kroun:
Originally posted by Skylearion:
I believe the ascension perk for discovering another precursor should instead be a precursor that doesn't exist yet in other words you should make a new one for that perk to do because one could do a precursor that someone else has already done or hasn't finished potentially leading to a angry multiplayer experience. maybe you could add more than 1 potential precursor for the person to potentially get.

Currently that is impossible as it will only give digsite-based precursors that have not yet been discovered (you can't pick it if all of them have been discovered). I am working on making it so the normal anomaly-based precursors can also be discovered with Obsession of Past, but my plan is to make it so you can't get already-discovered precursors with it.
As much as I would like to make a custom precursor for it, it simply is way too much work for me.
also thanks for the clarification
kroun  [developer] 4 Dec, 2023 @ 8:31am 
Originally posted by Skylearion:
it would be cool if you could create a perk that would allow one to make something that could act like a industrial ship that flies around but you could only have a limited number of them in your empire something like 2-3 max. this would in theory mean that even if your alloy worlds are taken if you still have a shipyard station and a few industry ships then one could still build a fleet to retake some stuff.
So basically flying auto-forges?
kroun  [developer] 4 Dec, 2023 @ 8:54am 
Originally posted by Skylearion:
it would be cool if you could create a perk that would allow one to make something that could act like a industrial ship that flies around but you could only have a limited number of them in your empire something like 2-3 max. this would in theory mean that even if your alloy worlds are taken if you still have a shipyard station and a few industry ships then one could still build a fleet to retake some stuff.
Also, such a perk is certainly possible.
Cake331 6 Dec, 2023 @ 9:42am 
would be neat to see some sort of tomb-world related ascension perk given they are quite a neglected part of the base game. There are little benefit to keeping them around and I do wish there were options in the game to not only create tomb worlds a little easier without having to get the Armageddon bombardment stance (which also locks you into one playstyle) but also inhabit them easier. could also be nice to see bonuses from inhabiting them as well.
Odin 8 Jan, 2024 @ 8:15pm 
I would love to see a modification of the "mastery of hyperspace" perk to effect space debuffs from the Real Space mod as well :) It is a great mod as is but currently it unfortunately does not work with Real Spaces' modifiers.
Im gonna say it first - EMP Pulses is deadass stupid. It make ANY shield-build ships suffer just from existance on hostile territory just for 10 DAYS as crisis with Wipe them out war, aswell as murder any buffs to them, even Bulwark, so it make 0 sence to ever pick it. At all.

It's impossible to fight against AI because they all pick it, and, well, they Do have shields and anti-armor/hull weapons, and you - dont.

I will suggest later ideas, but man - that even worse than you imagine.
Last edited by †MLS† KIRINAS ';,†,;' ;,,;; 19 Jan, 2024 @ 10:06am
kroun  [developer] 19 Jan, 2024 @ 8:35am 
Originally posted by †MLS† KIRINAS ',†,' ,,:
Im gonna say it first - EMP Pulses is deadass stupid. It males ANY shield-build ships suffer just from existance on hostile territory just for 10 DAYS as crisis with Wipe them out war, aswell as murder any buffs to them, even Bulwark, so it make 0 sence to ever pick it. At all.

It's impossible to fight against AI because they all pick it, and, well, they Do have shields and anti-armor/hull weapons, and you - dont.

I will suggest later ideas, but man - that even worse than you imagine.

Oh my.
I'm terribly sorry, I must have set the weight too high. I never intended for AI to pick it all the time.
Problem not in weight - perk is just op in defence. It like Zroni storm caster on minimal without precursor themself on whole galaxy.

And offence too. Like, if battle happen 3 times in a row enemy fleet lost 99% shields. Just from starting battle. With ASB it very noticeble.

Concept is fine, realisation is not.
Last edited by †MLS† KIRINAS ';,†,;' ;,,;; 19 Jan, 2024 @ 10:24am
So.

Lets suggest some things.

Obsession of Past

- Rework bonus from +1 archeology skill to 25% archeology excavation.

Leaders have high enough skill just on 6 lvl.

Impenetrable Bulwark

- Reduce damage bombardment reduction from 50 to 25%

Because it another shield generator for free, which makes irrelevant some traditions and generator themself.

- Reduce shield bonus from 25 to 15%
- Reduce shield hardening from 25% to 10%

Shields now is in a wierd position, and mostly because of that hardening. Aswell they have bonuses for this from origin or astral rift events. And edict what already increase it And shields for 25% for quite cheap upkeep.

- Add requirement of having Shield Generator and Tier 3 shields.

Because genocide type-empires on first 5-6 years have very tough fleets, aswell as starbases.

EMP Pulses

Boy, you dead.

- Split perk on two choices.

1 - That makes aura what reduce enemy regeneration shields 33% (instead of 100. Wtf it even that high).

But here's the problem - since armor is meta shields are pointless, regardless of being shutdown by storms or that perk. In that case perk is just dead weight. Need deeper rework.


2 - Makes your fleets deal more damage against sheilds by 33% instead instant lose it just for start battle. If i remember correctly, game do not allow restrict this bonus to specific type of weapon, only overall.

Who tell you that was good idea in first place?.
Last edited by †MLS† KIRINAS ';,†,;' ;,,;; 20 Jan, 2024 @ 3:19am
kroun  [developer] 20 Jan, 2024 @ 11:10am 
Originally posted by †MLS† KIRINAS ',†,' ,,:

Obsession of Past

- Rework bonus from +1 archeology skill to 25% archeology excavation.

Leaders have high enough skill just on 6 lvl.

Obsession of Past was never meant to have any effects other than giving you an additional precursor. The Archeology skill is just "flavor".

Originally posted by †MLS† KIRINAS ',†,' ,,:

Impenetrable Bulwark

- Reduce damage bombardment reduction from 50 to 25%

Because it another shield generator for free, which makes irrelevant some traditions and generator themself.

- Reduce shield bonus from 25 to 15%
- Reduce shield hardening from 25% to 10%

Shields now is in a wierd position, and mostly because of that hardening. Aswell they have bonuses for this from origin or astral rift events. And edict what already increase it And shields for 25% for quite cheap upkeep.

- Add requirement of having Shield Generator and Tier 3 shields.

Because genocide type-empires on first 5-6 years have very tough fleets, aswell as starbases.

I don't like the idea of nerfing it this hard, but adding the requirement of having shield generator / shield technology is something I will think about.

Originally posted by †MLS† KIRINAS ',†,' ,,:
EMP Pulses

Boy, you dead.

- Split perk on two choices.

1 - That makes aura what reduce enemy regeneration shields 33% (instead of 100. Wtf it even that high).

But here's the problem - since armor is meta shields are pointless, regardless of being shutdown by storms or that perk. In that case perk is just dead weight. Need deeper rework.


2 - Makes your fleets deal more damage against sheilds by 33% instead instant lose it just for start battle. If i remember correctly, game do not allow restrict this bonus to specific type of weapon, only overall.

Who tell you that was good idea in first place?.

No-one told me it was a good idea. It just sounded cool, and so I went with it.

Anyway, do note that shields regenerate slower in combat, so -100% regeneration is actually not that great. It also does nothing in any systems your enemy has occupied, so it is only ever going to affect regeneration during battles.

Also, the way I made the perk strip the shields from enemy ships, already-affected ships are not affected further. That is, they shouldn't be able to lose more than 33% shields from this perk.

I hope this helps.
Ships have negative regeneration if in system exist starbase.
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