Stellaris

Stellaris

WP's Dangerous Wildlife Expanded (3.14)
WP 🥔  [developer] 8 Dec, 2023 @ 1:01am
Feedback Please!
Feedback:
As with my other mods, full details are available on this spreadsheet[docs.google.com]. I'm open to changing whatever, so just right-click on the thing you think should be changed and pick "comment" and I'll see it!

This first version is not remotely play-tested. Seriously, I have barely touched the game. Just done some very basic checking of things.

It's possibly pretty broken and I am REALLY keen for workshop comments on any oddities you find.

There is also the matter of balance, which is just as important.

Tuned badly, this mod could end up feeling really annoying because there are too many attacks, or whatever. But do consider it's -meant- to be an army mod that pressures you to actually use your defences.

With that in mind, here are some questions I'm very interested in. You don't have to answer them all, even just one is useful.
1. Are the new Dangerous wildlife features too common or too rare?
2. Are the attacks from the Dangerous Wildlife too common or too infrequent?
3. Are the attacks from the Dangerous Wildlife too easy or too difficult?
4. Are the attacks when CLEARING wildlife too easy or too difficult?
5. Are the new recruit-able armies too strong or too weak?
6. Are the new colony bonuses too strong or too weak?

Techs:
1. Are the technologies showing up too commonly or too rarely?
2. Are the technologies showing up when they should not (i.e you are a machine intelligence, devouring swarm, fanatic purifier or fanatic xenophobe)?

AI:
1. Have you actually seen the AI clear their blockers?
2. Have you seen the AI using the new armies to invade you?
3. Is the AI struggling in any way that they shouldn't be?

Alternate interactions:
1. Are you accidentally getting techs and armies even when one of the empire types that shouldn't? (Fanatic xenophobe, machine intelligence, devouring swarm).
2. Can you successfully eat the wildlife as a devouring swarm?

Other:
1. Any tool-tip bugs?
2. Any typos?
3. Are there any errors in the error log? (there shouldn't be)

Any bugs you find I want to hear and any script improvement ideas you have I'll implement.

If you don't like anything about the balance, I've made a bunch of settings you can change in the scripted_variables folder. You can mess with deposit spawning,
army strength, decision costs, everything. Please let me know what you change and why! I'll probably make it the default mod behaviour for you.

If people have cool action screenshots of this mod doing things (like a screenshot of all your collected wildlife fighting an endgame crisis or something!) anything -at all- i'd love to put them on the workshop screenshot reel.
Last edited by WP 🥔; 10 Dec, 2023 @ 6:41pm
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Showing 1-15 of 36 comments
Zalpha 8 Dec, 2023 @ 10:39am 
I am high jacking this post to post some suggestions.
Zalpha 8 Dec, 2023 @ 10:39am 
Part 1.
This is so cool. I am really glad to see this. I am not sure which mod, it might be More Events Mod or one of the main event mods that adds in a planet with a feature of Xenomorphs from the movie Alien, it is an event with multiple branches. So you can study it from space and that leads to out comes, you can colonise it and that too leads to out comes and I think if you leave it as is then at too leads to out comes. What I am saying it is a detailed event mod based on a planetary feature. Three of the out comes I have experience with colonising it is out brakes of attacks and population loss, I am not sure about this but I think on another encounter the planet was lost, over run by them and another I got them tamed and could create armies of them to send into war. It is a really cool event and I get excited when ever I discover a Xenomorph planetary feature.
Zalpha 8 Dec, 2023 @ 10:39am 
Part 2.
As a suggestion, maybe you could next look into creating an event mod based on your locations as base for that mod, all following along with how a wild life interacts with the species colonising the planet. Just some ideas, some creature causes a cult of creature worshipping/sacrificing/collecting and other ideas like collection and trading or fighting them against each other and different species. How one particular creature became a galactic hit with its recorded song becoming an instant hit. Another is just so cute it became a mascot for the race and (pop/celeb) idol among the race. Anyway you could come up with endless events based on wild life location.
WP 🥔  [developer] 8 Dec, 2023 @ 12:35pm 
Hey man!
I think it's GPM that adds the xenomorph alien world, I believe I saw that while testing compatibility stuff with my previous mod and his. I didn't know about all the event stuff, though! His mod is really amazing and does so much stuff.

I think adding more events here is an interesting idea, I'll have a think about it thanks! And if you want to use this as a dumping ground go ahead.
Kepos 9 Dec, 2023 @ 5:53am 
@WP
Thank you for pointing at the *.ini file for the frequency. That would be one idea.
I would rather suggest to have a mod menu in the edict section or better have a mod at the very beginning of the game to choose the frequency. Not unlike Guilli's mod. So, 100% would have animals sector on every colonizable planet. (Just a heads up: if you plan animals/monsters on exotic/toxic/dead worlds, those might bring in it's own fun...but my idea would then be a more 'Alien' like approach, which no one ever could control.)
My best guess is, that people like to play different setups instead having a fixed frequency, just how they design their modded game.
Last edited by Kepos; 9 Dec, 2023 @ 5:56am
WP 🥔  [developer] 9 Dec, 2023 @ 6:05am 
Personally I'm really not a fan of in-game customisation menus or policies/edicts that are only about configs - so the most this mod will ever have is an out-of-game .ini I'm afraid! That said it's pretty easy to use and I'm happy to expand it with more options if people want them.
Kepos 9 Dec, 2023 @ 6:19am 
No problem, your design choice. So far I do not encounter 'spiders' everywhere I'll stick to the usual settings. :steamhappy:

BTW, got some instability on my latest test with about 40 active mods, while having both of your mods active.
[ALT]+[TAB] out of the game in the early years has frozen my complete system (Linux), but I still have to evaluate what might have caused it.
Last edited by Kepos; 9 Dec, 2023 @ 6:20am
RutraNickers 9 Dec, 2023 @ 12:56pm 
The prehistoric animal names is kind of a immersion breaker, since I doubt there would be Earth animals on random planets without a precursor doing it. But I have 2 suggestions about this:

1- You could just change their names to something more alien/generic, like "Tyrannosaurus" to "Tyrant Lizards" and "Pteranodons" to "Pterodonids";

2- Or, if you are really inspired, you could create an archaeology precursor that gives a relic that boosts your max monster army as a passive and have an active that boosts their damage (or something like that) and the sites' progression unfolds the how and why those animals got everywhere in the galaxy (and maybe that the precursors got killed by andless raids of their own pets?).
Last edited by RutraNickers; 9 Dec, 2023 @ 1:01pm
WP 🥔  [developer] 9 Dec, 2023 @ 2:30pm 
@RutraNickers
Yeah I was thinking about this issue with the prehistoric names. The idea isn't that they are EXACTLY "millipedes" or whatever, but that they are alien species that evolved in a similar way. We see convergent evolution on earth all the time so I don't think it's a real stretch. But signifying it in game is tricky. What I had for a while was something like T-rex "Analogues", so that people know they are "Alien" not-quite T-rexes but a similar sort of species. But then I realised I'd just be copying the same description onto everything and in the end the player just has to come to that conclusion themselves.

And there is still a problem there that we're assuming the empire has an earth-frame of reference too. Why would the Blorg or any custom empire even know about the earth species to compare to in the first place?

So I just kinda left it.

I see the merits of your suggestion but by creating generic substitute names I sort of lose the vibe and no longer really feel like I'm living the fantasy, if you know what I mean.

I also had them as "-oids" at one point, but then I realised that this categorisation is really being used by the game to refer to sapient species, and I don't want to step over that line.

So I don't know a suggestion really. I think players have to just resolve it in their own minds but maybe you (or anyone) has another idea.

Lastly I will note that any goofier/more immersion breaking army name is specifically on a very rare slot. Like the pandas are kind of a funny fantasy, but you'll almost never find them because games have so few gaia planets, dangerous wildlife is rarer on gaias, and then you have to roll the rare wildlife type too after that! They're a treat deserving of a special designation in my mind.
Last edited by WP 🥔; 9 Dec, 2023 @ 2:30pm
VanDerBlade 10 Dec, 2023 @ 7:26am 
Some feedback to make this mod a much more pleasant experience:

Gauranteed habitable worlds should be exempted from the wild-life blockers.... in a role-playing sense it seems less interesting, but when starting out, colonizing is important (unless someone plays with the origin: Ocean's Paradise). And it super hurts, like a thorn-in-the-butthole, to colonize a planet, only to get stomped by a 700 army, preventing further development until one can recruit a basic 1k army (no buffs researched).... that's if I was lucky to roll the common beasties and not the super OP strong version within 10-years of the game-time

Same goes for AI: too mnay times I've seen their forge world fall into the hands of an unknown empire, only to discover that the beasties were there. At least for the devouring swarm AI, this doesn't seem to affect them.

Solution: planetary diversity runs a script at the game start, asking whether the gauranteed habitable worlds should be changed / excempted from the mod's changes. Same could be applied by this mod.

Instead of checking yearly for spawning of beasts, maybe delay this by 10-years in-game: gives the player time to build an army at least; we already have other issues to deal with like an advanced, neighbouring devouring-swarm empire on grand-admiral difficulty :D

Also if AI can be smarter about their armies and stop sending in weak armies to deal with their own beasts would be a bonus. Kinda funny how their 1k army gets eaten alive by 700 army strength.... and the 44k is even more funnier xD

Thanks for the mod: it's a nice change of pace and makes armies more intersting <3
WP 🥔  [developer] 10 Dec, 2023 @ 3:35pm 
That is FANTASTIC feedback! Another option is to weaken the wildlife armies or lower the number of them or lower the chance of them spawning. Do you think that needs to happen?

I really like the delay for 10 years thing as well as the no guaranteed colonisation worlds thing, I'll add both of those right away.
WP 🥔  [developer] 10 Dec, 2023 @ 6:41pm 
I forgot to actually add the link to the full details spreadhseet before, have done that now and also i'll drop a link here:
https://docs.google.com/spreadsheets/d/17gcN4dZ0ZSaKiynktRUvI9ynwKcRIW1ukcMis1-yJ4I/edit?usp=sharing
The Raven 14 Dec, 2023 @ 12:35am 
My only feedback is that they seem extremely rare when playing with mods that add new planet types like PD and ASPR.

An ideal solution albeit one that would take a lot of work would be to integrate an expansion for mods like those.

But I know that's asking a lot, it would be nice if their spawn weights were a bit higher when using mods with new planet types.

I'm seeing maybe 1/15 habitable planets with a deposit and even then it's almost always the same creature repeated 2-3 times instead of a diverse cast.

That said I have seen one gaia world with three different creatures and it made me go to war to take it lol.
WP 🥔  [developer] 14 Dec, 2023 @ 1:07am 
That's an awesome story about gaia worlds!

What is ASPR? The rates should be 100% the same with just planetary diversity, so maybe it's that mod alone that has reduced your rates. Perhaps I can build compatibility for it.
The Raven 14 Dec, 2023 @ 11:25pm 
Its APSR my bad. It adds 24 unique planets that come in two new planet types all with a different unique resource deposit and some unique tech. I'm not sure honestly if its causing issues now that i think about it since there should be no over lap since you said it works with PD. It might be a Guili's Planetary Modifers or Legendary Worlds issue instead but im no coder myself I just love this mod and want more of it lol.

APSR link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1346877266
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