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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.
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.
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.
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.
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.
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?).
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.
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
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.
https://docs.google.com/spreadsheets/d/17gcN4dZ0ZSaKiynktRUvI9ynwKcRIW1ukcMis1-yJ4I/edit?usp=sharing
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.
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.
APSR link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1346877266