Stellaris

Stellaris

Cellaris - Hive Mind Expansion (Stellaris 3.14)
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Exakan  [developer] 30 Jan @ 9:24am
[Feedback] Bug Reports & Suggestions
Title :)
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Showing 1-8 of 8 comments
My main suggestion would be to spruce up Leviathan Hives, as they feel like they have a **ton** of potential.

One idea I had that's related to this is giving Leviathan Hives the ability to create "Hive Dragons" if they've slain the Voidspawn, Ether Drake, or Shard. Hive Dragons would be *roughly* between the strength of a Battleship or a Titan, and would be able to be merged into a normal fleet, but would require gestation within a planet (much like the Voidspawn) and would cost a rather hefty amount of food to make. As for their sections, they should have 3 (like larger ships), with a total of 2 bow variations, 4-5 core variations, and 3 stern variations. Appearance-wise, I think their looks should depend on the bow section you choose. (G-slot bow causes it to look more like a Voidspawn, while the X-slot bow causes it to look more like an Ether Drake.)

Another Idea for Leviathan Hives that I had was expanding the types of Leviathan Armies that these Hives can field, as this facet also feels a bit lacking. (Maybe a Burrowing Leviathan that causes more collateral damage and destruction at the cost of being less beefy than the Armored Leviathan?)
suggestions for bio-engineers/voidlings in general: AI options! Artillery isnt always what you want from a disposable swarm unit

acid weapons: tech options for them, not only would this be nice for the flavor of a bio engineering hive making thier non living ships somewhat bio-mechanical it would also let you put them back on the voidling if you enjoy having them, or if you just want to mix their load out a bit

Aura: when viewed in the ship editor voidlings dont have thier aura, this leads to the sad moment where they lose that repair aura if you make your own design,

(i might add more as i discover more, this is just some stuff ive thought of over the time ive used the cute little buggers)
Hivelord 22 Mar @ 8:00am 
My only suggestion would be for one of the efffects virusoids have is when they infect pops of a specific planet the infected pop will spawn an army that will attack when commanded and at war.
Exakan  [developer] 27 Mar @ 8:26am 
Originally posted by booper02:
suggestions for bio-engineers/voidlings in general: AI options! Artillery isnt always what you want from a disposable swarm unit

acid weapons: tech options for them, not only would this be nice for the flavor of a bio engineering hive making thier non living ships somewhat bio-mechanical it would also let you put them back on the voidling if you enjoy having them, or if you just want to mix their load out a bit

Aura: when viewed in the ship editor voidlings dont have thier aura, this leads to the sad moment where they lose that repair aura if you make your own design,

(i might add more as i discover more, this is just some stuff ive thought of over the time ive used the cute little buggers)
Thanks for the suggestions! Will take some time though because I am waiting for 4.0 first
Exakan  [developer] 27 Mar @ 8:26am 
Originally posted by AT:
My only suggestion would be for one of the efffects virusoids have is when they infect pops of a specific planet the infected pop will spawn an army that will attack when commanded and at war.
Funny idea!
Birdan 18 Apr @ 6:15am 
One small suggestion or question I have is why the civic requirements / exclusions are set up the way they are? There are quite a few civics added by this mod that cannot be used with other civics even whey they seem like they should fit together just fine. I am wondering if this is done for balance reasons or something else. Leviathans seems to be the biggest culprit of this, almost everything seems to be incompatable with it for no apparent reason. For instance, why cant I be a bio-engineering leviathan race? or a leviathan race with underground hives? I understand perhaps you did this for balance or lore consistency (for instance I can kinda see that parasitic leviathans might seem odd), but it is somewhat frustrating to be unable to pick and choose for ourselves what our empire can and cannot be.
I also wanna add that I absolutely love your mod though, you did great work on this! Especially the biological planets and that you made complete unique biological buildings for them is super cool.
Last edited by Birdan; 18 Apr @ 6:17am
Exakan  [developer] 18 Apr @ 8:56am 
Originally posted by Birdan:
One small suggestion or question I have is why the civic requirements / exclusions are set up the way they are? There are quite a few civics added by this mod that cannot be used with other civics even whey they seem like they should fit together just fine. I am wondering if this is done for balance reasons or something else. Leviathans seems to be the biggest culprit of this, almost everything seems to be incompatable with it for no apparent reason. For instance, why cant I be a bio-engineering leviathan race? or a leviathan race with underground hives? I understand perhaps you did this for balance or lore consistency (for instance I can kinda see that parasitic leviathans might seem odd), but it is somewhat frustrating to be unable to pick and choose for ourselves what our empire can and cannot be.
I also wanna add that I absolutely love your mod though, you did great work on this! Especially the biological planets and that you made complete unique biological buildings for them is super cool.
Balance reasons and for some I thought it is weird that creatures with the size of a skyscraper can do XYZ. This will however change after 4.0 released, I dont plan any update before that :)
Birdan 18 Apr @ 9:07am 
Originally posted by Exakan:
Originally posted by Birdan:
One small suggestion or question I have is why the civic requirements / exclusions are set up the way they are? There are quite a few civics added by this mod that cannot be used with other civics even whey they seem like they should fit together just fine. I am wondering if this is done for balance reasons or something else. Leviathans seems to be the biggest culprit of this, almost everything seems to be incompatable with it for no apparent reason. For instance, why cant I be a bio-engineering leviathan race? or a leviathan race with underground hives? I understand perhaps you did this for balance or lore consistency (for instance I can kinda see that parasitic leviathans might seem odd), but it is somewhat frustrating to be unable to pick and choose for ourselves what our empire can and cannot be.
I also wanna add that I absolutely love your mod though, you did great work on this! Especially the biological planets and that you made complete unique biological buildings for them is super cool.
Balance reasons and for some I thought it is weird that creatures with the size of a skyscraper can do XYZ. This will however change after 4.0 released, I dont plan any update before that :)
Alright makes sense! thanks for the quick reply! Also yeah, no use updating just for 4.0 to destroy everything on release
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