Stellaris

Stellaris

Fen's Zerg Species - Pre Release
Some General Suggestions
This was originally intended to be a comment but then I realized it passed the character limit four times over; probably mostly formatting. So- instead: I'm putting it here.




I don't normally engage with the community; but I want to see this mod succeed and more people are asking questions than providing suggestions.








Things to consider moving forward
Civic Oversaturation
A common problem I personally encounter with modded hivemind content is civic oversaturation. A lot of mods have a dozen civics that fulfill one small niche; which would be fine if we had say... 5 civic slots: but we have 2 by default. Two little slots to define your entire empire.


I did of course get a mod to raise that number but it doesn't change the core issue. I ask that you consider the weight of a civic slot. Additionally: I do believe i've seen people make civics cost no slots at all in the past; that would let you make a bunch of niche civics without severely limiting what an empire can be. Or perhaps the big ones cost a slot and the little niche ones don't.


That would of course open up a balance issue but I- at least: feel that player choice and fun come before balancing. In my experience most people can self-regulate.


Origin Impact
Origins are even heavier than civic slots in importance and I've seen a lot of mods effectively put all their mod's content behind an origin: The problem is- taking an origin locks all other origins. There's another Zerg mod I really love that hasn't updated yet but while I love it to bits- there is a lot of content locked behind a 'Zerg' origin and that means that it would be incompatible with the Evolutionary Predators Origin, or the Galactic Plague Origin from Darkspace.


Similar to what I was saying with Civic oversaturation: this doesn't mean don't make origins I just ask to keep in mind the commitment they represent.








Proper Suggestions
Aesthetics
  • Zerg City
The Spinovore city is a pretty good stand-in for zerg but I think some proper, recognizable zerg buildings could go a long way for the fantasy.
  • Overmind Portrait
I pretty much always choose this myself; if it's available; i've seen people reskin the Prethroryn portrait for this to get the moving eye effect.
  • Namelist
I've seen others use the names of zerg in-game for this but in my experience it feels weird having a Queen portrait named 'Abathur'. I don't know what work this would entail but I'd suggest a original namelist of zerg-ish sounding names. Also- since the Shipset should be among the last stretch goals imo: I think the ships should have more generic names: seeing what is clearly not a mutalisk being called one adds to the jank i've seen from other namelists.


Content
  • Integrate Evolutionary Predators
This is the most Zerg-coded feature in the vanilla game now besides the meat ships; There's a lot you're going to want to do though to emulate zerg so I think the functionality of Evo Predators needs to be integrated into a origin or preferably a civic alongside other zerg-emulating changes.
  • Infestation
Not many players think about it; but this is the trademark of the Zerg for other races in the korprulu sector and I think it needs more attention. The Zerg Portrait mod has a pretty strong start on this concept wherein you slowly turn planets into hiveworld but the other side of it deserves representation too; I think it would be really flavourful if you could infest enemy planets from orbit as a bombardment stance that created a zerg army for each army killed by the stance.




This took a surprisingly long time to type up and now i've gotta go; I don't know if i'll be back to comment or not but i'll definitely be following this mod regardless; love zerg in just about any media that has mods and Biogenesis is asking for more zerg content so I look forward to see what this might become. Good luck, Have fun.
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Showing 1-3 of 3 comments
fen  [developer] 22 May @ 3:42pm 
woah, thank you so much for this level of interest. i'm gonna go through every point one by one, with much worse formatting and grammar than you (sorry <3)

i completely agree with you about the over-saturation of civics and origin-loading of other mods, and i do plan to avoid those pitfalls. without promising things that are subject to change, my current plans are going to be more about re-flavouring and tweaking existing civics and origins to retain the vanilla balance. I want to bring in smaller features from, eg, devouring swarm and aerospace adaptation into one place so it can be paired with, say, organic reprocessing for maximum zergy goodness.

one that i'm currently working on is called 'Swarm Intelligence' and will provide monthly unity bonuses along with access to some lock traits - one called 'Hive Proxy' which hugely buffs leaders, and one called 'Erased Will' which will act as an early game version of nerve stapled. underwhelming compared to some other mods, for sure; but i think it's a nice way to guide gameplay without forcing it. i think it would pair excellently with bodysnatcher or the origin i'm about to describe next.

as for origins, i only have one real idea so far and that's a spin on the vanilla hegemony origin where you would start with 2 vassalised broods (zagara and niadra?) and some of their starting species' (randomised zerg units) as assimilated pops. i want to do a lot with gene editing and specialising species, so this would be a safe option to expand your starting roster without adding too much gameplay deviance.

the zerg city! the city sets intimidate me a lot tbh, so for the short term i'm going to add an opaque room which features a zerg hive. i know it's not excellent since it won't show up on planets, but i'm not a 2D artist and i just don't think i could make a decent cityset (in it's super restricted perspective) in blender. it's something i'd love to hire an artist for, maybe dreaming too big but one day it could be a ko-fi funded splurge if this mod continues to grow the way it has this first week.

the overmind is genuinely the most requested feature, he's coming, don't worry ;p i hope to give him a matching room as well so that in the diplo screen it looks like he's connected to it as one giant growth

namelists, i hadn't considered them at all. it's definitely something i could easily add, but i don't know if i could come up with enough zergy names lol. i'll start a list now and maybe by release it'll be ready.

as for both of your content suggestions, i love them, genuinely. i wouldn't touch the vanilla evolutionary predators for the sake of keeping compatibility with other mods, but i would definitely consider cloning it and making it zergier. i'd say i'm more of an artist than a modder so no big promises, but honestly i only picked up blender and texture painting less than a month ago too - so i'm hardly an artist either lol. if i can find good enough tutorials, something that complex will be added. if not, ehhh, maybe we're stuck with more 'passive' origins.

similar thoughts about the infestation mechanic, i simply don't know where to start making something like that - but the vibe is right. there's some potential of adding a flavoured Holdings system with warring factions? there could be buildings which exclusively debuff the host planet - maybe reducing army build time the same as the overseer's contiminate ability? it might be too clunky of a setup but infestation is definitely a theme i'll take on board. in the far future i want to add the infested as another faction with their own species traits - maybe by then i'll be experienced enough to make a real infestation spreading feature.

i hope i've replied to everything, again thank you so much for taking the time to write this up, it's really meaningful that people want to see this project do well. i've just pushed an update today focused on hiding some of the in-dev mess and polishing things up 'cause i did NOT expect this level of traction, it's been amazing
Some Zerg names could come from the "special" units from Starcraft I/Broodwar. Devouring One, Hunter Killer, Eats the Fallen - stuff like that. I'm sure you could get a long list of names like that. I know those are strains, but I imagine each strain started as a single individual prototype if you would.
fen  [developer] 27 May @ 2:58am 
that's a good call, thank you,, I'm gonna try to get the namelist in game quite soon & I can just keep adding to it every update
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