Stellaris

Stellaris

More Events Mod
 This topic has been pinned, so it's probably important
Malthus  [developer] 18 Jul, 2016 @ 10:59am
Balancing Discussion
Please discuss events that may have unbalanced rewards here.
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excosy 19 May, 2020 @ 2:12am 
Most of ship components set cost alloys = 20, is it draft? And mem_PROGENITOR_POWER_CORE, why put it on shield slot rather than energy slot?

I updated power_cores' energy values and its AI weights, and move them to power slot, and add sensors' class restrictions for showing two same sensors while designing ship. but how to put a file on discussion?

And, could you put the project on github or other cooperation platform, to conveniently diff and patch?

The following is edited file content of common\component_templates\mem_lex_utilities.txt, I am using it.

utility_component_template = { key = "mem_PROGENITOR_DRIVE" size = small icon = "GFX_mem_drive" icon_frame = 1 power = -30 ftl = yes jumpdrive = yes resources = { category = ship_components cost = { alloys = 20 } } prerequisites = { "tech_mem_lex_drive" } ship_modifier = { ship_windup_mult = -0.8 ship_ftl_jumpdrive_range_mult = 0.5 } component_set = "ftl_components" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_THRUSTER" size = small icon = "GFX_mem_thruster" icon_frame = 1 power = -120 resources = { category = ship_components cost = { alloys = 300 } } prerequisites = { "tech_mem_lex_thruster" } modifier = { ship_speed_mult = 1.0 ship_evasion_add = 20 } component_set = "thruster_components" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_SENSOR_SHIP" size = medium icon = "GFX_mem_sensor" icon_frame = 1 power = -30 resources = { category = ship_components cost = { alloys = 20 } } sensor_range = 5 prerequisites = { "tech_mem_lex_sensor" } ship_modifier = { ship_tracking_add = 20 } component_set = "sensor_components" class_restriction = { shipclass_military shipclass_military_special shipclass_constructor shipclass_colonizer shipclass_science_ship shipclass_transport } ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_SENSOR_STATION" size = medium icon = "GFX_mem_sensor" icon_frame = 1 power = -30 resources = { category = ship_components cost = { alloys = 20 } } sensor_range = 5 prerequisites = { "tech_mem_lex_sensor" } ship_modifier = { ship_tracking_add = 20 } component_set = "sensor_components" class_restriction = { shipclass_starbase shipclass_military_station shipclass_mining_station shipclass_research_station shipclass_observation_station } ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_CPU_S" size = small icon = "GFX_mem_cpu" icon_frame = 1 power = -40 resources = { category = ship_components cost = { alloys = 20 } } prerequisites = { "tech_mem_lex_cpu" } class_restriction = { shipclass_military } size_restriction = { destroyer } ship_behavior = "swarm" ship_modifier = { ship_fire_rate_mult = 0.30 ship_weapon_range_mult = 0.30 ship_accuracy_add = 20 } component_set = "combat_computers" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_CPU_M" size = small icon = "GFX_mem_cpu" icon_frame = 1 power = -40 resources = { category = ship_components cost = { alloys = 20 } } prerequisites = { "tech_mem_lex_cpu" } class_restriction = { shipclass_military } size_restriction = { cruiser } ship_behavior = "line" ship_modifier = { ship_fire_rate_mult = 0.30 ship_weapon_range_mult = 0.30 ship_accuracy_add = 20 } component_set = "combat_computers" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_CPU_L" size = small icon = "GFX_mem_cpu" icon_frame = 1 power = -40 resources = { category = ship_components cost = { alloys = 20 } } prerequisites = { "tech_mem_lex_cpu" } class_restriction = { shipclass_military } size_restriction = { battleship } ship_behavior = "artillery" ship_modifier = { ship_fire_rate_mult = 0.30 ship_weapon_range_mult = 0.30 ship_tracking_add = 10 } component_set = "combat_computers" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_POWER_CORE_S" size = small icon = "GFX_mem_power" icon_frame = 1 power = 360 resources = { category = ship_components cost = { alloys = 45 } upkeep = { energy = 0.45 alloys = 0.045 } } prerequisites = { "tech_mem_lex_power" } component_set = "power_core" size_restriction = { corvette colonizer lithoid_colonizer sponsored_colonizer constructor science transport } ai_weight = { weight = 7 } } utility_component_template = { key = "mem_PROGENITOR_POWER_CORE_M" size = medium icon = "GFX_mem_power" icon_frame = 1 power = 680 resources = { category = ship_components cost = { alloys = 90 } upkeep = { energy = 0.9 alloys = 0.09 } } prerequisites = { "tech_mem_lex_power" } component_set = "power_core" size_restriction = { destroyer } ai_weight = { weight = 7 } } utility_component_template = { key = "mem_PROGENITOR_POWER_CORE_L" size = large icon = "GFX_mem_power" icon_frame = 1 power = 1350 resources = { category = ship_components cost = { alloys = 180 } upkeep = { energy = 1.8 alloys = 0.18 } } prerequisites = { "tech_mem_lex_power" } component_set = "power_core" size_restriction = { cruiser ion_cannon } ai_weight = { weight = 7 } } utility_component_template = { key = "mem_PROGENITOR_POWER_CORE_XL" size = large icon = "GFX_mem_power" icon_frame = 1 power = 2500 resources = { category = ship_components cost = { alloys = 360 } upkeep = { energy = 3.6 alloys = 0.36 } } prerequisites = { "tech_mem_lex_power" } component_set = "power_core" size_restriction = { battleship } ai_weight = { weight = 7 } } utility_component_template = { key = "mem_PROGENITOR_POWER_CORE_XXL" size = large icon = "GFX_mem_power" icon_frame = 1 power = 5500 resources = { category = ship_components cost = { alloys = 720 } upkeep = { energy = 7.2 alloys = 0.72 } } prerequisites = { "tech_mem_lex_power" } component_set = "power_core" size_restriction = { titan } ai_weight = { weight = 7 } } utility_component_template = { key = "mem_PROGENITOR_POWER_CORE_XXLD" size = large icon = "GFX_mem_power" icon_frame = 1 power = 5500 resources = { category = ship_components } prerequisites = { "tech_mem_lex_power" } component_set = "power_core" class_restriction = { shipclass_starbase } size_restriction = { starbase_outpost starbase_starport starbase_starhold starbase_starfortress starbase_citadel juggernaut } ai_weight = { weight = 7 } } utility_component_template = { key = "mem_PROGENITOR_POWER_CORE_D" size = medium icon = "GFX_mem_power" icon_frame = 1 power = 1000 resources = { category = ship_components cost = { alloys = 90 } upkeep = { energy = 0.9 alloys = 0.09 } } prerequisites = { "tech_mem_lex_power" } component_set = "power_core" class_restriction = { shipclass_military_station } size_restriction = { military_station_small military_station_medium military_station_large } ai_weight = { weight = 7 } } utility_component_template = { key = "mem_PROGENITOR_SHIELD_L" size = large icon = "GFX_mem_shield" icon_frame = 1 power = -350 resources = { category = ship_components cost = { alloys = @shield_l_t7_cost sr_dark_matter = 1 } upkeep = { energy = @shield_l_t7_upkeep_energy alloys = @shield_l_t7_upkeep_alloys } } prerequisites = { "tech_mem_lex_shield" } modifier = { ship_shield_add = 1500 ship_shield_regen_add_static = 15.00 } component_set = "mem_PROG_SHIELD" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_SHIELD_M" size = medium icon = "GFX_mem_shield" icon_frame = 1 power = -140 resources = { category = ship_components cost = { alloys = @shield_m_t7_cost sr_dark_matter = 0.5 } upkeep = { energy = @shield_m_t7_upkeep_energy alloys = @shield_m_t7_upkeep_alloys } } prerequisites = { "tech_mem_lex_shield" } modifier = { ship_shield_add = 600 ship_shield_regen_add_static = 6.00 } component_set = "mem_PROG_SHIELD" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_SHIELD_S" size = small icon = "GFX_mem_shield" icon_frame = 1 power = -55 resources = { category = ship_components cost = { alloys = @shield_s_t7_cost sr_dark_matter = 0.25 } upkeep = { energy = @shield_s_t7_upkeep_energy alloys = @shield_s_t7_upkeep_alloys } } prerequisites = { "tech_mem_lex_shield" } modifier = { ship_shield_add = 300 ship_shield_regen_add_static = 10 } component_set = "mem_PROG_SHIELD" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_ARMOR_L" size = large icon = "GFX_mem_armor" icon_frame = 1 power = 0 resources = { category = ship_components cost = { alloys = @l_t7_cost } upkeep = { energy = @l_t7_upkeep_energy alloys = @l_t7_upkeep_alloys } } prerequisites = { "tech_mem_lex_armor" } modifier = { ship_armor_add = 1500 } component_set = "mem_PROG_ARMOR" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_ARMOR_M" size = medium icon = "GFX_mem_armor" icon_frame = 1 power = 0 resources = { category = ship_components cost = { alloys = @m_t7_cost } upkeep = { energy = @m_t7_upkeep_energy alloys = @m_t7_upkeep_alloys } } prerequisites = { "tech_mem_lex_armor" } modifier = { ship_armor_add = 600 } component_set = "mem_PROG_ARMOR" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_ARMOR_S" size = small icon = "GFX_mem_armor" icon_frame = 1 power = 0 resources = { category = ship_components cost = { alloys = @s_t7_cost } upkeep = { energy = @s_t7_upkeep_energy alloys = @s_t7_upkeep_alloys } } prerequisites = { "tech_mem_lex_armor" } modifier = { ship_armor_add = 300 } component_set = "mem_PROG_ARMOR" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_RECHARGER" size = aux icon = "GFX_mem_shield_repair" icon_frame = 1 power = -40 resources = { category = ship_components cost = { alloys = 20 } } modifier = { ship_shield_mult = 0.15 } prerequisites = { "tech_mem_lex_shield_repair" } component_set = "mem_PROG_SHIELD_RECHARGER" ai_weight = { weight = 0 } } utility_component_template = { key = "mem_PROGENITOR_REPAIR" size = aux icon = "GFX_mem_hull_repair" icon_frame = 1 power = -40 resources = { category = ship_components cost = { alloys = 20 } } prerequisites = { "tech_mem_lex_hull_repair" } modifier = { ship_armor_mult = 0.15 } component_set = "mem_PROG_AUTO_REPAIR" ai_weight = { weight = 0 } }
Last edited by excosy; 19 May, 2020 @ 4:12am
excosy 19 May, 2020 @ 4:18am 
Noting, I add some power core class. If you are going to use this file, localisation file must be changed, adding mem_PROGENITOR_POWER_CORE_XXLD and mem_PROGENITOR_POWER_CORE_D component.
Last edited by excosy; 19 May, 2020 @ 4:18am
Delusion 23 Apr, 2021 @ 1:19am 
I trying to find the mod that adds "Spoils of Subjugation" because I can not believe that "event" is vanilla and maybe it's this mod.

I found a huge exploit releasing and offering a recently uplifted primitive civilization as a subsidiary.
Here's whats happening:
I made a primitive civ. a spacefaring one and they got integrated into my empire as a subsidiary. Then I released them in order to create a Trade League federation with them (only to realise I don't have the Federations DLC d'uh...:steamfacepalm:).
Since I couldn't form a federation with them I offered them the subsidiary status again and they accepted after a couple of ingame days.
When they accepted I got the message "Spoils of Subjugation" and I was rewarded with 10k Energy, 3.2k Minerals and 1k Alloys.

Then I released them only to offer them the subsidiary status again and they accepted and I got the same reward again!
I can do this over and over again and get the reward every time...

It obviously doesn't make any sense for different kinds of reasons.

I will spam this post over a couple more mods in order to find the one doing this, sorry for that in advance.
Have a nice day!
Malthus  [developer] 23 Apr, 2021 @ 5:04am 
If you have a savegame where you know it is about to happen, please use the "debugtooltip" console command to find out the event id. If it starts witht mem_ it is one of ours, but the name does not sound familiar to me.
Delusion 24 Apr, 2021 @ 2:47am 
Ok thanks I will check that as soon as I can.
Ancient AI Factory is terrible and needs more options if you're going to blow up a planet. One binary choice leading my colony getting exploded is kinda awful, especially since there's no way to know beforehand that that's the ONLY outcome if you build the factory.
Malthus  [developer] 23 May, 2021 @ 11:42pm 
Originally posted by Significant Gravitas Shortfall:
Ancient AI Factory is terrible and needs more options if you're going to blow up a planet. One binary choice leading my colony getting exploded is kinda awful, especially since there's no way to know beforehand that that's the ONLY outcome if you build the factory.
Which event would that be? I cannot remember any event where we out of nowhere let a planet explode.
Manuel 1 Nov, 2021 @ 2:37am 
Originally posted by Malthus:
Which event would that be? I cannot remember any event where we out of nowhere let a planet explode.

It's the Ancient Robots event.

When losing the war against the Ancient Robots, your planet is turned into a dead planet. This seems a bit overkill, as it's only ground battles with no nuclear weapons involved.

Suggestion:

When losing the war, the colony is destroyed and a modifier "Ancients Robots" is added to the planet which prevents colonizing. The modifier can be removed through a science project that becomes available with the Quantum Hacking technology, making the Robots harmless.
Last edited by Manuel; 1 Nov, 2021 @ 2:40am
MightyPion 8 Nov, 2023 @ 2:15am 
Reesan key can happen in the first 10 years, strongly screws one of your planet, and you have to defeat a 20K stack to get rid of it.
Malthus  [developer] 8 Nov, 2023 @ 6:19am 
Originally posted by MightyPion:
Reesan key can happen in the first 10 years, strongly screws one of your planet, and you have to defeat a 20K stack to get rid of it.

I just had to check the event because I remember a time when this was an event that could happen on any of your colonies.
As it appears however this has been changed and the event now only happens on one specific planet - a special relic world which is none of your guaranteed colonizable planets. Explains why I haven't seen it in ages.
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