Stellaris

Stellaris

ISBS - Living Systems
 This topic has been pinned, so it's probably important
Ankain  [developer] 10 Aug, 2016 @ 11:26am
Feedback / Suggestions / Ideas
Any feedback, criticisms, or ideas are welcome!
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Showing 1-15 of 88 comments
GameMaster 10 Aug, 2016 @ 12:02pm 
Could this be compatable with Civilian Trade by any chance?
Ankain  [developer] 10 Aug, 2016 @ 12:20pm 
It is almost certainly fully compatible. Though I'm not so sure about how performance will be in very large galaxies.
Last edited by Ankain; 10 Aug, 2016 @ 12:20pm
GameMaster 10 Aug, 2016 @ 8:09pm 
Originally posted by Ankain:
It is almost certainly fully compatible. Though I'm not so sure about how performance will be in very large galaxies.
Eh, I got a computer that runs Fallout 4 on ultra and I've played on the largest galaxies before, so no biggie. :)

Thanks for the intel though. Also, is the current builds of ISBS and it's associated mods compatable with the latest patch? Some of the mods aren't showing capability ratings right now. :\
Ankain  [developer] 10 Aug, 2016 @ 8:56pm 
They are all fully compatible with 1.2.4, just ignore the warnings for now. I'm working on a minor update for the balance and doomsday mods so their compatibility patch will be a little delayed.
GameMaster 10 Aug, 2016 @ 8:57pm 
Ah, alright. Just making sure.

Also, have you heard about the changes to ship design in the next major update?
kyojin 11 Aug, 2016 @ 5:57am 
About performance in late game with large galaxies, did you put a limit on the total number of ships/civilians that can be in a system/empire?

That is one of the things I had to do to bring the FPS down for Civilian Trade for late game.
Ankain  [developer] 11 Aug, 2016 @ 6:19am 
@kyojin Hmm, I haven't considered doing a hard cap on civilian ships, since I figured people would just turn on low density mode when things got laggy. But you're right, I probably should add something like that to make sure things don't slow down too much as the player Empire grows. Probably will get it to switch into low density mode after a certain number of planets. Thank you!

@GameMaster And yes, looking forward to the XL slots. Not too sure about the weapon specific slots though. Hopefully we'll get more detailed information next week.
Last edited by Ankain; 11 Aug, 2016 @ 6:23am
AGC94 11 Aug, 2016 @ 6:59am 
You are awesome Ankain! Mods like yours make games greater :D
Also, have you consider adding mod-related events and such?
Last edited by AGC94; 11 Aug, 2016 @ 6:59am
Ankain  [developer] 11 Aug, 2016 @ 8:47am 
Thank you! For the time being the mod will be purely cosmetic only, but I may add some civilian related events in the future.
JuimyTheHyena 11 Aug, 2016 @ 9:41am 
Here are my suggestions for more billboards:

Announcements for ground breaking researches: For example, developing sentient AIs, jump drives, but also things like developement of psionic technology, telepathy, basic robots and droids, cell revitalization. You know sciency stuff.

Announcements regarding the status of the empire, like peace time, war time, war score, if the empire is winning, losing or being in a stalemate. If there are being riots and faction status.

News regarding the realtions with other empires, such showing the opinion other worlds have of the empire.

Changes in the policies and stuff like that, like the orbital bombardment becoming stronger or the AIs being given citizen rights.

News regarding important events: such as the successful enlightment of a primitive civilization, the uplifting of intelligent animals or the successful infiltration of a planet.

And in the end i'd suggest some random ads regarding the prices of some strategic resources going up or down, new hovercars in sale, stock market graphics, new products on the market.
LordZarmack 11 Aug, 2016 @ 12:17pm 
unsc_01 fallback is mammal default fallback-

Covenant_01 fallback is covenant_01 --i made 2 covenant's - sangettie ect

unsc ships =

( athen, autumn , forward, lwsd , olc , sava , spirit , sutumn , SAVA ) file names.

Covenant =

(T25 , SDV , CSO , CRS .CPV , CCS , CAS ,CAR , CAA ,ANGLR ) file names

to get the ship entgieties / mesh id just open my mods gpx , unit-- and search out all files with these names in them ".assets" files for the mesh id and entity id

(Covenant_01 only covenant ships id's
(unsc_01 only unsc ships --

Lists of ship names above.


i might just edit your mod and send you the file - might be easier xd

-- ime abit busy right now but il edit your mod then give you the full replacer list-


Last edited by LordZarmack; 11 Aug, 2016 @ 12:17pm
LordZarmack 11 Aug, 2016 @ 12:33pm 
-------------UNSC+ COVENANT FIGHTERS---------------

------------------------------------------------------------------------------
}
entity = {
name = "unsc_01_living_escort_01_entity"
pdxmesh = "lswd_mesh"
scale = @small_civilian_scale
--------------------------------------------------------------------------------------------
entity = {
name = "Covenant_01_living_escort_01_entity"
pdxmesh = "angle_mesh"
scale = @small_civilian_scale
}

----------------------------------------------------------------------------------------------------
-------------------UNSC + COVENANT SHIPS--------(Frigate sised ships)
entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "forward_mesh"
entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "olc_mesh"
--------------------------------------------------------------------------------------

entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "sdv_mesh"
entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "crs_mesh"
entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "car_mesh"

---------------------------------------------------------------------



---------V--------(Cruiser sise) / cargo ship-----V----------


entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "crs_mesh"

---------------------------------------------------------------------------
entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "autumn_mesh"
-
-----------^----------------------------------------^------------------------




---------------------------------------------------------------------------
----------V-(unsc carrier sise) / Big Cargo ship---V---------

entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "spirit_mesh"
---------------------------------------------------------------------------





---------V-----COVENANT BATTLESHIP SISE------V----------

entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "CAS_mesh"
---------------------------------------------------------------------
Last edited by LordZarmack; 11 Aug, 2016 @ 12:36pm
raw666 11 Aug, 2016 @ 5:09pm 
Can I make a suggestion that you and AI have the ability to enact edicts that allow to forcibly to allow civilian ships to be arm (the later being a 20-50% armed depending on ethics) and disarm civilian ships. This allow you to build a permanent military strength without paying and maybe even more bold to leave the system for a small boost in economy, though it has a consequence. For instance allowing civilian ships to arm, 1-10% could become bold as a few decide to attack others and military installations. Also forcing ships to disarm after allowing a few to arm could cause arm riots in a system.
Also suggest that allow civilian ships increase trade within a system in proportion to the population,to making it more with stagey.
Ankain  [developer] 11 Aug, 2016 @ 7:20pm 
@LordZarmack Thank you, will take a look and see

@rawester2 A local civilian militia sounds interesting! For the time being though, the civilians will remain cosmetic only until all bugs are ironed out. Perhaps in a future update?
How about a Graveyard mod to go with this one. Something like after death animation ships dont dissaper. Id love to see the battle fields left all over across the map. and work them in a civilian hot spots. The more wreakadge the more civ ships come by to take a look at all the damage.

Y'all could work it in on the balancing mod as a crisis to. One day the ghost ships all come back to life at once... Man that would be fun lol
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