Stellaris

Stellaris

EvE Online: Horizons
 This topic has been pinned, so it's probably important
SoulLink  [developer] 13 Aug, 2016 @ 3:00am
Suggestions & Ideas
Place any suggestions for changes and ideas for the mod that you have here!
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Showing 1-15 of 42 comments
Hand 14 Aug, 2016 @ 6:09am 
realy loving the way you guys are going with this mod, expecialy like the idea of having low and med slots, I was wondering 2 things though.

1st with the ship sets is it possible to have different ship models for each hull section type?

For example instead of having assalt, laser, missile and hybrid cores, have Punisher, Executioner, Tormentor, Crucifier. and same kind of thing for the bigger ship classes, obviously you wouldt always be able to have 4 cores with some classes but im sure you get what I mean.

2nd Is there any way you could increase the spread of the 4 core races from each other?

I've started several games as one of the core races on a large galaxy and I have found the other 3 Major races usualy within 8 - 10 system jumps of where i start, leaving the rest of the galaxy to be filled with random gen and minor races. I think it would be better if there was some way of seting the 4 core races to start in a quadrant of the galaxy each, even better if you could set the race specific pirate factions to spawn in the same quadrant as the core race its relevant to as well, amarr - bloodraider, caldari - guristas etc.

other than those 2 issues i have im really loving the mod, very nice start.
Last edited by Hand; 14 Aug, 2016 @ 6:10am
SoulLink  [developer] 14 Aug, 2016 @ 6:23am 
@Hand thanks for the feedback.

1) This is something we are still debating. I believe it is possible, but the question is how sensible it is. For frigates this is pretty straight forward, because you only have a single section. When we talk about larger ships though you would need to take the right sections to get a fitting model if there are multiple. And then we would need to teach the AI to do it as well. Would look really crap if the AI would fly around with an Erebus-Avatar mashed into each other.

And currently this is simply not possible for the lack of models available to us. Once we have all the models we will probably revisit this issue.

2) Not that I know of no. I will at some point create the empire space map where the main factions will start in their home systems, but modding the generator is very limited at the moment.
Hand 14 Aug, 2016 @ 7:00am 
hey man thanks for the quick response, with regards to the mish mash ship models thing yeah thats would look funky, but would it not be possible to make say the center section be the ship model and the front and back could just be null models with the stats/slots added but no physical mesh?

I'm not sure if this is possible I havent yet looked in to modding stellaris so im taking a blind shot in the dark there.

you said you dont have all the models yet. are you waiting on someone to do them for you or just dont have access to them? reason I ask is I should have a folder somewhere on my comp with all the ship models in that I was using on my sins mod that I never finished, i ts just the raw models and dds texture files but if you need them I could try and find them.
SoulLink  [developer] 14 Aug, 2016 @ 7:21am 
Not really since weapon locators are stiched to the sections and each section has their own model. So you would need to move all the weapons modules into the central section. And then you might as well redesign it to only have one section per ship. But this would then limit AI design decisions.

The models are done by wuija on the team, but it is a lot of work. Currently we have 40 models which used around 100 hours to convert/adjust. And they are not even finished yet as weapon locators are not placed properly yet.

I don't know whether your files would help him. I think he uses the triexporter to get the latest models anyway.

But currently he is busy with real life and has no time to contribute so new models will take a while.
Hand 14 Aug, 2016 @ 7:27am 
ok no worries I did the same with them i just un stuffed the eve folder.the models I have are from a much older build of the game before the changed the way textures were rendered so they might no help him anyway.

And yeah I know how he will feel with the models it was the same when doing models for sins, you had to add null points for weapons, engines, lights, effects etc and move them the the right locations on the mesh, its really time consuming, and lets not even get started on the mini ships and their wingy bits having culling so the textures dont render on both sides, that took me days to figure out lol.

anyhow if he needs any of the older modes or texture files just give me a shout and i can pop them up somewhere to dl.

good luck guys i realy want to see this mod suceed.
Last edited by Hand; 14 Aug, 2016 @ 7:31am
Leinad 14 Aug, 2016 @ 10:03am 
One section per ship should be really the way to go if you want to avoid a lot of additional problems. The Star Trek TC mod is also doing it this way and "limiting" the AI design decisions is really nothing bad in this case. ;)
For my own purposes I edited your mod so that I could use the ship sets without the other changes and what I did is to use empty models for the front and back sections and that works pretty well.
You obviously have all weapon fire coming from the center but that's true anyways due to missing weapon locators.
Btw at the moment your current implementation has also the problem that you use the same model for each section. This means you spawn 3 seperate models for one ship which only get stacked on top of each other. That's visible once ships explode and all 3 models then have their own explosion animation which looks really weird (another issue avoided if only the central section has a real model).
SoulLink  [developer] 14 Aug, 2016 @ 3:13pm 
@Leinad Thanks I guess I will look at the Star Trek ships if it makes sense that would make a lot of things easier.
HunterAnubis 19 Aug, 2016 @ 6:20am 
ummm I feel like you need to resize ships.... hell rifter is as big as cyclone
SoulLink  [developer] 19 Aug, 2016 @ 8:12am 
I will look into it.
Shadow-kon 20 Aug, 2016 @ 8:29am 
are you going to add the jovin directorate as a fallen empire?
SoulLink  [developer] 20 Aug, 2016 @ 10:56pm 
That is the plan yes, but I will wait on that for the next updated, as it brings a lot of new flavour to the Fallen Empires.

Currently I am working on Slavery and the implementation of Vitoc and True Slaves.
HunterAnubis 21 Aug, 2016 @ 12:59am 
Originally posted by SoulLink:
That is the plan yes, but I will wait on that for the next updated, as it brings a lot of new flavour to the Fallen Empires.

Currently I am working on Slavery and the implementation of Vitoc and True Slaves.
you mean youll add eidolons and the other old jovian ships? Nice

What about that ship size did you find a problem there? my rifters are humongus
SoulLink  [developer] 21 Aug, 2016 @ 10:24am 
Well I can't add the ships myself, and I don't know when the model guy will have time again. So can't promise anything on the visuals, but as a faction they will definitely make an appearance.

The ship sizes I will fix as soon as I find the time and motiviation, but in the meantime you can fiddle with it yourself. It is literally one number to change the size of a ship
HunterAnubis 21 Aug, 2016 @ 3:38pm 
Originally posted by SoulLink:
Well I can't add the ships myself, and I don't know when the model guy will have time again. So can't promise anything on the visuals, but as a faction they will definitely make an appearance.

The ship sizes I will fix as soon as I find the time and motiviation, but in the meantime you can fiddle with it yourself. It is literally one number to change the size of a ship
if you could tell me how I will :)
SoulLink  [developer] 21 Aug, 2016 @ 11:58pm 
First you have to extract the mod files from the .zip which you can find in your steam folder here:

...Steam\steamapps\workshop\content\...

You will have to look through the folders there as they are just numbered until you find a .zip which should be named:

/eve_online_amarr.zip
/eve_online_caldari.zip
/eve_online_minmatar.zip
/eve_online_gallente.zip

Then in that folder go to:

...\gfx\models\ships\amarr_01

In there look into all the files which end with ".asset". There at the top you have to lines:

@battlecruiser_scale = 11
@battlecruiser_physical_scale = 0.5

With which you can adjust the size of the ships.


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