Stellaris

Stellaris

EvE Online: Horizons
 This topic has been pinned, so it's probably important
SoulLink  [developer] 13 Aug, 2016 @ 3:01am
Feedback & Balance
If you have feedback for the implementation or think something needs a balance tweak please place this here.
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Showing 1-15 of 25 comments
Ecgbert 19 Aug, 2016 @ 6:02pm 
In a run through with this mod I noticed that Battlecruiser appeared as an option before Cruiser type.

My understanding is that the Battlecruiser if EVE based it on pre WWII data was essentially a stripped down battleship sacrificing armour for speed. The Battlecruiser would be superior to the Cruiser but inferior to the Battleship.
SoulLink  [developer] 20 Aug, 2016 @ 2:44am 
Thanks! Will be fixed with the next update.
HunterAnubis 21 Aug, 2016 @ 5:37pm 
got med modules before unlocking small modules... mainly large reactor control kept poping up quite often. Have you thought of making them omni size tech so you wouldnt have to research each tech 3 times? You could make that exeption for guns but for mid and low mods it would be better to make it omni research
HunterAnubis 21 Aug, 2016 @ 5:42pm 
size issue
thorax and brutix
https://gyazo.com/9e4e15ca569e95e97a4beb708b0e5812

Stabber has a wierd model. I dont remember it being like this + giant rifters
https://gyazo.com/0f0b82b4583c4457874a35ff795e8a62
Tiny cyclones
https://gyazo.com/013d2626eddc828886a431d9ab690a95
SoulLink  [developer] 22 Aug, 2016 @ 12:02am 
Yeah I started by putting Stasis Webifiers sizes into a single tech, but add different qualities.

Furthermore the large modules should not appear before you researched "Large Module Development". So this may not be working as intended.

However I will currently not work on Modules as I will have to redo most of it with Heinlein as they are completely reworking the combat system and I would have to do a lot of work twice.

But I will try to get around to adjust the sizes of the ships soon.

And Thanks for the Feedback.
Last edited by SoulLink; 22 Aug, 2016 @ 12:06am
Kilrathii 24 Aug, 2016 @ 1:25pm 
1. I think the tech curve is fine i had most of the relevant techs for minmatar by 2350 including titans. If you choose to open up blasters/missiles/lasers it would obviously take much longer.

2. I really liked the old sizes for ships much better. Gives a much better Eve Online feel to game.
Heres some pics of how it looked for me.

http://images.akamai.steamusercontent.com/ugc/446239101717585001/6F3265E4022B8640B03B405909CC3848A9481BA7/

http://images.akamai.steamusercontent.com/ugc/446239101717583511/5582B6AE2B7480213993E55CAEB637F132264A9F/

3. Can you please remove the Deviant trait from Gallente it was already really hard to keep the empire together before it was added.
Last edited by Kilrathii; 24 Aug, 2016 @ 1:30pm
SoulLink  [developer] 24 Aug, 2016 @ 1:44pm 
Thanks for the feedback!

1) I will make them a bit cheaper and lower the total amount, by combining utility slot techs into one tech for all sizes.

2) The sizes are back to the old ones. I tried to increase them so you can actually see the frigate, but it really looks better this way.

3) No. This is an integral part of the Gallente Society. You might want to consider releasing some of you planets as Vassals.
KOBRA 25 Aug, 2016 @ 8:27am 
I started a game and am getting the vanilla races in there. I can not select the vanilla races, all of the Eve horizon mods are on. But the first two races i found were not the EVE races.

If anyone knows a fix to this please help!
SoulLink  [developer] 25 Aug, 2016 @ 8:29am 
This is working as intended. I will give the ability to disable vanilla species classes later on, but for now they will stay, because there is too little variation in the stuff available.
KOBRA 25 Aug, 2016 @ 8:31am 
Ok thanks for the heads up, I really appreaciate what you are doing. This is the first thing I wanted to happen to this game when I heard about it. I even made my own little eve races and was able to luckly get them all to spawn in a game with me. Had 2 ancient races spawn but it was no big deal as they were pretty neutral. But now this is going to be great. Keep up the good work.
Last edited by KOBRA; 25 Aug, 2016 @ 8:31am
☭ Tarod ☭ 7 Sep, 2016 @ 9:56pm 
Hey men (sorry for my poor inglish ) i played your mod and thx men when i see the titans carriers etc just THANKS ,
in 1 game with 40 hours +/- , i played eve online too so i know the technologies , the tier sistem t1-t2 small medium large xl capital , etc but in 40 hours i cant development the tech for my ships ,
1º a lot of time for tech like reactor control unit L like 199 months (yeah i know in eve u need a lot of time for take skill of large module but ... in stellaris )
2º hard tech tree for modules like autocannon/artillery L or Capital weapons in my game i end the game and i cant fit a titan just i fit with the tech of my confederation on confederation fleet
3ºOptions of tech tree need improve cause if i choose autocannon t2 M and all my techs of wepon i selected was of autocannon dont spawn laser S or hybrid M xD
just i try to feedback for improve this great mod with this great work ... YOU ARE GREAT MEN !!
I end my game on 2700

i hope you will do a 1.0 version of this mod
Last edited by ☭ Tarod ☭; 7 Sep, 2016 @ 10:00pm
KOBRA 8 Sep, 2016 @ 1:30pm 
Originally posted by ☭ Tarod ☭:
Hey men (sorry for my poor inglish ) i played your mod and thx men when i see the titans carriers etc just THANKS ,
in 1 game with 40 hours +/- , i played eve online too so i know the technologies , the tier sistem t1-t2 small medium large xl capital , etc but in 40 hours i cant development the tech for my ships ,
1º a lot of time for tech like reactor control unit L like 199 months (yeah i know in eve u need a lot of time for take skill of large module but ... in stellaris )
2º hard tech tree for modules like autocannon/artillery L or Capital weapons in my game i end the game and i cant fit a titan just i fit with the tech of my confederation on confederation fleet
3ºOptions of tech tree need improve cause if i choose autocannon t2 M and all my techs of wepon i selected was of autocannon dont spawn laser S or hybrid M xD
just i try to feedback for improve this great mod with this great work ... YOU ARE GREAT MEN !!
I end my game on 2700

i hope you will do a 1.0 version of this mod


Thanks for the feedback Tarod! It is still a WIP but thank you so much for the feedback! We will adjust things as time goes by as the main coder has almost zero time to actually play the game LOL!
BraveSteelDragon 1 Nov, 2016 @ 4:32am 
This might be a little nit picking, but the 'Empire Space - Random Hyperlanes' map has few flaws, namely the fact that: 1) the hyperlanes are not random at all (created new game 3 times, still same lanes); 2) Some constellations or regions are missing (namely the entire Genesis region);

Don't know who's in charge of keeping up with all the boring map-making, but should they ever need a reference, there's this little thing ( Link: http://3dvrm.com/eve/ ) which allows to see New Eden's galactic map, although with rather limited information.
SoulLink  [developer] 1 Nov, 2016 @ 5:01am 
1) Randomized Hyperlanes refers to the fact, that the hyperlanes are placed by the generator and not by hand. This means that two systems which are connected in New Eden, are necessarly connected here. The result is always the same, because the position of the systems directly determines the hyperlane layout. Meaning as long as no systems are moved, the hyperlanes will always be the same.

2) I doubt that you will find missing systems other than Genesis, but if you do find them please let me know.

Genisis is not part of the map because it is not connected to empires space. It is connected through NPC null and null only. This is why I did not include it. And I do not plan on adding it to this map.
BraveSteelDragon 1 Nov, 2016 @ 6:31am 
Originally posted by SoulLink:
1) Randomized Hyperlanes refers to the fact, that the hyperlanes are placed by the generator and not by hand. This means that two systems which are connected in New Eden, are necessarly connected here. The result is always the same, because the position of the systems directly determines the hyperlane layout. Meaning as long as no systems are moved, the hyperlanes will always be the same.

2) I doubt that you will find missing systems other than Genesis, but if you do find them please let me know.

Genisis is not part of the map because it is not connected to empires space. It is connected through NPC null and null only. This is why I did not include it. And I do not plan on adding it to this map.

Actually, Genesis is home to the CONCORD's Sov space, and it's directly accessible through both gallente and amarr high sec (and yes, Yulai is there).

Besides genesis i couldn't straight away find any important regions or constellations missing, but there some overlapped systems (like Arzanni, in khanid space).
Will post specific IDs later when i get a better look at them.
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