Stellaris

Stellaris

The Belt (v1.6.1 Adams)
xl Zema lx  [developer] 13 May, 2017 @ 8:17pm
Balance issues/suggestions
If you have any suggestions regarding the future of this mod, or concerning balance/mod playability, please leave them here, any comments are welcome! :)
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Showing 1-15 of 15 comments
Hazel Horse 14 May, 2017 @ 10:51am 
Maybe it's not fitting, but perhaps some expansion on event chains following the development of the low-g pop types? Even if it's just making it fit in with/work with the pre-existing self genemodded pops..
xl Zema lx  [developer] 16 May, 2017 @ 8:00am 
(Hopefully) this should work now - previously the new species was *not* a subspecies, because this would create names like 'Meta-Belters' or 'Belter Superiors' etc, but I figure that as you can rename the species now it should'nt matter all that much. So from what i can gather the Low-G event *should* now lead on to other events from the self modification event chains :)
RadicalSandwich 16 May, 2017 @ 11:57am 
The size of asteroids is kind of redonk. 4-7 size makes way more sense in terms of flavor and also that asteroids aren't planets so it doesn't really make sense to have them bigger than a good percentage of planets in the game.
Joeyone234 16 May, 2017 @ 12:03pm 
Well you can also look at it as this though, Asteroids are hunks of rock no lacks rivers deserts mountains really. You are in caverns and all throughout it where on planets you are on the surface, So to me it makes sense,
xl Zema lx  [developer] 18 May, 2017 @ 6:13am 
I am thinking about reducing the scale of asteroids to prevent them being too OP, but i dont have any plans to reduce the scale as drastically as @Radical has proposed; @joeyone's comment regarding asteroids being more overcrowded was exactly what i was trying to convey with this update. If requests for smaller asteroids gains enough traction i might make a second standalone version with the old planet scales though :)
Homozygote 20 May, 2017 @ 7:26am 
Loving this mod, but the asteroids are very unbalanced. My preference would be reducing the size to 5 (so you can still upgrade your capital building) and disabling spaceports. The sheer quantity of asteroids in the game would make up for this nerf. As it is it just throws the balance way off and means endless micro filling tiles with buildings.
Hazel Horse 20 May, 2017 @ 8:54am 
I wonder if intergrating the astroid events (e.g. massive worms on them/life on them) would work at all.

Not now, that is. After tuesday. You've got exams, after all.
xl Zema lx  [developer] 22 May, 2017 @ 8:48am 
@changeling - sounds like a good idea buddy! Best of luck 'n all :)
Hazel Horse 23 May, 2017 @ 6:12pm 
Hmm. Ever thought of a listening station? I know a lot of mods add it as space station modules, but as a building, it seems like something that could be fitting for astroids. Increased border range or sensor range, perhaps. Who suspects a mining colony, after all?
garvins 28 May, 2017 @ 4:25am 
Hi,

there are some things:
I would decrease the max pop, 15 tiles for an asteroid is really much. Ok you would build unter the surface, but 15 would be still a lot, the asteroid would be really crowded then, so maybe 10 or 12 max.

Another point is the tile-blocker, my idea is that you only have 1 or 2 free tiles on an asteroid and all other tiles need to be digged free, maybe for less minerals but high energy cost.

And my last point is that you are on an astorid without any molten core, therefore you have to use energy to head it. Maybe there should be an upkeep penalty on asteroids.
Marfl 1 Jun, 2017 @ 3:56am 
This was probably already suggested but you could make some sort of cheaper Colonyship wich can only colonize Asteroids (that you can get through research mabye?) . For me its kinda weird to build and use a huge Ship wich is meant for colonizing a planet just to create a small mining Colony on some rock. :)
Last edited by Marfl; 1 Jun, 2017 @ 4:02am
Oldstead66 14 Aug, 2017 @ 2:50pm 
Repost from Front page: Suggestion for future changes.

I enjoy this mod, and with Real Space and no FLT it redefines what Stellaris is.

I know this isn't really a Belter issue... I miss the option to colonize barren, barren_cold and frozen planets ei. Luna and Mars before learning how to terraform them.
My logic is that mankind can live in the void of space (and the belt) so can man live on planets with no atmo.

I've tinkered with a simple mod which just added 10% habability for these planets to all hab-traits. That allows for colonization (if you get that % up to 40) by picking 'extremely adaptive' trait and research a few hab techs or pick the right traditions. It's not a good life on that barren/cold world for the settlers, but it's possible none the less.

Sadly I can't implement the graphics right or fix compatibility with this great mod. I'm not much of a coder, as much as I'd like to be.

I wonder if that might be something you'd be able to and willing to implement.

Thank you!
Oldstead
Oldstead66 15 Aug, 2017 @ 12:14pm 
I did it myself! I'm not much of a coder so it's a bit of a jerryrigging.

To the the_belt_planet_classes I copied in: barren_cold, barren and frozen planets, changed colonization to yes, and added graphics from vanilla:


pc_barren = {
entity = "barren_planet"
entity_scale = @planet_standard_scale
icon_frame = 10
picture = pc_desert
tile_set = pc_desert
icon_frame = 18
place_entity_on_planet_plane = yes

atmosphere_color = hsv { 0.1 0.4 0.7 } #DONE
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_neutral.tga"

min_distance_from_sun = 40
max_distance_from_sun = 200
spawn_odds = 10

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0.2

planet_size = { min = 12 max = 30 }
moon_size = { min = 6 max = 10 }

colonizable = yes
}

pc_barren_cold = {
entity = "cold_barren_planet"
entity_scale = @planet_standard_scale
icon_frame = 10
picture = pc_alpine
tile_set = pc_alpine
icon_frame = 9
place_entity_on_planet_plane = yes

atmosphere_color = hsv { 0.55 0.3 0.75 } #DONE
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_neutral.tga"

min_distance_from_sun = 40
max_distance_from_sun = 200
spawn_odds = 10

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0.2

planet_size = { min = 12 max = 30 }
moon_size = { min = 6 max = 10 }

colonizable = yes
}

pc_frozen = {
entity = "frozen_planet" #DONE
entity_scale = @planet_standard_scale
icon_frame = 10
picture = pc_arctic
tile_set = pc_arctic
icon_frame = 13
place_entity_on_planet_plane = yes


atmosphere_color = hsv { 0.55 0.15 0.7 }
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_neutral.tga"

min_distance_from_sun = 120
max_distance_from_sun = 1000
spawn_odds = 10

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0

planet_size = { min = 10 max = 25 }
moon_size = { min = 6 max = 10 }

colonizable = yes
}


And changed the 00_habability_trait file to include this on all normal hab types.

pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10



trait_pc_desert_preference = {
icon = "gfx/interface/icons/traits/trait_pc_desert_preference.dds"
modifier = {
pc_desert_habitability = @primary
pc_arid_habitability = @secondary
pc_savannah_habitability = @secondary

pc_tropical_habitability = @tertiary
pc_continental_habitability = @tertiary
pc_tundra_habitability = @tertiary
pc_arctic_habitability = @tertiary
pc_ocean_habitability = @tertiary
pc_alpine_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_arid_preference = {
icon = "gfx/interface/icons/traits/trait_pc_arid_preference.dds"
modifier = {
pc_arid_habitability = @primary
pc_desert_habitability = @secondary
pc_savannah_habitability = @secondary

pc_tropical_habitability = @tertiary
pc_continental_habitability = @tertiary
pc_tundra_habitability = @tertiary
pc_arctic_habitability = @tertiary
pc_ocean_habitability = @tertiary
pc_alpine_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_savannah_preference = {
icon = "gfx/interface/icons/traits/trait_pc_savannah_preference.dds"
modifier = {
pc_savannah_habitability = @primary
pc_desert_habitability = @secondary
pc_arid_habitability = @secondary

pc_tropical_habitability = @tertiary
pc_continental_habitability = @tertiary
pc_tundra_habitability = @tertiary
pc_arctic_habitability = @tertiary
pc_ocean_habitability = @tertiary
pc_alpine_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_tropical_preference = {
icon = "gfx/interface/icons/traits/trait_pc_tropical_preference.dds"
modifier = {
pc_tropical_habitability = @primary
pc_continental_habitability = @secondary
pc_ocean_habitability = @secondary

pc_desert_habitability = @tertiary
pc_arid_habitability = @tertiary
pc_tundra_habitability = @tertiary
pc_arctic_habitability = @tertiary
pc_alpine_habitability = @tertiary
pc_savannah_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_continental_preference = {
icon = "gfx/interface/icons/traits/trait_pc_continental_preference.dds"
modifier = {
pc_continental_habitability = @primary
pc_tropical_habitability = @secondary
pc_ocean_habitability = @secondary

pc_desert_habitability = @tertiary
pc_arid_habitability = @tertiary
pc_tundra_habitability = @tertiary
pc_arctic_habitability = @tertiary
pc_alpine_habitability = @tertiary
pc_savannah_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_ocean_preference = {
icon = "gfx/interface/icons/traits/trait_pc_ocean_preference.dds"
modifier = {
pc_ocean_habitability = @primary
pc_continental_habitability = @secondary
pc_tropical_habitability = @secondary

pc_desert_habitability = @tertiary
pc_arid_habitability = @tertiary
pc_tundra_habitability = @tertiary
pc_arctic_habitability = @tertiary
pc_alpine_habitability = @tertiary
pc_savannah_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_arctic_preference = {
icon = "gfx/interface/icons/traits/trait_pc_arctic_preference.dds"
modifier = {
pc_arctic_habitability = @primary
pc_tundra_habitability = @secondary
pc_alpine_habitability = @secondary

pc_ocean_habitability = @tertiary
pc_desert_habitability = @tertiary
pc_tropical_habitability = @tertiary
pc_continental_habitability = @tertiary
pc_arid_habitability = @tertiary
pc_savannah_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_tundra_preference = {
icon = "gfx/interface/icons/traits/trait_pc_tundra_preference.dds"
modifier = {
pc_tundra_habitability = @primary
pc_arctic_habitability = @secondary
pc_alpine_habitability = @secondary

pc_ocean_habitability = @tertiary
pc_desert_habitability = @tertiary
pc_tropical_habitability = @tertiary
pc_continental_habitability = @tertiary
pc_arid_habitability = @tertiary
pc_savannah_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_alpine_preference = {
icon = "gfx/interface/icons/traits/trait_pc_alpine_preference.dds"
modifier = {
pc_alpine_habitability = @primary
pc_arctic_habitability = @secondary
pc_tundra_habitability = @secondary

pc_ocean_habitability = @tertiary
pc_desert_habitability = @tertiary
pc_tropical_habitability = @tertiary
pc_continental_habitability = @tertiary
pc_arid_habitability = @tertiary
pc_savannah_habitability = @tertiary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}
trait_pc_ai_preference = {
icon = "gfx/interface/icons/traits/trait_pc_ai_preference.dds"
modification = no
modifier = {
pc_ai_habitability = 1.0
pc_desert_habitability = 0.01
pc_tropical_habitability = 0.01
pc_continental_habitability = 0.01
pc_ocean_habitability = 0.01
pc_arctic_habitability = 0.01
pc_tundra_habitability = 0.01
pc_arid_habitability = 0.01
pc_savannah_habitability = 0.01

pc_asteroid_habitability = 0.01
pc_barren_habitability = 0.01
pc_barren_cold_habitability = 0.01
pc_frozen_habitability = 0.01
}
}
trait_pc_nuked_preference = {
icon = "gfx/interface/icons/traits/trait_pc_nuked_preference.dds"
modification = no
modifier = {
pc_nuked_habitability = @primary
pc_desert_habitability = @secondary
pc_tropical_habitability = @secondary
pc_continental_habitability = @secondary
pc_ocean_habitability = @secondary
pc_arctic_habitability = @secondary
pc_tundra_habitability = @secondary
pc_arid_habitability = @secondary
pc_savannah_habitability = @secondary
pc_alpine_habitability = @secondary

pc_asteroid_habitability = @tertiary
pc_barren_habitability = 0.10
pc_barren_cold_habitability = 0.10
pc_frozen_habitability = 0.10
}
}

Sard Caid 26 Aug, 2017 @ 9:38am 
@xl Zema lx The low g lab which gives an empire +10% research bonus isn't empire unique. Is this a bug?
Old Man 14 Sep, 2017 @ 4:25pm 
It might be an idea to add a tech that allows for asteroid colonisation (+40% habitability) so spiritualists can colonise asteroids with out needing the trait as they cant build robots.
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