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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1678683 times)

umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6300 on: April 18, 2018, 09:18:54 pm »

I mostly fix everything I hate about the game with a copious amount of mods.

There are even mods that make pirates more fun believe it or not.  One of my mods turns pirate spawns into actual realms that you can interact with. They also operate casinos and you can deal with them like little mini mercenary bands.

Also I used to care a lot more about the AI cheating until I learned the game is way more fun when the AI actually puts up a fight. Of course it'd be better if it didn't cheat but... Meh. Paradox will never do anything about it and there are some mods that help out with AI here and there.

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The 2.02 rollback is now live. I highly recommend switching back to that one if you're playing Stellaris right now.

Zanzetkuken The Great

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6301 on: April 18, 2018, 09:32:41 pm »

I mostly fix everything I hate about the game with a copious amount of mods.

There are even mods that make pirates more fun believe it or not.  One of my mods turns pirate spawns into actual realms that you can interact with. They also operate casinos and you can deal with them like little mini mercenary bands.

Also I used to care a lot more about the AI cheating until I learned the game is way more fun when the AI actually puts up a fight. Of course it'd be better if it didn't cheat but... Meh. Paradox will never do anything about it and there are some mods that help out with AI here and there.

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The 2.02 rollback is now live. I highly recommend switching back to that one if you're playing Stellaris right now.

What's your modlist, out of curiousity?  I'm always looking for neat shit to keep pushing the boundaries the game will accept.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6302 on: April 18, 2018, 10:40:36 pm »

What's your modlist, out of curiousity?  I'm always looking for neat shit to keep pushing the boundaries the game will accept.
There's like 70 items on there. Lots of graphical stuff. Tonnes and tonnes of new events. I tried some of the OP tech and stuff but they didn't really work out since it only amplifies the massive difference between a player and an AI.

Big ones are all of the Stellar Expansion stuff:
https://steamcommunity.com/sharedfiles/filedetails/?id=718529178

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A lot of QOL stuff from this guy:
https://steamcommunity.com/workshop/filedetails/?id=717228576

His Human FE thing is the one that creates playable casinos I think. Also does a fast start thing which is pretty nice to have when you're sick of doing the same goddamn thing every start of the game.

Also his autobuild, autoupgrade script is a godsend.

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Lots of event and content stuff like these:
https://steamcommunity.com/sharedfiles/filedetails/?id=865040033

https://steamcommunity.com/sharedfiles/filedetails/?id=727000451

https://steamcommunity.com/sharedfiles/filedetails/?id=721416416

https://steamcommunity.com/sharedfiles/filedetails/?id=1313065097

https://steamcommunity.com/sharedfiles/filedetails/?id=1227620643

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More graphical stuff like these:
https://steamcommunity.com/sharedfiles/filedetails/?id=1226833540

More insults:
https://steamcommunity.com/sharedfiles/filedetails/?id=1223822935

More war names:


^ Being able to turn off the giant blinding lightbulb at the centre of the galaxy is amazing.

https://steamcommunity.com/sharedfiles/filedetails/?id=741194923

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No diplomatic spam when it doesn't involve you:
https://steamcommunity.com/sharedfiles/filedetails/?id=1313147672

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More traits:
https://steamcommunity.com/sharedfiles/filedetails/?id=1323750659

https://steamcommunity.com/sharedfiles/filedetails/?id=1149888293

https://steamcommunity.com/sharedfiles/filedetails/?id=922791015

More traditions:
https://steamcommunity.com/sharedfiles/filedetails/?id=946222466

More ascensions:
https://steamcommunity.com/sharedfiles/filedetails/?id=1067631798

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A UI actually designed for computers with 1080 resolutions so you don't need to endlessly scroll:
https://steamcommunity.com/sharedfiles/filedetails/?id=684509615

A bunch of ship classes alongside new weapons and stuff:
https://steamcommunity.com/sharedfiles/filedetails/?id=683230077

^ Also makes the ships smaller to make them more thematic and to make your capital ships stand out more. Lots of graphical mods also have compatibility patches for it. I played it a few games and it's not too bad. The ship classes are fun and distinctive and the AI uses them too.

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Lots and lots and lots of graphical pretties:
https://steamcommunity.com/sharedfiles/filedetails/?id=1085097357

https://steamcommunity.com/sharedfiles/filedetails/?id=902204956

https://steamcommunity.com/sharedfiles/filedetails/?id=873063455

https://steamcommunity.com/sharedfiles/filedetails/?id=701739734

https://steamcommunity.com/sharedfiles/filedetails/?id=682165224

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Holy shit there's too many just grab stuff off workshop lol. Like I said I have around 70 so that's just a handful of them I got lazy after posting those.

One nice thing is that it's pretty easy to use a billion mods in Stellaris unlike other Paradox games. Also Stellaris's biggest problem was the lack of content so... mods really help this issue. Also they automate or get rid of a lot of useless shit. Like who thought making the automate exploration button a tech was a good idea?! Just give it to us at the start FFS.

Zanzetkuken The Great

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6303 on: April 18, 2018, 11:09:49 pm »

Holy shit there's too many just grab stuff off workshop lol. Like I said I have around 70 so that's just a handful of them I got lazy after posting those.

There's an easier way.  Go to the main workshop page, then the browse dropdown bar to enter collections.  You can create your own there, like this.  After you go through the process and publish it, you can get a full compiled list that you can link and just mention a few of the highlights.  Can even update it from time to time and potentially set up multiplayer games since everyone could have the same list.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6304 on: April 18, 2018, 11:57:37 pm »



These poor two guys are going to be stuck fighting together for the rest of time. There's a fallen empire blocking them from leaving. This is with 0.75x hyperlane density.

Edit: Wait they can't even fight each other. They're actually just stuck there looking at each other for the rest of time.

Dorsidwarf

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6305 on: April 19, 2018, 04:00:18 am »

Or at least until they slowly drag themselves up to jump engines
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6306 on: April 19, 2018, 11:49:58 am »

Or at least until they slowly drag themselves up to jump engines
One of them actually has a wormhole in there so I suspect they can leave. Not sure what the other will do.

The difference between 1x hyperlanes and 0.75x is so dramatic. I don't think going from a lot of lines to just single lanes per system is a 25% decrease...

Though apparently the next patch will change it so it's less dumb like that and will have clumps of systems separated by highways or something. That being said this current system is incredible for forcing conflict. On the other side of the map are three empires fighting over a single system.

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6307 on: April 19, 2018, 11:58:48 am »

I want to set up a mod which creates zero hyperlanes, but makes every star have a gateway.

This would definitely break much of the game, but I think it has potential.
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Zanzetkuken The Great

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6308 on: April 19, 2018, 12:20:01 pm »

I want to set up a mod which creates zero hyperlanes, but makes every star have a gateway.

This would definitely break much of the game, but I think it has potential.

I believe one of the mods I have in the list I posted on the prior page opens up the sliders enough that it might be possible.  There's at least one that causes your civil to start with the only exit being an under construction gateway, at least, and it is the literal only way out of the system.

Or at least until they slowly drag themselves up to jump engines
One of them actually has a wormhole in there so I suspect they can leave. Not sure what the other will do.

The difference between 1x hyperlanes and 0.75x is so dramatic. I don't think going from a lot of lines to just single lanes per system is a 25% decrease...

Though apparently the next patch will change it so it's less dumb like that and will have clumps of systems separated by highways or something. That being said this current system is incredible for forcing conflict. On the other side of the map are three empires fighting over a single system.

Interesting mod I came across I'd like to mention that is also in the mod list.  Has hyperlanes in the title, and through events, it adds and destroys hyperlanes at random every so many years in different quantities.  Really makes things interesting, in my opinion.  Fortresses wax and wane in importance more than just from territory capture, and paths to invade can open and close to change the strategic situation rapidly.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6309 on: April 19, 2018, 12:21:34 pm »

I want to set up a mod which creates zero hyperlanes, but makes every star have a gateway.

This would definitely break much of the game, but I think it has potential.
I thought you wrote wormholes at first, and was thinking about how that would work (I was imagining it'd be like hyperlanes but horribly rendered, forgetting that systems can only have one wormhole).

Your actual idea though, heh, that does almost sound fun.  Sounds like it'd be a good thing for cooperative races...  I picture defensive pacts forming rapidly, with xenophobe races living their worst nightmare and maybe even starting wars on multiple fronts.

I would disable natural hyperlanes in Space Empire IV sometimes.  The game became a scientific race to reach the fairly late game tech for creating hyperlanes, which also comes with the tech for destroying hyperlanes.  It was sorta like Stellaris 1.0 wormhole tech, with an incentive to make highly-fortified "hub" systems, clusters of close-together wormholes surrounded by platforms.  Though mostly the AI just got confused :P
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6310 on: April 19, 2018, 12:53:40 pm »

I want to set up a mod which creates zero hyperlanes, but makes every star have a gateway.

This would definitely break much of the game, but I think it has potential.

I believe one of the mods I have in the list I posted on the prior page opens up the sliders enough that it might be possible.  There's at least one that causes your civil to start with the only exit being an under construction gateway, at least, and it is the literal only way out of the system.

That's what gave me the idea, in fact. I think the sliders don't go down to 0 or up to 100% though. And come to think of it, you can't go to gateways you haven't discovered yet, so there would at least need to be some kind of scripting to reveal the whole galaxy.
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USEC_OFFICER

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6311 on: April 19, 2018, 01:55:48 pm »

Aren't gateways closed to you if an enemy controls them? To prevent you from popping up in the middle of an enemy's empire and vise-versa?  So wouldn't warfare be put on hold until someone develops jump drives?
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6312 on: April 19, 2018, 04:34:37 pm »

Aren't gateways closed to you if an enemy controls them? To prevent you from popping up in the middle of an enemy's empire and vise-versa?  So wouldn't warfare be put on hold until someone develops jump drives?
Yerp. Even then it'd be pretty silly because every battle you initiate you'd be at a sever disadvantage due to the recent jump modifier.

You'd have to mod that one out too.

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6313 on: April 19, 2018, 06:21:09 pm »

Well, if you're modding things, might as well get rid of the distance penalty, since all stars are equidistant.

And since this is already a blatant stargate ripoff, I say instead of giving you the whole galaxy right off the bat, how about having an edict that puts 5% of your research points into discovering new stars?
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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #6314 on: April 19, 2018, 09:31:06 pm »

Should be a few stars without any gates, and if you want to go there you need to send a giant wormgate-carrying ship on a very, very long sub-light journey. :P

I like sci-fi settings where traveling between stars the old-fashioned way is necessary sometimes.
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