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wiegieman posted:It is impossible to overstate how important and incredible Civ4 modding was. You're never going to see something like Fall from Heaven for Civ 5 or 6. There's a Caveman2Cosmos-like mod for 5, but it's pretty buggy. It's only 6 which is really closed to modding.
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# ¿ Feb 21, 2019 18:35 |
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# ¿ Apr 20, 2024 04:57 |
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How does mod load order work these days, I haven't played in forever. Top-to-bottom, or something else?
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# ¿ Jul 10, 2020 21:20 |
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I actually feel like the micro is a lot worse than it has been with the old system. I won't necessarily say it's wrong - as long as you don't mind not playing optimally it's easy to keep up with the AI even without getting too much into it. And it's nice at the beginning. Though even from a perspective of "micro is fun actually" the old system was more comfortable to optimise due to fewer clicks, the pop management is pretty annoying to do through the planet UI.
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# ¿ Jul 11, 2020 17:49 |
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Kraftwerk posted:I think some people try to optimize by having dedicated stratified societies where workers, specialists and rulers have their own unique traits to maximize their bonuses. So if you have freedom of movement and migration you’re gonna have to gene mod/assimilate/robo mod the new pops to fit whatever role you need on that planet. It's this, or really anytime when you're messing about with job priorities. The whole thing works fairly well and is decently low-effort when you don't ever touch it, but if you do then the old map menu was a lot quicker to work with. Plus it was like a minigame of sorts if you were microing your pops. Then again the old system did get fairly tedious once you got over 50 planets or so. And the AI was garbage at dealing with it.
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# ¿ Jul 12, 2020 02:39 |
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SMAC has the tech web too, actually, and even the improvement thing to an extent. But it's still considerably better.
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# ¿ Jul 17, 2020 19:30 |
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Grouchio posted:Just bought a MSI GP65 Leopard to hopefully handle 100+ mods with Stellaris. How well would it run on an Intel Gen10 processor with 2TB SSD? What's your sustained CPU frequency under load? You can use something like CPU-Z to check, or the nvidia overlay tools I think. Either way I have about 10 mins startup time with a slowish nvme ssd and a 4GHz-sustained 9th gen CPU with almost exactly 100 mods. Runs fine after that. e: I'm guessing it's going to be a bit lower loading time for you? I wouldn't expect by more than half though. Obviously depending on what mods you use, I have about all the big ones including NSC, planetary diversity, ISCB (or whatever the superweapon one is), alphamod, gigastructures, zenith of fallen empires, civilian ships, all traditions, all guili mods, all compatible story and race mods, etc. Private Speech fucked around with this message at 10:28 on Aug 11, 2020 |
# ¿ Aug 11, 2020 10:13 |
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Schadenboner posted:I'm surprised that there isn't any (official) integration between Surviving Mars and Stellaris. Like, there are plenty of mods that pretty much do that but it always seemed like an opportunity to build brand synergy (like with the HOI/CK-era Earth tie-ins)? Pretty sure there's a literal "stellaris domes set" DLC pack thing for Surviving Mars? Not massive but on a similar level to HOI/CK.
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# ¿ Sep 17, 2020 16:41 |
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Alphamod implements a lot of that via policies, not necessarily -well- or anything, but it's there. There's around one-and-half dozen of categories including things like cost of living, food subsidies, waste management, energy sources and such. It doesn't help any with the micromanagement but it does add more roleplaying opportunities with some mechanical effects. I also quite like the "political events" mod which adds interplanetary politics. Bit frustrating but helps a lot with flavour. Also I think at utopian standards unemployed pops do something and are fine, might be a mod thing as well though.
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# ¿ Sep 25, 2020 19:55 |
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HelloSailorSign posted:I'm using NSC but finding I'm doing the same thing with my fleet comps anyway. Either NSC or one of the other mods I have e: I also have Improved Space Battles it could be from that. See my next post below, but it's from ISB. Private Speech fucked around with this message at 02:46 on Oct 1, 2020 |
# ¿ Sep 30, 2020 09:39 |
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Apologies for the double post of sorts but the EVE mechanics are mostly from the Improved Space Battles w/ the NSC compatibility patch; I was at work earlier so couldn't look it up. e: updated link for the 2.7 version The main changes are that cruisers have boosts similar to command cruisers in eve, strike cruisers have dictor-like capability, titans have various boosts - most usefully an aura with a significant boost to jumping, dreads are good as artillery platforms and destroyers are good as PD platforms. It also adds a couple of extra-large ship types with severely limited shipcounts to fill out the endgame and has an optional component to boost difficulty of FEs/endgame crisis/leviathans/l-space aliens (each is individually customisable with several levels). Private Speech fucked around with this message at 02:47 on Oct 1, 2020 |
# ¿ Oct 1, 2020 02:35 |
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err and that's only the ones I have active right now e: I don't even think it's particularly extreme, watch someone post a screenshot of 200 mods plus. Private Speech fucked around with this message at 03:45 on Oct 15, 2020 |
# ¿ Oct 15, 2020 03:41 |
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Black Pants posted:The screenshot isn't bragging about the number of mods I have. :P Oh umm, I don't think I get it then. I'm currently down with covid so might be a bit slow.
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# ¿ Oct 15, 2020 03:52 |
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Black Pants posted:The.. the columns are broken? The name column is bunched up and the toggle button is halfway off the edge of the screen. Oh yeah, I didn't even notice. TBH the mod manager is pretty broken as a whole once you get into three digits of mods anyway, even just trying to reorder is a complete pain - I have to do it like 20 times to drag a mod from the bottom to the top.
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# ¿ Oct 15, 2020 04:12 |
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To be honest there aren't even all that many games that can meaningfully support dozens of simultaneus mods, being a good platform for mods is an achievement in its own right. Off the top of my head there's - Elder Scrolls 3/4/5 - KSP - FO3/FONV - KOTOR - Rimworld - Stardew Valley - X2/X3/X4 - Minecraft - Spore - Starbound - No Mans Sky - Baldurs Gate - CK2 - TW:WH (1 or 2) - OpenTTD - Garrys Mod - Stellaris - The Sims 2/3/4 - SimCity 4 (and some modern derivatives) And that's all that I can think of. There's a lot more that use a few mods at a time, but not very many that benefit from a lot of mods at once. To be fair a number of those pack many modifications into one (too many to list, but e.g Mount and Blade and Civilization 4). e: Spore and NMS might be stretching it a bit, even. Private Speech fucked around with this message at 12:05 on Oct 16, 2020 |
# ¿ Oct 16, 2020 02:38 |
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fashionly snort posted:ooooooOoooOooooOOOoo cool. Thanks! I find that I had to make some changes to the globals even after having 100+ mods, since most mods add stuff rather than change the core gameplay. It's not particularly balanced but for me I have all building slots unlocked from start and significantly faster building times, along with "carrying capacity" pop growth that's slightly sped up. Since population is the main thing which controls the speed of the game up until late midgame it helps cut down on the tedium significantly, especially with mods that add automation for building stations, upgrading outposts and improving sectors. You might want to make habitable planets more rare and tech more expensive to slow the tech race a bit again, but that depends on the desired gameplay speed. YMMV if that's what bothers you but it was extremely easy to put together and improved my enjoyment immensely. Also for 2.7.2 there's a CheatEngine table that lets you get achievements when modded; since unlike EUIV the achievements aren't especially challenging I find it makes the game more enjoyable for me as well. As for content mods the main ones I have are alphamod, planetary diversity, gigastructural engineering, icmb (sp? the combat and shiptype mod), NSC (the other conbat and shiptype mod), some extra event mods, zenith of fallen empires, some extra tech mods (guilis components and ESC), starborn, one of the "traits depend on species class" mods, a large merged pack of tradition trees and some diplomacy mods (can't remember the name but extra vassalege types, better federations, that sort of thing).. Private Speech fucked around with this message at 03:53 on Nov 19, 2020 |
# ¿ Nov 19, 2020 03:43 |
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Splicer posted:It takes ~5 months to build the quickest building with all the build speed increasers, presumably as soon as you hit the build button you start speed training gene clinic workers or whatever. Or part of your farmers' day to day is a few hours on the study channel learning how to work a centrifuge. This and habitats is exactly why I play with all building slots unlocked and ~5x faster build rates, as I've posted about before. The production bottleneck is population anyway and many buildings have maintenance, so it really only helps when you get to the point where you can just dump a huge pile of minerals on a colony to get it set up exactly how you want without worrying about micromanagement or sector automation. Private Speech fucked around with this message at 05:06 on Nov 21, 2020 |
# ¿ Nov 21, 2020 05:02 |
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FuzzySlippers posted:What mod does that? This one gives all the slots: https://steamcommunity.com/sharedfiles/filedetails/?id=1888323637 For the build speed I use a custom tech given at start, it's 12 lines long mod. Here it is: http://www.mediafire.com/file/5wx5r9v3vxcli24/CustomFinalOverrides.zip/file (extract into [Documents]/Paradox Interactive/Stellaris/mod/) It also speeds up population growth a bit if using carrying capacity, depending on your preferences you can delete "carry_defines.txt" in the common/defines subfolder to get rid of that part. Also you can turn the building speed down a bit by changing the "planet_building_build_speed_mult = 4.0" line in common/technology to "planet_building_build_speed_mult = 2.0", which is a decent middle ground.
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# ¿ Nov 21, 2020 19:33 |
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Baronjutter posted:Does unlocking all the slots gently caress up the AI at all? Like do you find planets with 10 pops and 32 understaffed buildings or is the AI at least smart enough to only build based on free workers? It seems to work for me, but I never looked at it in detail now that you mention it. e: Actually it's not that easy because it has to be added by an event to prevent the AI from getting it, try it without it first if you can? Or maybe someone who's better at modding can do it. From what I understand of the (at least of 2.7.2) AI building logic it shouldn't build a ton of understaffed buildings though. Private Speech fucked around with this message at 20:34 on Nov 21, 2020 |
# ¿ Nov 21, 2020 20:02 |
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Baronjutter posted:So I'm doing synth ascension for the first time ever and it's ok, but man I wish there were more portraits. I've never downloaded portraits off the workshop because for some reason stellaris seems set up to not just let you easily add more portrait sets, it ends up being a mod that touches species defines and all sorts of stuff. I was hoping for a mod that let me be synths but still look human? Maybe you could just replace the graphics files for one of the vanilla portraits? It should in theory work.
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# ¿ Nov 22, 2020 03:44 |
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Baronjutter posted:I'm playing life seeded for the first time and it's a new challenge. I had some great planets near me, but of course 0% habitability. I finally got droids and started to colonize, I thought it would be cool to have fully non-populated mining and farming worlds. I don't know if its a base game bug or Carrying Capacity mod but I have near-normal population growth on these planets, just with a -50% penalty due to the 0% habitability. Now I have very upset very expensive pops clogging up the planet and it feels very wrong. I don't think you should have population growth for species not present on the planet? As in if you colonize with robot colony ship you shouldn't have normal pops, but if you have at least one they'll grow. And they can also migrate. Maybe try moving them off the planet and see if it fixes it. IDK if that's the problem but I don't think it's related to the mod, all it does is add a dynamic multiplier to population growth based on existing pop and capacity. Could be wrong though.
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# ¿ Nov 23, 2020 12:27 |
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Libluini posted:I hate all of this and this is the main reason I could never get into the first MO-game. There's always Space Empires 5 with it's individually designed ground units that you control on an RTS-like map. Actually SEV is quite close to Stellaris in lots of ways. It does lack the social dimension represented by pops, policies and the like, but it's otherwise fairly similar.
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# ¿ Nov 24, 2020 11:13 |
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Danaru posted:I miss Space Empires V as well SEV was great, especially modded. Shame that the last release of the crimson concept mod has a crash bug when you try to build a dyson sphere. Maybe not great in the sense of being a great game to actually play mind you. As mentioned Aurora also hits a lot of similar points, as do the Star Ruler and Distant Worlds games. Also SotS. Really there's quite a few. e: Star Ruler not the other game with a similar name I posted before the edit, which is in fact very bad. There's also Star Sector, which IIRC is partly goon-made and also is quite good for designing space ships and smashing them together. And Children of a Dead Earth of course. Private Speech fucked around with this message at 12:45 on Sep 6, 2022 |
# ¿ Sep 6, 2022 12:35 |
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Dorkopotamis posted:Most decisions you make in EU4: That is, most buttons you push in EU4, you only have to push once. Stellaris, there are so many modifiers, planet effects, edicts and etc that you need to keep on top of. Even if you're playing tall. Cooldowns to worry about, upkeep to consider. Stuff like that should be automated or permanent. I think he's talking about things like making combat width stacks and rotating them out of battles, along with microing diplomacy, tech costs and war score. Also carpet sieging and setting up stack wipes and island traps. Just a lot of stuff that can be quite tedious. Also setting up scorch earth/attrition traps. e: Whether this is more or less tedious than having to click on buttons to build things can be up for debate. You still have to do that in EU4, though not as much. E.g. Imperator also has building micro though. e2: Forgot about naval combat and attrition, that is a giant pain too if you want to be optimal. Private Speech fucked around with this message at 09:32 on Sep 22, 2022 |
# ¿ Sep 22, 2022 09:16 |
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The worst part is that without the micro there is no realistic way to win against superior opponents, so it's actually very important that it exists for the game to remain playable, since unlike Stellaris countries start in very uneven positions. Bit hard to play an Irish nation if you can't deal with England.
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# ¿ Sep 22, 2022 09:35 |
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Jazerus posted:i am not sure i agree, we'll have to see how vicky 3 sorts out imo. it would be a lot more interesting to me to win as an irish nation against england because i got france and spain to support me in a diplomatic play instead of stackwiping english stacks in ulster by suiciding galleys into the english navy to cut off their retreat path The problem is that's really hard to do unless you have a big enough army, which you won't, because you started in Ireland. You might be able to get lucky but at that you're just throwing restarts at the RNG, which I'd argue is even worse.
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# ¿ Sep 22, 2022 09:59 |
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For me the biggest issue is the lack of assymetry and variety - yes multiplayer etc., but in say EU4 or HOI4 there's a wide variety of power levels between nations and it's still a paradox multiplayer balance game. In fact this is the single most balanced of all paradox games I can think of, in terms of player power levels. It's almost like Total War in that respect (in which I absolutely loathe the lack of asymmetry as well). There are mods that help a bit but it's still not that great. Private Speech fucked around with this message at 22:56 on Oct 15, 2022 |
# ¿ Oct 15, 2022 22:53 |
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Jabarto posted:People will say all sorts of things about subjects they don't understand (balance doesn't mean making everything exactly the same). But to answer your question, "one of them inexplicably lacks a long range counter and the other doesn't" isn't a very interesting problem to solve. Smugposting much? I've always preferred sandbox games that let you pick your difficulty based on which start/approach you take. Like other paradox titles, say, or plenty of roguelikes and other games. That requires options to be inherently unbalanced to work. Go play chess or dota or age of empires or some other competitive game if you want problems to solve, sandbox games shouldn't try to be chess IMO, because that makes things very boring and not at all sandboxy. Private Speech fucked around with this message at 08:22 on Oct 19, 2022 |
# ¿ Oct 19, 2022 08:18 |
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Could be due to a leader capacity limit or something?
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# ¿ Mar 22, 2024 22:35 |
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# ¿ Apr 20, 2024 04:57 |
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Libluini posted:I'm currently sitting at 3829,6 hours, according to Steam. I am insane. The only reason I have any achievements is that I used a cheat engine table to enable obtaining them while modded, but alas it hasn't been updated to the latest version and I can't be bothered to try and fix it myself (link, there are ones for other paradox games too). Private Speech fucked around with this message at 10:43 on Apr 10, 2024 |
# ¿ Apr 10, 2024 10:41 |