Stellaris

Stellaris

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Behemoth Fury Tweaks
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23.482 MB
5 月 24 日 上午 10:19
10 月 4 日 下午 12:39
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Behemoth Fury Tweaks

描述
If you've always wanted to breed vast, all-hungering space monsters but just wish that you didn't end up plagued with endless logistical difficulties along the way, this is the mod for you!

BFTweaks rebalances the Biogenesis Behemoth Fury crisis to address some of the most widespread points of criticism about how it plays. This is NOT a mod that dramatically alters the power level of the crisis, or indeed affects behemoths themselves very much as they are already quite strong and well designed. Rather, it streamlines the experience and affects everything surrounding the behemoths - how to progress through the crisis, how Growing Pains plays out, and how much you need to actually interact with your behemoths and their mechanics.

List of changes:

Trophic Array Megastructure:
Many people wanted a way to feed behemoths themselves. This structure allows that in a limited capacity to not fully eliminate the need to go out and eat things, but assists in handling behemoths, especially in games with smaller galaxies or fewer neighbors.
  • Put out a moon-sized dinner plate to feed your behemoths!
  • New megastructure that allows you to keep one behemoth fed, slowly increasing growth and preventing rages. Only one can use it at a time though! (Since they get mad if they're together. No sharing!)

Behemoth Eat Planet:
Although Eat Planet now still gives food in vanilla, the economic collapse that Growing Pains causes is difficult to overcome if your empire is not already incredibly self-sufficient, teched up, and dominant. That felt wrong, so Eat Planet now gives Energy and Minerals too to prevent shortages for as long as you're going out and eating things, further emphasizing the need to use your behemoths.
  • Can now be used on uncolonized planets
  • Grants Energy, Minerals, and Food based on planet size

Growing Pains:
Growing Pains is now harder to rush for small empires, but will not drag out as long for large empires. It also requires actually going out and eating planets to raise growth factor, which is now much more important and no longer capped. Essentially, it rewards going out and continually eating things rather than just capping GF and turtling.
  • Max penalty from empire size reduced from 90% rate reduction to 50% rate reduction
  • Growth Factor cap removed
  • Base rate reduced to 1.0, Digestion only adds +0.5 progress, growth Factor gained from eating pops reduced, and lengthened tiers to compensate
  • Growing Pains can be paused entirely with the Brawn option
  • Behemoth Transference modifier now also reduces Pop Consumer Goods upkeep by 10% per tier

Behemoth Growth:
It used to be trivial to grow behemoths by feeding them a bunch of empty maulers during a rage in an isolated system. This seemed to go against the spirit of the crisis, strongly rewarding this trivialization of the early stage behemoths (when they are most vulnerable).
  • Slightly decreased the growth gain from eating Behemoth Eggs.
  • Removed growth gain from destroying parent empire bioships (other ones will still give growth though).
  • Increased growth gain from eating pops to compensate.

Behemoth Victory:
Once Growing Pains is finished and the Voidspawn is dead, you can win pretty much any time, but it doesn't happen automatically anymore to allow you to have fun with your full-strength Class IV.
  • Now triggered via a Special Project rather than automatically
  • "Linger in this galaxy... for now" maintains control of the Behemoth rather than forcing you to pick a new empire
  • "Let my hunger thrive!" makes it roam and makes it nigh invulnerable. Improved roaming behaviour (it won't just be stopped by FTL inhibitors anymore!)
  • Uncontrolled Behemoth now eats planets (kinda)
  • The Behemoth Transference empire debuff is also removed now when the Ascension special project is added, allowing you to keep playing your empire until you choose to trigger victory

Crisis Objectives:
Feral insight used to be irrelevant given how much you got from bioships - progress through crisis tiers was more tied to just hitting the milestones. This felt wrong, so it was substantially rebalanced. This system strongly encourages hatching, growing, and otherwise playing with behemoths to progress through the crisis. It does slow down progression somewhat, but places empires in a more interesting place. There's much more of a chance to play with C2 / C3 behemoths now before just rushing to the end.
  • Reduced Feral Insight for building bioships and fauna.
  • Increased Feral Insight for building Behemoth Eggs and Birthing Behemoths
  • Added Feral Insight for Growing Behemoths, Eating Pops, and Eating Planets
  • Removed Feral Insight gains for killing bioships and fauna
  • Class II Behemoth is unlocked at Crisis Tier 3 instead of 4, to counterbalance slower Feral Insight gains in the early tiers

Misc changes and fixes:
  • Crisis Stage 3 reduces alloy upkeep by 75% as well
  • When a T4 behemoth is slain while raging, its associated empire dies too (this is just a bugfix, not a new mechanic)
  • Changed T1-T3 behemoth combat behaviour to Picket so that they don't chase targets quite as close (and start spinning rapidly in circles)
  • When a Behemoth cracks an egg while raging, the resulting object is already surveyed (to allow you to rebuild the starbase more easily)

Known issues:
  • Okay this one is super specific, but if you're playing with BFTweaks, Gigastructures, and Dynamic UI Overhaul, (all three are needed for the issue) multiplayer games where attack moons / behemoth planetcraft are enabled will crash on startup if any player does not own Biogenesis.
  • Incompatible with Sparble Hyperconstructs.
热门讨论 查看全部(2)
12
7 月 5 日 上午 11:18
Feedback and balance
Kalisalos
7
7 月 14 日 上午 7:10
Bug reports
Kalisalos
71 条留言
Sjru 🐲 10 月 26 日 下午 12:47 
Maybe you can have an optional branch that allow a not full galactic war? Like a situation for a more pacifist route?
Kalisalos  [作者] 10 月 12 日 上午 7:14 
@Tzucaza - We did consider it, and there are certainly arguments to be made in both directions. Ultimately, we decided that this mod was about rebalancing the crisis to make it more fun, rather than overhauling it more substantially and changing its broader-scale gameplay in ways that would diminish the enjoyment of many players. (I know that Cosmo is quite controversial too for not causing one - it's flavorful, but it makes the crisis harder to combat and more 'passive'.)
Tzucaza 10 月 11 日 上午 4:12 
Did you consider removing/changing the forced galactic war?
When you reach level 5, "Primal Roar" just ends all possibilities of diplomacy.

The end goal of the path is not destroying everything. You don't even do it on accident (see Cosmogenesis).
You as a player need to start killing off other empires, while Cosmogenesis consumes living beings in the Synaptic Lathe for research purposes and no one bats an eye...
At the very least my "friends", Federation members, for example, should understand that I am not a threat.

My suggestion would be to change "Primal Roar" to:
-1000 Opinion with all empires
-100% diplomatic weight
Unlocks the Hunger casus belli

Maybe even more debuffs to make it balanced, but you get the idea. Maybe heavier debuffs while level 5 is ongoing, but when you stay the debuffs get weaker?
Kalisalos  [作者] 9 月 29 日 下午 4:51 
@Journeyman Prime - Yes, that is what happens.
Journeyman Prime 9 月 22 日 上午 11:02 
Is it possible to (after choosing "linger in this galaxy for now") have your empire "die" and the Behemoth become your empire? So you can actually RP as the ascended Behemoth, no longer living that mundane, planetbound existence?
SteelBlood 9 月 5 日 下午 2:45 
No worries, thanks for letting me know!
Kalisalos  [作者] 9 月 5 日 下午 1:52 
@SteelBlood - Sorry for the slow response, I was travelling. The changes to the Growing Pains situation are also not save game compatible (as in if you started the vanilla situation rather than the modded one), as everything related to situations is set when it is initialized. Everything else should be save game compatible as far as I recall.
SteelBlood 8 月 28 日 上午 12:50 
Are other things not save game compatible?
SteelBlood 8 月 27 日 下午 3:45 
Thanks, I appreciate the response. I did unlock the crisis before using this mod, so that command is what I would need then. Keep up the good work!