Stellaris

Stellaris

ExOverhaul: 1.9.* Tweaks
32 条留言
xol  [作者] 2018 年 1 月 22 日 下午 10:39 
?
Phoenix Nebula 2018 年 1 月 22 日 下午 7:39 
For some reason I cant use this with the other ex mods.
Rough 2017 年 12 月 10 日 上午 8:01 
then we just need characters that can be assigned as ship captains a la Distant Worlds.
Rough 2017 年 12 月 10 日 上午 7:59 
that's awesome =) because when I think space opera or even space battles, I think of like 3-4 capitals duking it out with some support ships, not a computer-melting carpet of battleships facing another computer melting carpet of escorts
xol  [作者] 2017 年 12 月 9 日 下午 11:40 
Actually, we are working on a combat overhaul mod now that does exactly that 😃
Rough 2017 年 12 月 9 日 上午 11:18 
Hey Exnihil, is there any chance of you doing a ship numbers reducer mod or integrating one into this mod? It'd be really nice if ships were worth 4x as much, good for rp and good for system performance.

A few mods more or less do this, but aren't compatible with ship mods like SCX or NSC...or are never updated. I figured you could do the concept justice.
xol  [作者] 2017 年 11 月 3 日 上午 10:40 
Armor is not nerfed here, big ships are
Aviator 2017 年 11 月 3 日 上午 10:20 
Maybe personal preference, but armor needed a buff, not a nerf. In all my playthroughs, pure shield builds have performed the best, regardless of enemy type.
Lex Peregrine 2017 年 10 月 26 日 下午 12:44 
I have published a compatibility patch for users of Realspace plus the RS New Worlds sub-mod, check here:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1181526371
Pietas 2017 年 10 月 14 日 上午 12:52 
Yup, they're changed now.
xol  [作者] 2017 年 10 月 13 日 下午 11:53 
I uploaded yesterday. Please confirm that all is working as intended
xol  [作者] 2017 年 10 月 13 日 上午 1:19 
I'll check, tnx
Pietas 2017 年 10 月 12 日 下午 11:08 
I think you forgot to upload the changes to Earth and Unity from Oct. 7th.
xol  [作者] 2017 年 10 月 11 日 上午 6:19 
Sure
Zares 2017 年 10 月 11 日 上午 6:12 
Can I safely delete empire_initializers.txt file from this mod? I'd rather like to use the one from Real Space.
xol  [作者] 2017 年 10 月 7 日 上午 1:46 
@Pietas - updated the mod with the requested features.
Pietas 2017 年 10 月 6 日 上午 9:34 
IIRC you'd change the prescripted_systems_initializers file, or preferably create an override for just the Sol/Deneb systems in a separate file, if that method works for these files.
xol  [作者] 2017 年 10 月 6 日 上午 12:28 
It does make sense, I'll look into doing this - I don't want to create mod conflicts by changing the prescripted nations, so I might change these planets with a game start event.
Pietas 2017 年 10 月 5 日 下午 8:53 
Perhaps it'd make sense to alter the size of Earth and Deneb (and possibly Mars?) to reflect the changes to randomly generated homeworlds?
xol  [作者] 2017 年 10 月 1 日 上午 12:36 
mod updated with the change to resettlement cost. thanks for pointing this out.
ʕ•ᴥ•ʔ 2017 年 10 月 1 日 上午 12:14 
Thanks for the quick response! I agree with the intention of the change overall, too bad there isn't a way to scale the cost over time :steamsad:
xol  [作者] 2017 年 10 月 1 日 上午 12:11 
Hmm. I haven't considered this. I'll reduce the unity cost a bit and perhaps also add energy costs. All in all 200 unity is cheaper, later on, but more expensive during the early game.
ʕ•ᴥ•ʔ 2017 年 10 月 1 日 上午 12:05 
Really enjoying your mods, one question though: am I understanding correctly that it's 200 unity + 20 influence to resettle a single pop? I like the rest of the changes, but that resettlement cost would severely hamstring Rogue Servitor's early game, since they need to move at least one of their bio-trophy pops to each newly colonized planet
Trigger 2017 年 9 月 30 日 上午 11:20 
thx
xol  [作者] 2017 年 9 月 30 日 上午 11:17 
fixed
Trigger 2017 年 9 月 30 日 上午 11:15 
the launcher ses this is for 1.8.1
xol  [作者] 2017 年 9 月 29 日 下午 1:50 
Only after you take control of a planet, but in that case it really doesn't matter. Unrest is rather inconsequential once rebellions have no chance - if you got as many armies on a planet as pop, or a number close to that, you are golden. This is so in vanilla. If you want to see some proper rebellions I suggest you take a look at Caligula Caeser's rebellion mod.
Reygis 2017 年 9 月 29 日 下午 1:46 
Won't the army change negate the unrest change? In fact it'd be more powerful now. 25x10 or 100x5.
Dadaist Coyote 2017 年 9 月 29 日 上午 5:43 
Ah, my bad. Continue on then.
xol  [作者] 2017 年 9 月 28 日 下午 9:36 
that's correct, its resettlement cost not colonization cost.
aledeth 2017 年 9 月 28 日 下午 7:19 
That's a unity cost to Resettlement, not Colonizing new planets. Unless you see forced resettlement of people to a new planet as a required part of colonization, there's no added cost there.
Dadaist Coyote 2017 年 9 月 28 日 下午 7:12 
I like most of the changes to this, but I'm really turned off by adding a unity cost to colonies. Colonies already add to the unity needed to get points, and it means that if you just perked up you're suddenly restricted from colonizing until you get the needed unity again.