Stellaris

Stellaris

Earth Force Shipset
267 条留言
topper22_1984 12 月 6 日 下午 11:30 
Yes we need a Nova class, and the starfury
L1TTL3 PYP 11 月 23 日 下午 6:58 
Can we add the Nova Class?
pxsify 8 月 8 日 下午 10:32 
Omega class rotating section actually looks great, when will we see the Babylon 5 and 4 stations?
rospiff 7 月 26 日 下午 10:39 
Just went through a whole game with this mod. Love it.
marchin_81  [作者] 7 月 10 日 上午 9:49 
lol, if you can that might help.

and i certainly have some complaints around 4.0-- mostly economic. they basically made the game idiot proof with all the passive bonuses. getting 10k + income on a resource isn't even very challenging.
Knight Nestor 7 月 10 日 上午 8:39 
Everything is off, it seems the game started with fashion. Perhaps the point was that stellaris 4.0 piece of sh*t
Knight Nestor 7 月 10 日 上午 7:58 
I could throw off error.log if needed
marchin_81  [作者] 7 月 10 日 上午 7:36 
weird, idk why it would do that. is anyone else having this issue? could look at it.
Knight Nestor 7 月 10 日 上午 7:06 
strange, but even when I turn on just this mod game crashes with Paradox crush reporter
thecrimsonxkid 6 月 26 日 下午 9:59 
does anyone know who i can commission to make a ship-set?
BettyBlue 6 月 1 日 下午 10:09 
Thanks. Can we get all races or a complete babylon 5 mod.
marchin_81  [作者] 5 月 30 日 下午 8:17 
sorry for the late reply, @fran. I've been away on vacation. perfectly fine with it, really
Fran 5 月 25 日 上午 10:58 
Heyhey :) Is it ok if i update your shipsets to NSC3? :)
marchin_81  [作者] 5 月 6 日 下午 3:10 
yeah, among a host of other things in my larger mod that's just crashing things, I was trying to figure this one out as well.
Jon Throw, King of the 1k 5 月 6 日 上午 7:44 
Seems like all ships set I use are coding under biologics, this one too. Still persisting at the moment.
-=EDF=- Kouta Seto 5 月 6 日 上午 1:43 
Works as should now, thanks for that quick patch.
marchin_81  [作者] 5 月 5 日 下午 9:14 
Thanks, got wrapped up in other updates didn't even realize these had been impacted yet. all should be good now
Blast Hardcheese 5 月 5 日 下午 9:03 
Quick fix for shipset: Go to the graphical culture txt document in the mod and add the following code before the line starting with the word "Fallback": ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
-=EDF=- Kouta Seto 5 月 5 日 上午 10:39 
Warlock Class? Count me in. Needs update thou given how shipsets now work... dont want human ships being breed instead of build XD
Itsrichie94 3 月 17 日 上午 2:24 
Will there be models for the NSC mod? (Flagships and whatnot)
marchin_81  [作者] 3 月 6 日 上午 6:26 
that in itself was helpful, b/c i realized I'd mistakenly assumed increasing base maintenance cost of a cruiser to say 1.8 energy wasn't an issue b/c late game you see fully built out cruisers that go higher than that. but that was wrong. put base maintenance cost that high and the ai is basically... no thanks. not building these. even if they've amazingly positive income.

so i understand the one issue there, but not why... i mean. maintenance costs can go to 3-5 energy on some ships and AI is fine with that. so why is it good with spending on those, but not these...

it's why i say the AI is inflexible, though. if it's got the resources in abundance, it should be just fine with building ships. but it's not.
marchin_81  [作者] 3 月 6 日 上午 6:14 
yeah, i've chatted with one or two. the discord is pretty good about that. the short answer was it's fickle, but I was also trying to do too much at once.

on average each empire had 2 new resources, but i'd also tweaked vanilla resource costs and fundamentally changed the way the AI determines how many ships and of what size they want when-- that last one mainly to try and get the AI to better compete with humans who will happily go 100%, 200%, even 500% over their command limit. that, and to get ai to build cannon-accurate ship size ratios for certain shipsets (and diversify what ships they prefer in general)-- ie, B5 races mostly like dreadnoughts etc.

so my approach has been to take a step back, remove the new resources for the moment and get it to work otherwise. then add in new resources one at a time.
Devil 3 月 4 日 下午 11:20 
if your having a hard time with AI try asking the guys that made Star Trek: New Civilisations mod thay seem to work it out
marchin_81  [作者] 3 月 3 日 下午 8:00 
i'm at least not in a huge hurry, because one of the recent updates completely screwed up the mod anyway.

they broke aux components, so the AI no longer will add them to ships-- nor will the auto-build out function.

so things like the multi-phased shields for the star trek paths or the integrity fields and auto-repair aux components for B5 tech paths... they no longer use them. which... yeah. that completely screws it up.

so i'm hoping they will fix that.
marchin_81  [作者] 3 月 3 日 下午 7:56 
not make them available, you mean?

I have thought about that, just having the AI not use those resources. but that would also kill one of the more strategic elements of it.

I've tried to make as much as I can actually destroyable, including stations. and I centralized resources so it's more the majority are coming from a handful of sources like finite strip mines-- also a crew resource that is meant to slow ship building and put real pressure on empires during wars.

so you can target orbital shipyards to destroy ship building, target strip mines to target resources, or get into a war of attrition that will strain economies and populations etc etc.

take those resources away from the AI and it really limits what you can do.

mind you, it's i guess less that it's dumb and more that it's to rigid. it makes decisions in a binary fashion, yes or no.

it'd also be frustratingly difficult to remove them from everything. like as upkeep and cost for armor components.
paulo 3 月 3 日 上午 4:27 
If the AI is so dumb, why not simply made the new techs unavailable for it?
marchin_81  [作者] 3 月 2 日 下午 3:11 
not abandoned, just busy with real world work.

the bigger mod i've been working on, it would be possible to do a full babylon 5 game as i tied unique weapons to ship set-- ie, races get the canon weapons and associated with their shipset race. but it's not technically a solo b5 mod. there are also weapons paths for star trek, star wars, and that old game master or orion.

what's held it up so long is the AI economy. I can't get them to freaking build ships with the new resources... i swear the AI in this game sucks. the AI economy approach isn't bad in itself, but then the AI seems to make decision in a binary, on/off fashion. so if not everything is perfect in the files they just flat out stop making ships at all-- even if they've massive resource income and reserves.
BettyBlue 2 月 22 日 下午 3:16 
We have not heard from him I think he abandon the mods. A babylon 5 mod would be great.
Devil 2 月 20 日 上午 1:59 
do you think you can make an full babylon 5 mod for the game
Vantas Strider 2 月 19 日 下午 3:15 
Fantastic mod! Just booting it up now, is there a flag set you know of that has the flags for the B5 races?
CTUAgent 2 月 19 日 下午 1:34 
Love B5, thanks for making the mod! However, it didn't work for me. I rolled the version back to 3.6.1 and tried to play with the mod, but once in game, all the menus don't work (can't even pull up the game menu to exit). Not sure if others had the same issue? Would love to try it out properly!
Kerovanka 2 月 15 日 上午 4:26 
https://www.youtube.com/watch?v=mSmSHYBGgkQ a good channel with models, maybe someday will you do it here.
paulo 2024 年 11 月 9 日 上午 6:15 
Is this mod compatible with the 3.14?
Foster 2024 年 10 月 2 日 上午 8:34 
Well, I can't wait to see your work! I love your shipsets
marchin_81  [作者] 2024 年 9 月 29 日 下午 12:48 
that was the plan, to break it down into smaller mods as well. just not sure how i want to go about doing that because there's a lot of AI behavior and selection tied into the current mod with each weapon even.

also have the new models I'm not sure how to break down, and other new technologies not totally sure how to integrate because they're pretty extensive.
Foster 2024 年 9 月 25 日 下午 9:57 
Marchin, you mentioned a large project, would it be possible to see some smaller mods coming out related to it? perhaps with the weaponry?
marchin_81  [作者] 2024 年 9 月 23 日 下午 3:29 
nothing in the mod touches those files.

power core and computer systems are defined first in the ship size file (that says what components a ship NEEDS, then in the component templates,

since this ship set neither changes or adds new ship sizes or ship sections, i'd guess this is an issue with another mod you're using.
countofio 2024 年 9 月 21 日 上午 7:32 
Frigate doesn't work due to there being no Power core or Computer system selectable.
marchin_81  [作者] 2024 年 9 月 20 日 下午 1:17 
yes, but with a caveat.

My big project... god, the past year and a half now... has been building out a big mod that includes weapons/techs as well as ships that are sized/armed more to cannon. i also tied the weapons to ship sets so you get the cannon weapons for that race.

the caveat is it's not just babylon 5, but also star trek weapons/ships, star wars, and master of orion ships/weapons/tech etc. you pick one of 9 starting seed weapons and then you're locked on that path as it opens up more related weapons and tech.

most ships sets I was building in compatibility patches for, but my own i just revamped and resized them all. so they're all in the mod.
BettyBlue 2024 年 9 月 19 日 上午 11:45 
@marchin_81 Are you planning to flesh out each race with tech and all shipsets? Meaning are you creating the whole world of Babylon 5 or just shipsets only?
marchin_81  [作者] 2024 年 9 月 12 日 下午 3:33 
lol, most moders I think are older than many expect, which is why. most (at least among the most active) are in their mid 30s or 40s I've found. so most all of us remember the show!
Piment 2024 年 9 月 12 日 上午 5:40 
i'm surprised how a show as old as babylon 5 still has presence in modern games. as a big fan, thank you for this amazing mod!
Pilgrim 2024 年 7 月 14 日 上午 9:54 
@marchin use asterisks in supported_version to buy yourself a few extra months without people bugging you for updates eg 3.12.*
tilarium 2024 年 7 月 9 日 上午 10:27 
@marchin There isn't, the mod is still going fine. My guess is that people see the yellow mismatch triangle on the launcher and assume that means the mod is broken. Wish Paradox would just remove that, it does no good.
marchin_81  [作者] 2024 年 7 月 9 日 上午 9:57 
Been a bit distracted with work, but didn't think there was anything in latest updates that would've messed up ship sets.
tilarium 2024 年 7 月 7 日 下午 3:40 
Which part? Because it was working fine for me not to long ago while I was playing under the latest game version.
Sean W. 2024 年 7 月 7 日 下午 3:30 
Needs to be updated.
Killjoy 2024 年 5 月 30 日 下午 12:38 
When can we expect this big update?
marchin_81  [作者] 2024 年 5 月 19 日 下午 11:39 
also have added many new stations and ship sizes, unique defenses and resources. reworked many aspects of the game.

goal is no two empires will be the same. different weapons, different some unique ship sections. some like beams some bolts. some cruisers, others dreadnoughts. while also making war more than just refitting your fleets to hard counter.

hundreds of new technologies alone. all weapons with unique visuals and sounds.
marchin_81  [作者] 2024 年 5 月 19 日 下午 11:39 
I basically created 9 branching, mutually exclusive tech branches inspired by star trek, star wars, babylon 5, and master of orion. pick one and it unlocks dozens of new techs unique to those paths: 3 different shield, engine, and armor paths.

for vanilla ship sets they're mostly random, but tied them to mod shipsets so you get cannon weapons/techs associated with those ships. also rescaled ships so they more reflect their cannon size differences and customized their sections. built in compatibility patches for many existing shipsets (while adding new models to them).