Stellaris

Stellaris

MegaCorp+
146 条留言
BlaadFrost  [作者] 9 月 26 日 上午 10:18 
Sorry, haven’t had time to get back to working on the mod. It’s on hold for now, but I’m hoping to jump back in soon. For now I’m just checking out the new update and playing the game again — we’ll see after that :)
Mr.Esuba 9 月 26 日 上午 8:10 
I haven't encountered any large issues yet while playing this in my collection in 4.1
Учитель Физики 9 月 22 日 上午 11:11 
update???
G4R5vb5r3H 8 月 2 日 上午 2:46 
Is there a way to turn off the decade events? They lag my game AND I consider them poorly designed since they're just kind of pointless. It's just a binary option of "which comically large bonus do you want" that scale endlessly because they're percentage-based.
Mael 8 月 1 日 上午 12:20 
How are you supposed to make it past start with the Trade Hub origin? With both Minerals and Food in the negative and Energy being your only halfway decent stat, it seems like I'm missing something

Any advice @BlaadFrost ?
Dlinktp 7 月 24 日 下午 8:53 
Any chance this mod allows imperial/non elective megacorps? Or would be compatible with one that does?
Machoman Adam Savage 6 月 23 日 下午 7:43 
I think the titan project chain is broken? I'm on phase 3 and have about 8 branch offices, yet the situation still says i have zero. I do have a lot of mods on so it could be some incompatibility with another mod.
BlaadFrost  [作者] 6 月 23 日 上午 7:58 
Hi @Don't even Try it. I’m not certain it’s truly required—the tradition tree in my mod changes the leaders, but I think we can play without it. Still, to be safe, I’d prefer to include it.
Mass Asset Consumer: Donald 6 月 23 日 上午 12:14 
Sorry to ask this, but sometimes mods have weird rules on how "needed" their prerequisites are, is Galactic Paragons required for the mod to function- or is it a case of mechanics that just won't be usable?
Escaton 6 月 14 日 下午 8:17 
Your trade policy sounds fun at all, but it is not even working, its just the vanilla policy. your value's do not apply at all.
BlaadFrost  [作者] 5 月 28 日 下午 11:51 
It should be compatible, since I gave unique names to all my civics anyway, so the only compatibility issue you might run into is if two civics from two different mods have the same effects or something like that.
AltoidsMaximus 5 月 28 日 下午 5:57 
For those who care about it, is this compatible at all with other civic-related mods?
BlaadFrost  [作者] 5 月 26 日 下午 12:02 
@mr_ubik Indeed, I’ve made a lot of fixes—I really misunderstood how districts work in the new version! I’ve updated the mod with quite a few corrections. 🙂
BlaadFrost  [作者] 5 月 26 日 上午 9:08 
Normally, I’ve renamed all the scripted variables correctly.
喵小夕 · F_thx 5 月 25 日 下午 7:59 
Please provide a scripted_variables identifier to enable compatibility with the BPV More Building Slots mod.
mr_ubik 5 月 12 日 下午 12:03 
@BlaadFrost the Trade Districts seem to still need to be adapted to 4.0 amount
BlaadFrost  [作者] 5 月 7 日 上午 5:05 
Hi, you can change the mod version by going to the changelog.
Whatisfetch 5 月 7 日 上午 1:39 
Hello, is it possible to include a link for the mod for those still using the rollback before the 4.0 update? I am a fanatic Megacorp user and your mod is indispendable. I'm still waiting for 4.0 to be patched enough before I migrate. Thank you in advance.
Remulus 4 月 27 日 上午 3:07 
The Trade League Policy is horrible... This really kills the mod for me :c
Mael 3 月 17 日 下午 8:45 
How are you supposed to make it past start with the Trade Hub origin? With both Minerals and Food in the negative and Energy being your only halfway decent stat, it seems like I'm missing something
2 月 1 日 下午 10:11 
Many thanks to Calvin Dismet for bringing the Chinese translation to help me play such a cool mod
BlaadFrost  [作者] 1 月 31 日 上午 9:07 
For those who might be wondering, I'm not developing anything on the mod for now. With Paradox's announcements about Stellaris 4.0 and the modification of the trade system, there's a good chance that most of my mod will be broken. However, as soon as 4.0 is released, you can bet I'll be working hard on it—especially now that trade will be considered a resource, which will open up incredible possibilities!
BlaadFrost  [作者] 1 月 31 日 上午 9:01 
卡尔文迪斯梅特 Of course !
卡尔文迪斯梅特 1 月 31 日 上午 5:24 
I made a new Chinese localization translation is here.Could you please add a link?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3108330591
perl 1 月 12 日 上午 10:45 
Cool mod!
BlaadFrost  [作者] 2024 年 11 月 17 日 下午 2:24 
Hello everyone! I've updated the 7 civics related to ethics:

- Institute of Things
- Private Members Club
- Sharing is Caring
- Antisocial Network
- Universal News Network
- No Guts No Glory
- Question Space

Now, the branch office buildings you unlock with these civics provide more specialized jobs for the planet and more interesting and coherent bonuses for the branch office owner.
BlaadFrost  [作者] 2024 年 11 月 9 日 上午 8:15 
Hello capitalists! I fixed a bug that was preventing stock retrieval. Now, when you establish a commercial pact or a branch office, you will properly receive the resource :)
GoddessGaming1520 2024 年 11 月 2 日 上午 3:48 
does this work with the latest version?
BlaadFrost  [作者] 2024 年 8 月 20 日 下午 3:45 
Okay, I managed to fix the bugs. Please make sure you have the latest version of the mod and feel free to give me feedback on whether it works or not, or even on other aspects! I’m really sorry I didn’t catch the bug earlier; I’ve been quite busy this summer. I hope to continue working on the next features I had in mind, such as the ability to buy building plans in the custom shop that allow you to modify certain jobs on a planet so they produce less of their primary resource and more trade value. :D
BlaadFrost  [作者] 2024 年 8 月 20 日 下午 3:24 
I think the issue arises because, in my code, the event `mcp_titan_project.4` is triggered for the planet owner and not for the branch office owner.
Kitten 2024 年 8 月 20 日 下午 1:00 
@BlaadFrost

I attempted to trigger mcp_titan_project.4 on planet to bypass mcp_titan_project.3, nothing happened when it was triggered.

However, upon triggering mcp_titan_project.5 on country, that event did trigger correctly, finishing the chain. It also did apply the intended effects.
BlaadFrost  [作者] 2024 年 8 月 19 日 上午 8:46 
I will try to fix this over the weekend. I don't understand where the problem is coming from, and based on the tests I've done, I don't understand why the counter isn't updating
OMG the EG Guy 2024 年 8 月 18 日 下午 7:03 
after some testing ive found the following

the 3rd stage of titan project doesnt track the branch offices (neither normal or criminal ones)

and i think the stock resource doesnt work (atleast i dont get any on building a branch office, prob connected)
OMG the EG Guy 2024 年 8 月 18 日 下午 4:43 
i did establish a couple NEW ones and it was still 0/5 (or whatever the number is) maybe it didnt update (cause i didnt establish 5 new ones, just 2-3 and saw it didnt update)
BlaadFrost  [作者] 2024 年 8 月 18 日 下午 3:03 
During stage 3, you just need to establish new branch offices in the game. They do not differentiate whether it is a criminal branch office or not, and the ones already present do not count towards the progress of stage 3.
OMG the EG Guy 2024 年 8 月 18 日 下午 2:44 
does stage 3 of the titan project not count crime branch office?
kinngrimm 2024 年 6 月 12 日 上午 2:40 
a stock exchange? 0_0. Like having stock in other mega corps ... and by that being able to influence their diplomacy =)
BlaadFrost  [作者] 2024 年 6 月 11 日 下午 9:35 
Hello everyone, I have updated the mod with Stocks. I will see how far I can push the mechanics, but it will likely reward capitalist actions.
Old Ways 2024 年 6 月 9 日 上午 11:43 
I love the way you build the mod and that rare resources are fixed now with trade hub origin but its just unplayable, you are trying balance it but it was never broken at first place, but thats just my opinion. Other then that the new buildings and other stuff for megacorp are really epic, you did awesome job with it. If you want some ideas, maybe you could add some new origin/origins. Maybe some focused on megacorp who can do better at research? That could be interesting.
valhariel 2024 年 6 月 9 日 上午 5:53 
@BlaadFrost This sounds like an interesting idea, and you could approach it in a few different ways. Maybe correlate stock value with trade value, so X% of trade gets accrued monthly as a certain amount of stocks. You could always bake them into your commercial pacts somehow, as a fixed percentage of the target empire's economy. I have no idea what balancing would look like, though.
BlaadFrost  [作者] 2024 年 6 月 7 日 上午 6:56 
Hello everyone, I want to keep developing this mod, but I'm running out of ideas for what to add that's relevant and doesn't require advanced coding skills in Stellaris. I was thinking of adding a new kind of resource called "Stocks" that could be exchanged for rare resources (living metal, nanites, etc...). These "Stocks" could be obtained by creating branch offices, for example. However, I'm not even sure if I'll be able to implement this trading system successfully. I'm curious to hear what you think or if you have any other ideas :)
jojobe 2024 年 6 月 5 日 下午 1:03 
excellent mod
kinngrimm 2024 年 5 月 31 日 上午 7:02 
ok got it thx
BlaadFrost  [作者] 2024 年 5 月 31 日 上午 6:57 
I believe you can still play without any issues. All the content I added does not require the extension at any point. However, if some of my content unlocks through the Machine Age extension, you won't have access to it.
kinngrimm 2024 年 5 月 31 日 上午 6:54 
i fear i know the answerm still double checking.
So i do not have machine age, does the mod still work for me. Like it just excludes the machine age parts or is it all or nothing?
KingofApples 2024 年 5 月 29 日 下午 4:34 
Way better thanks so much
Ben_D⚜ 2024 年 5 月 27 日 上午 11:43 
You should the patch notes in the appropriate section.
BlaadFrost  [作者] 2024 年 5 月 27 日 上午 10:56 
KingofApples, I think you will be interested in this balancing update :')
BlaadFrost  [作者] 2024 年 5 月 27 日 上午 10:55 
Hello everyone, today's update includes the following changes:

- The Investor trait no longer provides 5 societal research for all pops but instead gives 2 societal research for clerks.
- Several adjustments have been made to globally nerf traders, as they were too effective.
- In the Commerce tradition tree:
- Modified the deposits generated on celestial bodies.
- There is now only a 50% chance that this will occur.
- Deposits will only appear on uncolonizable planets.
- Added a popup at the end of the Titan Project to notify you that it's completed.
- Fixed a bug in the ethic civics that wasn't applying the trade boost to pops.
KingofApples 2024 年 5 月 27 日 上午 10:13 
Also would like to add: Regarding the trade hub origin - when finishing the titan project, there seems to be no event or popup saying you finished it. It left me pretty puzzled until I found the planet modifier added. Could you make an event popup so this is more clear?