Star Dynasties

Star Dynasties

Combined
30 条留言
Takko 9 月 9 日 下午 9:03 
petera, would it be possible to disable the piracy mod part? the regular pop-ups of piracy in systems just serve as a tax; in the endgame i just leave them on every planet as i don't have enough AP to keep Quelling Piracy.

Also if you could mod a way to disable the Sibling succession options that would be nice too; it leads to chaos too quickly.
petera1289  [作者] 8 月 30 日 上午 5:38 
low enthusiasm for the moment because feedback is minimal but if someone were to suggest anything I'd code it up pretty quick

my work at the moment is mostly looking at existing events and expanding / tweaking it
Lumidas 8 月 23 日 下午 11:52 
Dayum still being updated? Nicee
Dizzy Ioeuy 7 月 19 日 上午 9:16 
The scammer was ok. Imo. Noticed them.
petera1289  [作者] 7 月 19 日 上午 2:42 
[quote]This should only trigger if you're HOARDING cash to drain your coffers of that, like have >500 If not then no pirate increase[/quote]

Pirates are attracted to well developed (ie rich) systems (same as original) ... scammers were added by me to drain a bit of cash stockpiling, especially by NPC
Dizzy Ioeuy 7 月 17 日 下午 10:48 
Yeah I'll wait to continue my play through after you update. thanks
petera1289  [作者] 7 月 17 日 上午 8:18 
Hi Dizzy

Yes cults were set to be overactive so you and I can see them a lot the way you did ... obviously bad triggering far more than good (eg festival) in your game... frequency was already toned down 8th July but will adjust down further and especially dropping the cap to 25

Null is missing (data) name issues. Usually missing info not just "unknown" to you. It shouldn't be a common thing because events are using the baron of each system

Pirates is close to the original. My main change was removing the bloodline specific trigger which blocked them from most games
Dizzy Ioeuy 7 月 12 日 下午 11:33 
Ok some feedback on 'cults."

So about 100 turns in they seem pretty uninteresting; are basically everywhere, so it doesn't add interesting terrain, just a constant everywhere drain.... toward potential rebellions. And this has been hurting the AI a LOT more than me. To the point of abandoned colonies due to all the fighting.

The cult diplomats thing has tons of NULL strings in it so idk what that's about. The one time it fired on my main dude he liked it. But NULL was talking to NULL.

I can't remember my original suggestions for their events, but as they are now, they are just remove-worthy imo.

The pirates are OUT OF CONTROL. OMFG, just stop. In fact I had to go into the files and fix that myself. It was bad. This should only trigger if you're HOARDING cash to drain your coffers of that, like have >500 or so. If not then no pirate increase as you fight them off.
petera1289  [作者] 7 月 4 日 上午 4:25 
because cults are happening to the system not characters I can't rewrite like privateers without basically starting from scratch

Instead I've put a 2 turn delay so nothing else cult can trigger there during the delay

I also had a look at the (mostly original) pirates code ... it often adds (and subtracts) % to systems at random despite your action
I think you might be better off letting 50%+ get higher (100%) then use the expensive action to break the pirates
Yanphi 7 月 1 日 上午 4:37 
No worries, had the urge to play SD again and saw this mod that combined and updated a bunch of mods so I had to grab it.

I also feel like piracy goes up too fast, by turn 70, around 7-8 of my systems have more than 50% pirate activity, despite stationing people to defend those systems.
petera1289  [作者] 7 月 1 日 上午 3:13 
I think I will need to change it so its a chance for ONE of the events to trigger in a system like privateer does it ...
check if a war or peace event will trigger
decide whether to use the good / bad / random block of choices
pick one out of 5+ in each
petera1289  [作者] 7 月 1 日 上午 3:04 
sorry i left the frequencies quite high for playtesting without realising so many people (>5) used my mods

there is a 1/10 chance a system gets a cult (max 70)
then 1/5 to 1/10 for each of the cult events to trigger in a cult system

once you get visibility of a lot of systems it might get annoying
Yanphi 6 月 30 日 下午 7:46 
i've only just started playing with this mod, but is it normal to have cult stuff happening every turn?
petera1289  [作者] 6 月 27 日 上午 3:42 
Thanks Lumidas ... feel free to join the main discussions especially if you find something's wrong or broken
Lumidas 6 月 11 日 下午 9:30 
WOW NICEEEE
petera1289  [作者] 5 月 16 日 上午 5:16 
extra graphics ... and test version of CULTS
petera1289  [作者] 4 月 16 日 上午 7:18 
will be updating in the next few days ... mostly minor bug stuff but privateers gets a delay so you shouldn't get events on consecutive turns (i had 5 in 3 turns yesterday)
petera1289  [作者] 3 月 24 日 上午 3:49 
"Now I miss the events and changes in the vanilla game."
You can turn mods off individually when you start each new game

you can use "Core rewrites" and "Combined" together or individual

you can use "local survey" with "core rewrites" .... NOT with combined which includes current cersion
Belitzar 3 月 15 日 下午 3:42 
well, I didn't get any achievements while playing with this mod, not even the ones that shouldn't be affected, like having 10 family members doing something, or sending three children to study abroad.

Now I miss the events and changes in the vanilla game.
petera1289  [作者] 3 月 14 日 下午 2:01 
"Sorry for the question, but do all mods disable the achievements? Or is there any compatibility?"

2 issues ... the game blocks achievements using sandbox mode ... so mods OK ... steam blocks achievements triggered by mods.

Not sure if either apply but I would be surprised if the new victory conditions I added trigger the win game / lose game achievemen
Belitzar 3 月 11 日 下午 12:00 
I'm trying to get all the achievements but I already played a 20-year game to see the changes and it's like playing with a new expansion, super interesting. Thanks for the effort to put them together.

Sorry for the question, but do all mods disable the achievements? Or is there any compatibility?
petera1289  [作者] 3 月 3 日 下午 8:18 
@Dizzy survey answered under that separate mod
petera1289  [作者] 3 月 3 日 下午 8:16 
"fix the danged core combat party event to be more interesting and maybe trigger less frequently and/or for better reasons. Ugh hate getting it so often!"

you mean the celebration duel/fights ? No obvious way to mod the fight itself. expanding the party events (that the fight tends to drown out) is my current project for "core" mod.

believe it or not there are 70 events that can happen at these parties (as well as the fight) but most people only remember a few common ones ... someone got drunk, an accident nearly killed attendees
Dizzy Ioeuy 2 月 28 日 下午 12:07 
The survey uncolonized systems is an advanced bloodlines trait, does this mod make it available to you no matter what? That seems unbalanced- or am i confused.
Dizzy Ioeuy 2 月 27 日 下午 6:12 
fix the danged core combat party event to be more interesting and maybe trigger less frequently and/or for better reasons. Ugh hate getting it so often!

and is there a way to fix mercenaries in the game? they are way out of balance
Demitrious 2024 年 12 月 23 日 上午 4:03 
lol
petera1289  [作者] 2024 年 12 月 23 日 上午 3:51 
If I knew how ... I wouldnt have spent so much time copy/pasting mod names and author info for my description
Demitrious 2024 年 12 月 23 日 上午 3:41 
You should link those original mods, so the authors get proper notice and gives the player easy access to the extra info or the original.
Demitrious 2024 年 12 月 23 日 上午 3:39 
Wow! Great upgrades