Stellaris

Stellaris

Virtuality production Overhaul
20 条留言
kataklism  [作者] 10 月 19 日 上午 3:25 
@Lightning "Tempest" Rafales

Hi!
Thanks for the idea! That's a good point.
The building doesn't require technology. It works only on the empire's virtuality parameter.
kataklism  [作者] 10 月 19 日 上午 3:23 
@PhilosopherKing

Hi!
If I understand vinni341 correctly, the Giga mod has changes for virtuals and it's likely not working there. I'll see if I can make changes for the Giga mod in the coming months.
Family circumstances prevent me from returning to the mod for now.
Everything should work fine in vanilla. There were no changes to this mod in 4.1.
Lightning "Tempest" Rafales 10 月 18 日 下午 8:37 
Hi, it is really great idea! :steamthumbsup:
But it will be more helpful for others if you may post the screenshot of this new building with its effect, and screenshot of related tech if applied on the workshop page.
PhilosopherKing 10 月 9 日 上午 1:12 
hi, i was woundering if this works with current and giga?
kataklism  [作者] 9 月 29 日 上午 7:39 
@Slime say nya~
Отдельное здание в столичной зоне. А так да. И плюс дебафф со временем чтобы расширение не оставляло мега бонус виртуальности на постоянной основе.
Slime say nya~ 9 月 27 日 上午 4:09 
Как понял, этот мод добавляет отдельную секцию, которую можно использовать, что бы нивелировать эффект заселение новых поселений виртуалами? Пока просто не пробовал и интересуюсь, ибо поломать модами стелларис легко
vinni341 9 月 22 日 下午 3:15 
Your english is wonderful, no worries there :steamthumbsup:

And I guess I missed what the purpose of the debuff is. Since it's to the total and not per-planet, you can keep building planets with the virtual core in them without them affecting the final value. So you're essentially forced to go wide, but you can do so very quickly. like that too!

Also it looks like Gigastructures modifies the virtuality bonus calculation, so I'm going to see if I can make my local download of your mod work with that. Thanks for the replies!
kataklism  [作者] 9 月 22 日 上午 10:41 
dear friends, sorry if my english is bad, it's not my native language :lunar2020ratinablanket:
kataklism  [作者] 9 月 22 日 上午 10:41 
@vinni341
If you look at the code, you'll see that all the parameters modify the virtuality bonus for a race. The core doesn't change the bonus itself; it's a flag for the production multiplier with upkeep costs. Perhaps I could create some formula based on the number of buildings. I don't know. My modding skills aren't very good yet.

As for balance, it won't be negative. We'll get 0.5 of the base value. For example, if the population produces 10 energy, we'll get 5. Yes, it's not perfect, but it's the first thing that came to mind. It all comes down to an infinite population and many other bonuses throughout the game. I'd at least like to reduce the virtuality bonus to avoid overpowering it.

Regarding your issue with the bonus, perhaps other mods change the virtuality_concentrated_production_mult multiplier? It's a base game parameter. I'm still experimenting. I haven't yet tried to isolate the code into individual parameters as much as possible.
kataklism  [作者] 9 月 22 日 上午 10:15 
@greatswizard
Yes, but at the end of the game, one ring generates 10,000 energy :D I think that's a lot. I'll think about it after the next games :)
My idea: if we have an unlimited population, we need to create more colonies to support it. More energy, maybe more steel and exotic resources. We shouldn't endlessly dominate races that reproduce normally.
vinni341 9 月 21 日 下午 8:43 
Hey, I'm just realizing I'm experiencing no difference with this mod installed. I have 6 colonies and 3 of these built, but I still have 25% virtualization job bonus, which is the same as not having the mod installed.

There was no difference in this value as I built new virtual core buildings either. I have it set as the 3rd to last items, just before Shader Merge and Universal Modifier Patch.
vinni341 9 月 21 日 下午 7:58 
For my current heavily modded run, I removed the debuff and instead changed the discount to be for 4/5 of the original bonus (so restoring 20% of that original 175% buff instead of the full 25% cost of a colony.)

Let's see how it goes!
vinni341 9 月 21 日 下午 7:54 
I looked at the code, and this is how it looks like it works:

The base job efficiency % increase from virtual is 150%.
Every 5 years after mid-game, that number is reduced by 10%.
So (if using default settings) by year 2375, that bonus is now 0. This is while having no (or maybe 1) planet, by the way.

I like the idea of diminishing returns once you get further into the game, and great job trying to add some balance to it, otherwise you could build a dyson sphere and have a massive number of colonies. But I think that the bonus turning into a negative as time goes on feels more frustrating and scary than balancing. Maybe something where the number of virtuality you build start to give diminishing returns? Like the first few give you 25%, but the next few give only half that, and so on.

Good luck, this is a really cool mod and a necessity for any heavily modded play where you're forced to go at least somewhat wide.
vinni341 9 月 21 日 下午 1:20 
This is just the mod I was looking for! Especially for a heavily modded run with gigas and acot, virtuality is hard limited where you're required to go at least somewhat wide.

How does the debuff work, exactly? Each planet counts as 0.1 more every 5 years, but maxing at 0.5 if you have the building by the end game? That sounds like it's worse off this way, is there a way to disable or configure how strong the debuff is?
greatswizard 9 月 21 日 上午 1:37 
isn't the whole point of the game, to have the biggest numbers by the end of the game ? :gordon:
kataklism  [作者] 9 月 20 日 下午 12:04 
Add new debuff:
After mid game year, virtuality will get -0.1 for production buff every 5 years (100 years summary). Summary bonus will be -0.5 if every planet have special building.
I create this because in end game my productions have very big numbers :D
greatswizard 9 月 20 日 上午 7:54 
I like the idea. I almost never go virtuality because I don't like the soft planet limit made possible by the trait, so with it, I can actually swap into virtuality more often.
kataklism  [作者] 9 月 18 日 上午 11:53 
Update: fix building visibility (maybe :cleanseal:)
kataklism  [作者] 9 月 15 日 下午 1:35 
I also haven't played the full game with this mod. There may be some errors.
The mod is not configured for AI at the moment. If the AI ​​doesn't have virtuality, the mod won't affect it in any way.
kataklism  [作者] 9 月 15 日 下午 1:28 
This is my experiment for virtuality. The balance may change, the mod may be removed if it does not pass the tests :)