Stellaris

Stellaris

(broken) Research Improve per Planet
48 条留言
Numerfolt  [作者] 2019 年 7 月 9 日 下午 1:40 
Yes, that's what I mean :)
daikael  [作者] 2019 年 7 月 9 日 下午 1:01 
I wouldn't mind taking the mod over if you don't want to work it anymore, if that's what you mean.
Numerfolt  [作者] 2019 年 7 月 9 日 上午 9:19 
I mean, I actually have a mod that increases the research speed by empire size, but to just use planet size without breaking anything else seems quite complicated to me
Numerfolt  [作者] 2019 年 7 月 9 日 上午 9:18 
That sounds good, but I think I wouldnt like to put in that much time to try doing it. Would you want to do it? I think one can add persons to work on mods?
daikael  [作者] 2019 年 7 月 8 日 上午 9:53 
Can also use num_owned_planets to, rather litterally, get the number of owned planets by stuffing it into a variable, then multiplying it by your chosen tech modifier.
daikael  [作者] 2019 年 7 月 8 日 上午 9:41 
change the "EMPIRE_SIZE_TECH_COST_PENALTY" in 00_defines, works fine in testing, though only when over capacity, should be able to use the empire_size to create a country modifier, increasing reaserch output by modifier X size.
Numerfolt  [作者] 2019 年 7 月 8 日 上午 6:45 
Because there is no proper way to do this with the stats one can change with a mod. At least as far as I know...
daikael  [作者] 2019 年 7 月 7 日 下午 2:19 
why not change it to work on admin cap?
Numerfolt  [作者] 2018 年 3 月 4 日 下午 1:24 
I found no option when I briefly looked for it, you would have to fiddle around with the ships' meshes and files in the "Stellaris\gfx\models\ships" folder probably, didn't try it yet
Lekelokobs 2018 年 3 月 4 日 上午 11:38 
Is there a way to create a mod where you can choose each type of ship? Like humanoid battle ship and mosculoid scienceship?
Numerfolt  [作者] 2018 年 1 月 28 日 下午 1:34 
I dont know of a version or how to make one, sorry :/
Omniburg 2018 年 1 月 28 日 下午 1:27 
Is there a version without it affecting AI, or way you could make one? Thanks
Numerfolt  [作者] 2018 年 1 月 28 日 下午 12:39 
Yes, it should, as it changes a basic game mechanic
Omniburg 2018 年 1 月 28 日 上午 6:54 
Does this mod affect the AI?
Numerfolt  [作者] 2018 年 1 月 16 日 上午 9:38 
I am sorry, but don't know how to do that :/
Lekelokobs 2018 年 1 月 16 日 上午 9:33 
Can you make a mod that you can choose the natural engineers, natural physicists and natural sociologists species trait all togheter or it is beyond your knowledge?
Numerfolt  [作者] 2018 年 1 月 16 日 上午 2:55 
Also added a version that actually does both.
Numerfolt  [作者] 2018 年 1 月 16 日 上午 2:38 
Lekelokobs 2018 年 1 月 16 日 上午 12:26 
Make a bonus for pop too.
Numerfolt  [作者] 2018 年 1 月 14 日 上午 7:45 
Yes, it does
Lekelokobs 2018 年 1 月 14 日 上午 5:18 
Work on 1.9.1?
Numerfolt  [作者] 2017 年 9 月 24 日 上午 7:50 
Version number updated to 1.8.* no changes required.
Weaver 2017 年 6 月 17 日 下午 9:24 
alrighty my guy take care
Numerfolt  [作者] 2017 年 6 月 17 日 上午 10:57 
As 1.7.2 is broken for now, I will update to this version as soon as 1.7.2 is stable. You can try to use it despite the version warning. If it works, let me and the others know.
Cheers!
Numerfolt  [作者] 2017 年 6 月 17 日 上午 10:38 
I will do this as soon as possible!
Weaver 2017 年 6 月 13 日 下午 11:52 
please update this for 7.1 when it comes out my guy
GhostKitey 2017 年 5 月 12 日 上午 4:57 
Awesome to now. I just wish it was easier to see where it impacted. Still, going to def be using this still, thanks again!
Numerfolt  [作者] 2017 年 5 月 12 日 上午 3:57 
It shows compatibility for 1.6 now, I just changed the supported version to 1.6.*
I tried if it works and found that the patch 1.6 didn't change anything impacting the mod.
GhostKitey 2017 年 5 月 12 日 上午 3:41 
Well, 1.6 is out! Been using this, and hoping it still works for 1.6. Hoping for an update soon since they did a few changes. Thanks for all the hard work!
Numerfolt  [作者] 2017 年 4 月 9 日 上午 6:32 
Works now for 1.5.1_beta, please update to this version. If you still play at 1.4.* write me so I add support for 1.4.* again. Greetings!
Numerfolt  [作者] 2017 年 4 月 9 日 上午 4:34 
Broken for 1.5, working on a fix
Numerfolt  [作者] 2016 年 12 月 2 日 上午 11:44 
Well, I heard that one may alter the loading order of the mods but dont know anything certainly :/ I am sorry about that...
Shindara The immortal 2016 年 12 月 2 日 上午 11:24 
hmm strange then.
as when i turn this mod of the other one works fine and it only chances the nr of traits you can take when you make a new empire/species
Numerfolt  [作者] 2016 年 12 月 2 日 上午 11:08 
It only modifies these two lines:
NDefines.NGameplay.TECH_COST_MULT_NUM_COLONIES = -0.002;
NDefines.NGameplay.TECH_COST_MULT_NUM_POPS = 0;
So it shouldnt affect traits :)
Shindara The immortal 2016 年 12 月 2 日 上午 10:19 
does this mod chance something in the traits, as it overwrites a nother mod i have that changes the nr of trits you can take.??
Urst 2016 年 11 月 8 日 下午 9:52 
Thanks Flame!
Numerfolt  [作者] 2016 年 11 月 8 日 上午 6:01 
Version should be "1.3.*" now
Numerfolt  [作者] 2016 年 11 月 8 日 上午 5:32 
Yup, I am working on it :)
Stella 2016 年 11 月 8 日 上午 4:45 
@-VI- Edalwulf Nope, is for 1.2.5. Needs Update.
Urst 2016 年 11 月 7 日 上午 11:50 
Is this good for 1.3.x?
Numerfolt  [作者] 2016 年 9 月 1 日 上午 5:10 
Nice to hear @Alexandra Moldovia !
Alexandra Lorular 2016 年 8 月 31 日 下午 3:58 
You know, you just made the game worth playing again.
ztheo 2016 年 8 月 28 日 下午 12:06 
still I think the most important part is to increase the base research cost on all the techs because even without any change it would be badly balanced. Or you reduche the gain somehow
Numerfolt  [作者] 2016 年 8 月 28 日 上午 11:10 
You are right, I tested the mod on the biggest map so 0.1% per Pop wouldnt be so bad for small maps.
The event at a modifier is a very good idea but i dont know how to create sth like that :/
ztheo 2016 年 8 月 28 日 上午 10:58 
but when you have 1000 pops you have pretty much won every standart map so it doesnt make a difference. But if you want to make it work for REALLY large maps you could make an event that fires at 80% or so and reduces it accordingly. About the numbers well it was an idea I hadnt really made a calculation I just thought with a plus rather than a considerable minus its really problematic because you research too fast
Numerfolt  [作者] 2016 年 8 月 28 日 上午 7:02 
@ztheo
A good idea but you forget that at 0.01% you need (only) 1000 population to get 100% faster research. At that point it is not possible to balance it at all.
With the Planets it would take very very long to reach that 100% (500 planets).
Eisvisage 2016 年 8 月 27 日 上午 5:48 
@ztheo
The problem with that would be, that Flame_TiJ would need to overwrite all technology files, which would make this incompatible with a whole lot of mods.
ztheo 2016 年 8 月 27 日 上午 5:45 
you should increase the cost of research so that it is balanced again and it takes around the same time as before