Stellaris
ISBS - Living Systems
 Acest topic a fost fixat, deci probabil este important
Ankain  [dezvoltator] 10 aug. 2016 la 11:26
Feedback / Suggestions / Ideas
Any feedback, criticisms, or ideas are welcome!
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Could this be compatable with Civilian Trade by any chance?
Ankain  [dezvoltator] 10 aug. 2016 la 12:20 
It is almost certainly fully compatible. Though I'm not so sure about how performance will be in very large galaxies.
Editat ultima dată de Ankain; 10 aug. 2016 la 12:20
Postat inițial de Ankain:
It is almost certainly fully compatible. Though I'm not so sure about how performance will be in very large galaxies.
Eh, I got a computer that runs Fallout 4 on ultra and I've played on the largest galaxies before, so no biggie. :)

Thanks for the intel though. Also, is the current builds of ISBS and it's associated mods compatable with the latest patch? Some of the mods aren't showing capability ratings right now. :\
Ankain  [dezvoltator] 10 aug. 2016 la 20:56 
They are all fully compatible with 1.2.4, just ignore the warnings for now. I'm working on a minor update for the balance and doomsday mods so their compatibility patch will be a little delayed.
Ah, alright. Just making sure.

Also, have you heard about the changes to ship design in the next major update?
kyojin 11 aug. 2016 la 5:57 
About performance in late game with large galaxies, did you put a limit on the total number of ships/civilians that can be in a system/empire?

That is one of the things I had to do to bring the FPS down for Civilian Trade for late game.
Ankain  [dezvoltator] 11 aug. 2016 la 6:19 
@kyojin Hmm, I haven't considered doing a hard cap on civilian ships, since I figured people would just turn on low density mode when things got laggy. But you're right, I probably should add something like that to make sure things don't slow down too much as the player Empire grows. Probably will get it to switch into low density mode after a certain number of planets. Thank you!

@GameMaster And yes, looking forward to the XL slots. Not too sure about the weapon specific slots though. Hopefully we'll get more detailed information next week.
Editat ultima dată de Ankain; 11 aug. 2016 la 6:23
AGC94 11 aug. 2016 la 6:59 
You are awesome Ankain! Mods like yours make games greater :D
Also, have you consider adding mod-related events and such?
Editat ultima dată de AGC94; 11 aug. 2016 la 6:59
Ankain  [dezvoltator] 11 aug. 2016 la 8:47 
Thank you! For the time being the mod will be purely cosmetic only, but I may add some civilian related events in the future.
Here are my suggestions for more billboards:

Announcements for ground breaking researches: For example, developing sentient AIs, jump drives, but also things like developement of psionic technology, telepathy, basic robots and droids, cell revitalization. You know sciency stuff.

Announcements regarding the status of the empire, like peace time, war time, war score, if the empire is winning, losing or being in a stalemate. If there are being riots and faction status.

News regarding the realtions with other empires, such showing the opinion other worlds have of the empire.

Changes in the policies and stuff like that, like the orbital bombardment becoming stronger or the AIs being given citizen rights.

News regarding important events: such as the successful enlightment of a primitive civilization, the uplifting of intelligent animals or the successful infiltration of a planet.

And in the end i'd suggest some random ads regarding the prices of some strategic resources going up or down, new hovercars in sale, stock market graphics, new products on the market.
unsc_01 fallback is mammal default fallback-

Covenant_01 fallback is covenant_01 --i made 2 covenant's - sangettie ect

unsc ships =

( athen, autumn , forward, lwsd , olc , sava , spirit , sutumn , SAVA ) file names.

Covenant =

(T25 , SDV , CSO , CRS .CPV , CCS , CAS ,CAR , CAA ,ANGLR ) file names

to get the ship entgieties / mesh id just open my mods gpx , unit-- and search out all files with these names in them ".assets" files for the mesh id and entity id

(Covenant_01 only covenant ships id's
(unsc_01 only unsc ships --

Lists of ship names above.


i might just edit your mod and send you the file - might be easier xd

-- ime abit busy right now but il edit your mod then give you the full replacer list-


Editat ultima dată de LordZarmack; 11 aug. 2016 la 12:17
-------------UNSC+ COVENANT FIGHTERS---------------

------------------------------------------------------------------------------
}
entity = {
name = "unsc_01_living_escort_01_entity"
pdxmesh = "lswd_mesh"
scale = @small_civilian_scale
--------------------------------------------------------------------------------------------
entity = {
name = "Covenant_01_living_escort_01_entity"
pdxmesh = "angle_mesh"
scale = @small_civilian_scale
}

----------------------------------------------------------------------------------------------------
-------------------UNSC + COVENANT SHIPS--------(Frigate sised ships)
entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "forward_mesh"
entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "olc_mesh"
--------------------------------------------------------------------------------------

entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "sdv_mesh"
entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "crs_mesh"
entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "car_mesh"

---------------------------------------------------------------------



---------V--------(Cruiser sise) / cargo ship-----V----------


entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "crs_mesh"

---------------------------------------------------------------------------
entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "autumn_mesh"
-
-----------^----------------------------------------^------------------------




---------------------------------------------------------------------------
----------V-(unsc carrier sise) / Big Cargo ship---V---------

entity = {
name = "unsc_01_eventship_01_entity"
pdxmesh = "spirit_mesh"
---------------------------------------------------------------------------





---------V-----COVENANT BATTLESHIP SISE------V----------

entity = {
name = "Covenant_01_eventship_01_entity"
pdxmesh = "CAS_mesh"
---------------------------------------------------------------------
Editat ultima dată de LordZarmack; 11 aug. 2016 la 12:36
raw666 11 aug. 2016 la 17:09 
Can I make a suggestion that you and AI have the ability to enact edicts that allow to forcibly to allow civilian ships to be arm (the later being a 20-50% armed depending on ethics) and disarm civilian ships. This allow you to build a permanent military strength without paying and maybe even more bold to leave the system for a small boost in economy, though it has a consequence. For instance allowing civilian ships to arm, 1-10% could become bold as a few decide to attack others and military installations. Also forcing ships to disarm after allowing a few to arm could cause arm riots in a system.
Also suggest that allow civilian ships increase trade within a system in proportion to the population,to making it more with stagey.
Ankain  [dezvoltator] 11 aug. 2016 la 19:20 
@LordZarmack Thank you, will take a look and see

@rawester2 A local civilian militia sounds interesting! For the time being though, the civilians will remain cosmetic only until all bugs are ironed out. Perhaps in a future update?
How about a Graveyard mod to go with this one. Something like after death animation ships dont dissaper. Id love to see the battle fields left all over across the map. and work them in a civilian hot spots. The more wreakadge the more civ ships come by to take a look at all the damage.

Y'all could work it in on the balancing mod as a crisis to. One day the ghost ships all come back to life at once... Man that would be fun lol
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