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[mod] [Stellaris] EoS - Without Apparel Patch


Nessa

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Posted

I keep going back and making them more detailed. laugh.png Now I think the first one is too fat.... so I'm slimming it down! laugh.png If I wrap it up enough I'll try and post a few shots. wink.png 

 

Also....

 

So.... is something supposed to happen when you take out the fortress? I got a cute a idea when the Drow fallen decided to attack an ally. I warped into Drow space and took out a few stations. (This seems to always enrage fallen empires.) So they sent ALL their fleets across the entire galaxy just to get the fortress between them and me. They managed to kill it and I took out a few of their ships (like 3... small ones.... confused.gif) before I retreated. But... what now? I've sent a science ship, a repair ship and some spare military ships I had. Nothing.... dodgy.gif

 

Posted

I keep going back and making them more detailed. laugh.png Now I think the first one is too fat.... so I'm slimming it down! laugh.png If I wrap it up enough I'll try and post a few shots. wink.png

 

Also....

 

So.... is something supposed to happen when you take out the fortress? I got a cute a idea when the Drow fallen decided to attack an ally. I warped into Drow space and took out a few stations. (This seems to always enrage fallen empires.) So they sent ALL their fleets across the entire galaxy just to get the fortress between them and me. They managed to kill it and I took out a few of their ships (like 3... small ones.... confused.gif) before I retreated. But... what now? I've sent a science ship, a repair ship and some spare military ships I had. Nothing.... dodgy.gif

 

 

 

Oh? That sounds like a bug. You should have gotten a notification and a Situation Log entry that started a questline... did you talk to Curators first? Maybe you need to do that? Otherwise, maybe the game thinks the Fallen fleet killed it so the event fired for them and not you? But that would be dumb...

 

Posted

 

 

Oh? That sounds like a bug. You should have gotten a notification and a Situation Log entry that started a questline... did you talk to Curators first? Maybe you need to do that? Otherwise, maybe the game thinks the Fallen fleet killed it so the event fired for them and not you? But that would be dumb...

 

 

 

 

I did some checking. Seems there's a bug where you communicate with the Curators and the window suddenly closes before you can read anything. If you have that, it appears a good portion of the monster quests bug out too. Naturally I hadn't noticed that so I went back to talk to the Curators again. Yep, window closes whenever I click "remind me" about whatever. Figures. I finally pull off a spectacular way to take out the fortress without losing much and it bugs! laugh.pnglaugh.png

 

 

About the corvettes, I started the one on the left with the intent to use it for the elves. The one on the right was supposed to be Drow. Seems I might reverse it. (For everybody else: remember shapes are much less impressive than the final in-game ship. wink.png)

You can see I had both Romulans and Star Destroyers in mind. Which is silly, I'm not on the capital ships yet! angel.gif

 

 

post-99-0-32813900-1478520918_thumb.jpgpost-99-0-37259200-1478520930_thumb.jpg

 

 

Posted

 

 

 

Oh? That sounds like a bug. You should have gotten a notification and a Situation Log entry that started a questline... did you talk to Curators first? Maybe you need to do that? Otherwise, maybe the game thinks the Fallen fleet killed it so the event fired for them and not you? But that would be dumb...

 

 

 

 

I did some checking. Seems there's a bug where you communicate with the Curators and the window suddenly closes before you can read anything. If you have that, it appears a good portion of the monster quests bug out too. Naturally I hadn't noticed that so I went back to talk to the Curators again. Yep, window closes whenever I click "remind me" about whatever. Figures. I finally pull off a spectacular way to take out the fortress without losing much and it bugs! laugh.pnglaugh.png

 

 

About the corvettes, I started the one on the left with the intent to use it for the elves. The one on the right was supposed to be Drow. Seems I might reverse it. (For everybody else: remember shapes are much less impressive than the final in-game ship. wink.png)

You can see I had both Romulans and Star Destroyers in mind. Which is silly, I'm not on the capital ships yet! angel.gif

 

 

 

 

 

 

SO PRETTEH! I love the one on the left so much! It looks so sleek and fancy <3

 

And yah I guess Empire-like ships don't really look spectacular without textures. The final form will probably look a lot more shipsy! n_n

Posted

Yeah, they look pretty boring without the textures. Big fat triangles really. laugh.pnglaugh.png

 

I'm a bit anxious to get the textures end of this. I've never tried shiny plus glowy. Should be interesting. laugh.png

 

EDIT: Got a 3rd corvette shape finished. I'm so glad I decided to do elves first which is why I have Drow ships already...  laugh.png  Yay for planning! angel.gif

 

At the moment, I'm feeling... space stationy however. Hmmm...  laugh.pnglaugh.png

Posted

Oops. Yes, I do have one. I'll give that a whirl when I get back to getting my ... handed to me by my own Drow fallen I created. laugh.pnglaugh.pnglaugh.png

Posted

Did you intend to disable the Elven Traits from being picked at species creation??? Tried to create a custom Elven empire but was unable to pick any of the elven traits.

Did you mean to set all the traits to "initial = no"?

Posted

Err... oops. I guess I didn't turn that off. Yeah I was experimenting with getting the AI to stop picking elven traits. Sorry about that. laugh.png

Posted

Oh speaking of traits, your elven (and drow) savage traits still have -3 cost, giving those primitives 5 genetic modification points ^^

 

The cost of that trait needs to be changed to +2 or more to fix that.

Posted

You know I still haven't ever gotten around to trying out the whole genetic thing. laugh.png

 

 

And... the beta patch didn't help with the fortress so I started the event myself. Very neat! Though... I think mods that add power and shields will need to adjust them. The shields and power were already lower than what I have researched! The other techs are still great though. smile.png

 

Posted

So how does this genetic modification thingy work anyway? The savages are already overpowered, maybe I should make it cost 3. I mean, if they get any stronger they'll be taking out everybody. (OK they sort of do already when in armies...)

Posted

When you unlock a certain tech (I forgot the name) you gain access to genetic modification. You go to the Species tab, select a species in your empire and add or remove traits from them.

Posted

What the heck? I'm xenophobic and I can't purge!? (I'm fixing that stupidity right now with a quick edit!) That reddit thing about not knowing what the heck ethics do anymore is right! laugh.png

Posted

Well I'm not going to say ethics don't need a heck of a lot of work. The current crop is just ridiculous. I just wish they'd get a clue -one of these days-. laugh.png For one thing they need to loosen up a lot. Most 4X games let you be a religious society that values technology for instance. Not possible in Stellaris at all. dodgy.gif  I think that fully developer note thing on Reddit pretty much captures the reality of it. laugh.png laugh.png 

Posted
UPDATE!!!
  • Primitives have really nasty armies now. Don't mess.
  • Sidh now have a little variety: "warm" scarves on cold planets. Hopefully those scarves come with heaters...
  • The base Elven trait is now applied at game start to anything with an Elven portrait. No more talking Mushrooms pretending they are elves! Remember it costs +2. So plan accordingly if you care about genetic stuff. Also venerable, etc traits are removed since they were considered "opposite" traits originally.
  • Elven primitives are now much more random.
  • The rate of Fallen elves can now be adjusted. (Currently set to 100% Elven all the time for this release. Check out "00_elven_fallen_empires.txt" to change it.)

It seems with both Drow and Elves active, mostly you get either an Elf or a Drow fallen. It seems to rarely generate both now. A change by Paradox? Something I just did? Elven magic? Who knows?

 

Likely this is the last update......  until the ships are done.

Probably the next update will also have a new anomaly for Elven pre-sentients. (I have it mostly working now but I wanted to test it more rather than release it immediately.)

Posted

OOOOOOH! I actually had no idea modify_species existed! This is exciting, it opens up so many possibilities I haven't even considered before! It may prove useful... *scribble scribble*

Posted

It was a bit obscure. It's only used in two cases in vanilla. biggrin.png But I knew it was possible thanks to that Old Gods or whatever anomaly that can occur. wink.png

Posted

OOOOK. So... as usual Paradox pulls a fast one on us. It appears.... that the event trick either doesn't work or only works for the -next- leader. I just had my Grand Queen die when she was just barely out of her teens at 74. confused.gif

 

I believe I can also add traits directly to leaders. I'll just have to factor that in as well for the next update. dodgy.gif

Posted

Erm... alright so I have another thought. I have an event adding the Elven trait. How about, I just go back to normal, have the trait selectable as expected, and make the event get rid of the trait for anybody that isn't an elf? laugh.pnglaugh.png  THAT should get around this little annoyance quite effectively. Plus it works as expected and that way we still won't have talking weeds with elf/drow traits. cool.gif

 

And... maybe put in a check to make sure the civ isn't player made too. In case somebody actually does play as an elfy talking weed. laugh.pnglaugh.png

Posted

Incidentally, I did some tests. Turns out, adding the trait in the beginning does work.... kinda. You have to generate -new- leaders though. So for instance, when you start a game. All your existing owned leaders, -as well- as the leaders already in the recruiting pool have stupid HUMAN lifespans. (Actually a little less, everybody was dying off at 75. confused.gif ) However, as soon as you get the game to generate new leaders (by hiring all 3 in one slot for instance), those new ones will all have elf lifespans. Same thing goes for rulers. Your first ruler has a stupid human lifespan but your heir, who was generated -after- the trait was added, has a proper lifespan.

 

Anyway, I like the idea of the trait being selectable again, so I'll go with it and just reverse the event to removing the trait for the next version. I'm not about to reupload for this so if anybody simply can't live without their first leader basically lasting the whole game, I can post a quick fix here. (And in the Drow thread of course.)

 

Heavy work day tomorrow though, so I may not get a fix working for a couple days. dodgy.gif

Posted

Incidentally, I did some tests. Turns out, adding the trait in the beginning does work.... kinda. You have to generate -new- leaders though. So for instance, when you start a game. All your existing owned leaders, -as well- as the leaders already in the recruiting pool have stupid HUMAN lifespans. (Actually a little less, everybody was dying off at 75. confused.gif ) However, as soon as you get the game to generate new leaders (by hiring all 3 in one slot for instance), those new ones will all have elf lifespans. Same thing goes for rulers. Your first ruler has a stupid human lifespan but your heir, who was generated -after- the trait was added, has a proper lifespan.

 

Anyway, I like the idea of the trait being selectable again, so I'll go with it and just reverse the event to removing the trait for the next version. I'm not about to reupload for this so if anybody simply can't live without their first leader basically lasting the whole game, I can post a quick fix here. (And in the Drow thread of course.)

 

Heavy work day tomorrow though, so I may not get a fix working for a couple days. dodgy.gif

 

Awww... I'm sorry it didn't work out, that's a really strange interaction, I thought leaders retroactively inherited the traits of their species, even after modification...

 

But anyways if you go through with the removal of elven traits from non-elves (I like it! it sounds like the best solution) could you maybe replace those traits with similar-cost equivalents? So Enduring instead of elven lifespan, Charismatic instead of Evlen Beaty and such? Just so AI-generated species that happened to pick a lot fo your traits don't get totally cheated out of trait points ^^

Posted

I haven't decided if I'm reinstating the other traits but I thought when removing the Elven/Drow trait, I'd replace it with venerable. That way whatever picked Elven still has something to replace it with. laugh.png

 

By the way, didn't venerable used to be...  120 or something? Or was it always just +90 years?

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