Princessity Posted November 16, 2016 Posted November 16, 2016 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. By the way, didn't venerable used to be... 120 or something? Or was it always just +90 years? It used to be 120 and cost 4 points, but for some inexplicable reason Paradox nerfed it into... I wanted to say "ground" but we're in space. Umm... They nerfed it into a black hole!
Nessa Posted November 16, 2016 Author Posted November 16, 2016 At this point I'm pretty much clueless on traits and ethics. And I'd better not get used to any because they said they're changing them all again next update. What. A. Mess. Which has just made up my mind. I think I will reinstate the original elf/drow traits and just remove those as well with the event. Be a shame not to use the icons for them at least.
Princessity Posted November 16, 2016 Posted November 16, 2016 At this point I'm pretty much clueless on traits and ethics. And I'd better not get used to any because they said they're changing them all again next update. What. A. Mess. Which has just made up my mind. I think I will reinstate the original elf/drow traits and just remove those as well with the event. Be a shame not to use the icons for them at least. I'm actually excited n_n I want them to change traits, the ones that are available in vanilla are... well, they are. That's the most interesting thing I can say about them. I hope they'll at least add a couple of larger, more impactful traits, both positive and negative. And it would be even nicer if they allowed traits to have conditional effects and picking restrictions. Oh! By the by have you seen the teaser about Factions and Ethics changes? I'm actually really excited for factions! It looks like they may be trying to use them as a more natural way to change empire's government and ethocs over time: https://twitter.com/Martin_Anward/status/798207371281502208 At least I hope so!
Nessa Posted November 16, 2016 Author Posted November 16, 2016 Huh. That does sound better. OK I'll quit whining about that anyway. Not everything else of course. I must whine about something. With the traits kind of funky, I'm not sure what the cost of my original traits should be anymore. I mean, venerable is nerfed at 2, so maybe I could charge 4 for elven. BUT... a -25% leader experience gain in vanilla is -1. So if I have -100% for elven, that means -4. Which means my elven base trait costs nothing at all.
Princessity Posted November 16, 2016 Posted November 16, 2016 Huh. That does sound better. OK I'll quit whining about that anyway. Not everything else of course. I must whine about something. With the traits kind of funky, I'm not sure what the cost of my original traits should be anymore. I mean, venerable is nerfed at 2, so maybe I could charge 4 for elven. BUT... a -25% leader experience gain in vanilla is -1. So if I have -100% for elven, that means -4. Which means my elven base trait costs nothing at all. Well, my age trait in the asari mod costs 4 and does this: leader_age = 450 leader_influence_cost = 1.00 species_leader_exp_gain = -0.50 I feel it's fair enough. Past like 200 years age starts giving diminishign returns anyways so it could go as high as you want and gameplay-wise you won't see a difference. OH! Also, be careful if you're going to lower species_leader_exp_gain! -1.00 means leaders can gain no experience whatsoever. -0.5 (which is what I'm using) cuts their experience gain by half. -0.75 would reduce their experience gain to 25% of the original. Venerable costs 5 but I feel it's horribly underpowered for its cost and I don't really balance anything around it. I prefer to go with the original 120 years = 4 points (with diminishing returns the higher it goes)
Nessa Posted November 16, 2016 Author Posted November 16, 2016 Oops. Yeah, -100% experience isn't going to work. I didn't realize that was a total percentage. So, to keep things different so we don't have a bunch of mods with the same exact trait, what do you think of these? Elven + 450 Years +4 - 15% Growth -1 -25% Leader xp -1 Total +2 Elven Beauty +3% opinion +3 -15% Food -2 Total: +1 Mage Discipline (Because... mages are happy studying? ) Growth Time +15% -1 +15% Psionics +0.75 +5% Happy +1 Total: ~ +1 Sidh +5% Happy +1 -20% Army Damage -2 Total: -1 And for Drow..... Drow +450 years +4 -25% Leader XP -1 -1% Other Happiness -1 Total: +2 Eilistraee -10% Habitability -2 Growth -10% +1 Total: -1 Drow Warrior.... Goddess (haha) +20% Army Damage +0.5 -15% Food -2 Fortification +50% +0.5 Total: -1 Warriors of Peace (New one for Eilistraee) Fortification +100% +2 (Winging it here.) War happyness -5% -1 Total: +1 Open to any suggestions here.
Princessity Posted November 16, 2016 Posted November 16, 2016 Oops. Yeah, -100% experience isn't going to work. I didn't realize that was a total percentage. So, to keep things different so we don't have a bunch of mods with the same exact trait, what do you think of these? Elven + 450 Years +4 - 15% Growth -1 -25% Leader xp -1 Total +2 Elven Beauty +3% opinion +3 -15% Food -2 Total: +1 Mage Discipline (Because... mages are happy studying? ) Growth Time +15% -1 +15% Psionics +0.75 +5% Happy +1 Total: ~ +1 Sidh +5% Happy +1 -20% Army Damage -2 Total: -1 And for Drow..... Drow +450 years +4 -25% Leader XP -1 -1% Other Happiness -1 Total: +2 Eilistraee -10% Habitability -2 Growth -10% +1 Total: -1 Drow Warrior.... Goddess (haha) +20% Army Damage +0.5 -15% Food -2 Fortification +50% +0.5 Total: -1 Warriors of Peace (New one for Eilistraee) Fortification +100% +2 (Winging it here.) War happyness -5% -1 Total: +1 Open to any suggestions here. I'd make the age penalties harsher. At this point I'd rate both of them at 4-5 total. If you want to get them down to 2 they really should have waaaay harsher penalties to justify it. Personally I consider lifespan +200 and over to be worth 6-8ish points so I try to counterbalance it with stuff that either cuts something else by half or makes it cost double. If you have no ideas I'd mess with maybe negative Habitability? It's worth a lot (especially with the scarcity of planets in Heinlein) and I feel like at least the Drow would have trouble adapting to alien environments ^^ I'd also change Sidh: Sidh +3% Happy +0.6 -50% Army Damage -1.25 Total: -1 (so that it falls mor eor less in line with the math) Also: Warriors of Peace (New one for Eilistraee) Fortification +100% +0.5 War happyness -7.5% -1.5 Total: -1 I'd say Fortification +100% would = 0.5 (based on Resilient) so you can actually easily turn it into a negative trait by increasing the war unhappiness. The rest looks good to my OCD brain n_n
Nessa Posted November 16, 2016 Author Posted November 16, 2016 OK, sounds good. Thanks! I'll make the changes for the next version... whenever that is. Oh, I also got the event working (for elves anyway). So all elfy traits are removed at game start and replaced with something of equal cost. Hopefully I'll get to the Drow tomorrow..... if I don't wrap up station textures first.
Nessa Posted November 16, 2016 Author Posted November 16, 2016 Incidentally...... ever looked into doing custom diplomacy dialog? I need to look into that at some point.... I was just now checking out something in the localisation file and thought it would be funny to change some of the terms. I mean, take that one line from a declaration of war. "Our flesh harvesters are coming for your... males." Or... "Your little males will soon be sold as delectable snacks on every street corner..." For the Drow of course. I suppose I could just put in female for elves or... maidens or something.
Princessity Posted November 17, 2016 Posted November 17, 2016 Oh my gosh that... particular dialogue caught me so off guard in my last test. I suddenly regretted using "maidens" as the asari term for babies. It sounded... so... wrong coming from the xenophobic fallen ,_,
Nessa Posted November 17, 2016 Author Posted November 17, 2016 Oh my... or this one assuming Chinorr: "These conversations make me hopeful. Imagine what Chinorr larvae and Elven maidens will be able to achieve, having grown up playing together." OK, maybe not such a good idea.
Sangarn Posted November 17, 2016 Posted November 17, 2016 I'm playing your mod and I love it ! Good job I've an small problem: got 1/3 of the races being elves in my game ! I've would prefer be the only elf in the galaxy questions: 1_Is there an easy way to remove/reduce elves npc from spawning ? 2_is it possible to move from elf to humanoid race class ? 3_got some insect with elf traits, is it a way to unable npc to use elf trait ? thx for your time !
Nessa Posted November 17, 2016 Author Posted November 17, 2016 @Sangarn First post of the support thread handles that. Basically you just turn off the System Initializers. Yes, but if you do you'll have elves taking over the universe. Plus they need to be on their own for ship and city styles. An event wipes that out in the beginning and there are no other traits. In the latest version that is. (For now, next version will reinstate them.)
Nessa Posted November 19, 2016 Author Posted November 19, 2016 Sooo... I'm playing a new game and ran into some Humanoid02's. With... zonked hair! I initially think it's my silly humanoid slave mod until I realize: I didn't touch hairstyles. There's a bug in the -vanilla- hairstyles file for the humanoid02 race.... It's a typo. The hair selector is looking for the male 02 hairstyle in the human folder instead of the humanoid folder.
Sangarn Posted November 19, 2016 Posted November 19, 2016 Thx for your reply, didn't saw the support topic
Princessity Posted November 21, 2016 Posted November 21, 2016 Oh look! Someone finally made a mod to make hoomans pretty! It even comes with some new hair! http://steamcommunity.com/sharedfiles/filedetails/?id=802396546
Nessa Posted November 21, 2016 Author Posted November 21, 2016 Love the description for the asians. "...Asian women are seriously ugly and their skin color is like the skin of a dead person..." Couldn't agree more! Also, I like the new Asian face and love the outfits. I may... have to do a compatibility mod with that one.
Princessity Posted November 21, 2016 Posted November 21, 2016 Oh yah the outfits look dope! And the hats too!
Nessa Posted November 21, 2016 Author Posted November 21, 2016 Yes, I'd like to see how he did hats. Probably hairstyles. Still great work. I'll put that down on the list for the first Hooman slaves compatibility mod. OH, and some little bit of possible news regarding ship compatibility. It would seem (so far that I've checked anyway), that you can make a custom ship set compatible with X mod by adding whatever new entities it needs. Meaning... I could add the extra entities to the graphics files and the ship style would be compatible with whatever -plus- vanilla. Looks like getting it to work with those extra ship mods won't be so bad after all.
Princessity Posted November 21, 2016 Posted November 21, 2016 Yay! I still don't understand how ships work, I feel like ti's going to be my brainblock thing in Stellaris. I'll figure out everything else except ships XD
Nessa Posted November 22, 2016 Author Posted November 22, 2016 Just checked out the USNC mod. Fantastic work on the new asian face! Clothes look good too. I already have a patch for Real Hoooman Slaves (I should rename it to that actually ) but the author says he's working on a standalone mod. Might as well wait for that. Like the new hairstyles as well. (Though he needs to toss the idiotic man-buns. Gross! ) Hats are hairstyles. A shame there isn't a way to add hats -over- hair.
Nessa Posted November 22, 2016 Author Posted November 22, 2016 I've been going and back and forth about what I wanted to do with Elfy ships. The Drow are almost totally shaped at this point but I'm not past corvette1 for the elves yet. (Drow ended up being mostly Romulan! ) I was looking at the existing destroyer model thinking that might be the way to go. So I came up with this change for corvette1: The blocky part in the middle will be where the windows (meaning lights) are. Very much like how Paradox did the existing destroyer model. I'm thinking this one will be the interceptor model. (Unless anybody objects. I'm pretty open on this stuff. ) If the texturing process works out and it looks good, I'll continue with the rest of the new set along this line. That way we have an actual matching set instead of mismatch of ships like the current one. Clarifying: I mean the whole set will be a mix of curvy, plus blocky windows. Not that the whole set is one ship resized.
Princessity Posted November 23, 2016 Posted November 23, 2016 It's pretty <3 <3 <3 In fact it reminds me of something I remember seeing somewhere but I don't remember where or what XD Maybe one of the ships in Star Wars Galaxy at War? Or not... Ugh now it's going to be on my mind all day XD As for the interceptor/torpedo thing, personally I like when the more fancy looking, intricate models are torpedo hulls because player needs the torpedo tech to unlock them so in my head it makes a lot of sense to use simple, basic designs for interceptors because you start with them, and then as you progress up the tech tree, your ships start looking fancier and more advanced ^^
Nessa Posted November 24, 2016 Author Posted November 24, 2016 OK, first test of the possible textures. There are some issues. It's a bit too bright for some reason. There are a few artifacts I need to fix. (After I figure out how the heck they even occur.) And the vine glow needs some tweaking. Overall, I'm happy with it. Once the various texture quirks are solved, I can get moving on the rest of the set.
Nessa Posted November 24, 2016 Author Posted November 24, 2016 Oh right, forgot to respond! It's kind of a Star Warsy design I think. Half Star Destroyer, half Naboo shiny. Since the next corvette is a little curvier and fancier, I will tentatively label this one as the interceptor. (Feel free to chime in with opinions on what ship goes in whatever class as this progresses! )
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