Nessa Posted December 31, 2016 Author Posted December 31, 2016 Oh wow. Well since it ended on a cliff-hanger maybe it's best I never did see it. Read a little synopsis and it had a good premise. Oh well... Soo earlier today.... I was trying to make a construction ship. I seem to have a mental block on those stupid things. So I made a military ship into it instead. Pics... in a few days.
Nessa Posted December 31, 2016 Author Posted December 31, 2016 Argh... OK fine so it looks better as a frigate. CURSES!
Railgunner2160 Posted January 1, 2017 Posted January 1, 2017 If I may, if the problem with the construction frigate is looks how about shaping it similar to the colony ship, where it has those notches cut into it. However instead of a shield covering a city have arms that could be used in construction over work areas, that way it looks like it can pre-assemble some sections of whatever it's building before final assembly?? It doesn't really matter in my opinion if it winds up just as big a ship as the colony ship, honestly i think the stock ones are a little small to be doing deep-space construction.....
Flixerine Posted January 1, 2017 Posted January 1, 2017 Love the mod so far, but a few things I noticed in my game. Only have contact to about half my galaxy at the moment, and there are already 4 elf civs, one of them being the savage type, with a few other very good traits, like extra strong etc. Now I'm all for displaying the elf superiority and all, but they are kind of rolling over everyone else at the moment, including an invasion of the poor sol humans. (...also possibly make the savage trait more easily available for the player elves? ...though I guess I could also mod that myself if really need be.) OH well, my peace loving elves will have to somehow survive their aggressive brethren.
Nessa Posted January 1, 2017 Author Posted January 1, 2017 If I may, if the problem with the construction frigate is looks how about shaping it similar to the colony ship, where it has those notches cut into it. However instead of a shield covering a city have arms that could be used in construction over work areas, that way it looks like it can pre-assemble some sections of whatever it's building before final assembly?? It doesn't really matter in my opinion if it winds up just as big a ship as the colony ship, honestly i think the stock ones are a little small to be doing deep-space construction..... My usual problem is I just don't know what a "construction ship" looks like. I already hate all of the vanilla types. However... I decided to go with an old standby: Imperial ships. I've got a more angular ship that I think is going to work out with hangar bays for the little ... constructor thingies to fly out of. And yeah, as ships go they're not all that important anyway.
Nessa Posted January 1, 2017 Author Posted January 1, 2017 Love the mod so far, but a few things I noticed in my game. Only have contact to about half my galaxy at the moment, and there are already 4 elf civs, one of them being the savage type, with a few other very good traits, like extra strong etc. Now I'm all for displaying the elf superiority and all, but they are kind of rolling over everyone else at the moment, including an invasion of the poor sol humans. (...also possibly make the savage trait more easily available for the player elves? ...though I guess I could also mod that myself if really need be.) OH well, my peace loving elves will have to somehow survive their aggressive brethren. Sounds like the Ascari have shown up in your game. There's a... (I can't remember what, it's probably in the mod description haha ) chance that the Ascari show up as a full civ, 3 primitive civs, or their home system is nuked. And maybe a chance they don't show up at all actually. To reduce the amount of Elfy civs, you could make both the pregenerated civs not automatically spawn every game. (Easiest way is to just modify them both without changing the name, then set them to never spawn. Otherwise you have to do dig into files. ) The savage trait is quite overpowered which is why it isn't a player thing. Eventually I'll probably have another sort of "savage" like trait except good. I was thinking of wood elves when I made the savage trait. (Or Bosmer if you're into TES.) The reason both pregenerated civs are set to always spawn is simply..... I prefer elves everywhere. The more elves I have, the less talking mushrooms. And now talking weeds! In my own version I have elves setup to spawn a lot more than the released version. (I just have to always remember to change the values before release!!) Likely the next major thing (after ships which is sucking all my time at the moment) is going to be pre-sentient. I can throw in a chance for pre-sentient elves and they'll actually remain elves when they are uplifted. From there, probably anomalies next.
Nessa Posted January 2, 2017 Author Posted January 2, 2017 And... the frigate (for NSC), originally the construction ship. Not sure I'm happy with the front at present however. Might tweak that a bit before the NSC release. This is what I'm considering for the construction ship. It would probably make more sense as the NSC Construction Cruiser but these ships just aren't all that important. (Plus points if anybody notices the shape is almost an exact copy... of some Imperial ship I can't recall the name of. ) Also tried my first attempt, or rather first -serious- attempt at a hangar bay. I'll probably reuse the method for the Elven and Asari carriers.
elQuanto Posted January 2, 2017 Posted January 2, 2017 Nessa, I've been working on a Brown Elves variant of your mod, and I'm running into a problem. I've got the traits, trait events, and localization working, but I fear I've screwed up the data files somewhere, because nothing having to do with the portraits seems to work. I have no idea what I've screwed up in the data files, and I'm wondering if your supreme wisdom can shine a path towards victory in this regard. Here's a link to the mod as it stands. I hope you or anyone else can point out what I screwed up. https://drive.google.com/open?id=0B-2Zgr9gQR-Falk0NGhGeG1BOE0
Nessa Posted January 3, 2017 Author Posted January 3, 2017 Probably it's a typo. Stellaris gets really picky on that stuff. I'll have a look at it when I get back tonight though. (Because: more elves are better! )
Nessa Posted January 3, 2017 Author Posted January 3, 2017 As luck would have it, I had some time before work. There are 4 issues that I found. In: "alerian_portraits.txt".... You have your entities pointing to something else. They need to point to the entities you made like "portrait_alerian_female_01_entity": alerian_female_01 = { entity = "portrait_alerian_female_01_entity" clothes_selector = "alerian_female_clothes_01" hair_selector = ...... Second problem is you need... one more "}" after alerian_female_04! (Thanks log for NOT being able to tell us that!! ) Those two issues are what was stopping the portraits. 3rd issue: comment out "alerian_setup.1" in "alerian_on_actions.txt". That event is only for Avari worlds. (Which you don't have.) 4th issue: savage traits don't exist. You probably know about that one but I thought I'd better mention it anyway. You'll need to toss the savage parts in the clothing selectors or the log will yell at you. Shouldn't actually affect the game however. I believe it is possible to reference or even depend on another mod by putting in the following in the .mod file: dependencies= { "Elves of Stellaris" ### etc. } The name has to match exactly. I managed to do it for a non-workshop mod using this. (Haven't tried for a workshop mod yet.) I believe (and somebody from CK2 correct me if I'm wrong) that this causes the mod to load after the mod in the dependency. So if you put it Elves or Drow, you'd have access to all their traits and such. Depends on what you're doing of course. If it's a stand-alone variant, then there's not much to gain with this trick. You could conceivably use it to have access to Avari worlds without the hassle of porting them over. At least in theory. It's one of the many things I need to look into... eventually. EDIT: And before I forget, if you want, you could use the old retextured Elfy ship style. If you're interested I have a copy of the version (still 1.4.1 compliant) mod with the older ships. Up to you. EDIT2: And I also see I was supposed to keep a copy for download here and... I ERASED IT! Dumb. Anyway, I still have a copy.
elQuanto Posted January 3, 2017 Posted January 3, 2017 Woot, it figures that a missing bracket would be the source of all my woes. As it stands I've made the changes you've recommended. So now I can concentrate on some of my own personal touches. Thanks for the help, I was truly stuck!
Nessa Posted January 3, 2017 Author Posted January 3, 2017 Yeah sometimes it can be mystifying especially with the log not being helpful. A couple times I've had bad errors that were simply dumb things like a "," somewhere.
Nessa Posted January 4, 2017 Author Posted January 4, 2017 OK so I got lazy (sort of) and just decided to take the base shape of the colony to use for the transport. More interesting is that I experimented around with some more hangar stuff. There's a big fat hole in the ship presumably for dropping troops easily to ... wherever. I think I'll be able to make some good use of these hangar thingies for carriers and possibly stations down the road. And that FINALLY brings us to the first milestone: vanilla is complete. I'll get this transport in game, tweak what I can and get out another update... soonish. (Now it's back to the Asari for awhile!! Almost done with the NSC update. )
Princessity Posted January 5, 2017 Posted January 5, 2017 Ooooh! The hangar looks so pretty! Can't wait to drop stuff out of it on some unsuspecting pacifists who just happened to spawn left of me. (Fallen Xenophobes spawned right of me sooooo...)
Princessity Posted January 15, 2017 Posted January 15, 2017 Haha! Ha ha. Ha... If there was ever any doubt in my heart that Stellaris is out to troll me, I'm now like completely sure of it! Sooo I finally found primitive humans in my current game! They spawned somewhat in the middle of nowhere but their system was unclaimed by anyone else and I was planning on expanding roughly in that direction in the future (the only other direction I have is still occupied by friendly neighbourhood Fallen Xenobphobes...) so I figured I might as well build a frontier outpost over there ahead of time, get my very own pet hoomans and everything would be great! I made a terrible mistake! Ever since I built an observation post it's been causing me nothing but trouble! Within like mere months I had a smuggler problem and had to intervene, then scientists started getting lost on the surface and once I even had to rebuild the post because someone decided to go all Kurtz on the primitives and apparently it reverted them to a previous era too! I don't know if it's just a giant coincidence or if the fact that they were in the middle of World War 2 when I found them had something to do with it but my observation post just seems cursed! WHY WON'T YOU LOVE ME HOOMANS? Look I have pointy ears, they're cute! You like those, I saw your World of Warcraft! At this point I'm pretty sure this is exactly what it looks like for the researchers in orbit: If eventually they decide to just nuke themselves I won't even be surprised. It would be just... so fitting.
Nessa Posted January 15, 2017 Author Posted January 15, 2017 Beats the time I tried to have pet humans. I did everything I could to bring them up to speed, they even gained our more enlightened ethics. (None of that democracy nonsense. ) I thought everything was going fine, then I get into a stupid war with a fallen (thank you Federation) and what happens? They take that -exact- moment to rebel! There had been no hint of discontent AT ALL. Humans: Not. Worth. The. Trouble.
Princessity Posted January 15, 2017 Posted January 15, 2017 XD Gosh darn it hoomans, just accept your better-looking, pointy-eared overlords already!
Princessity Posted January 17, 2017 Posted January 17, 2017 Speaking of superior ethics, Martin tweeted some teasers on what seems to be slavery and per-species policies! Yay! https://twitter.com/Martin_Anward/status/820949172526415872 https://twitter.com/Martin_Anward/status/821048384761032704
Nessa Posted January 17, 2017 Author Posted January 17, 2017 Oooo. Now that looks like some serious improvement! Speaking of which, they need a better way to purge. I mean, you purge one group and everybody gets annoyed except the people that hate you already anyway. How about a stealth purge like... Oh whoops, we didn't realise that whole planet was starving until it was too late. What a "tragedy". Yes, playing the Drow obviously. Haha!
Princessity Posted January 17, 2017 Posted January 17, 2017 There does seem to be something related to purges below the slavery options, but we can't see what it is. Someone made out "Purge Type" from the cut-off text so maybe there's something nice hiding off-screen ^^ According to Martin there will be a Dev Diary about all this stuff on Thursday so here's hoping it will go into detail on what exactly all those options entail. For one I want to know if all those "living standards" options have meaningful benefits and tradeoffs. Speaking of which I have a little feeling that setting living standards to "none" maaaay be close to what you're talking about XD If it doesn't kill them it at least sounds like something that might strongly encourage them to get the butts out of your empire.
Nessa Posted January 17, 2017 Author Posted January 17, 2017 Yeah, when I'm not playing as Drow, I'd like to have an option to "encourage" alien slime to leave. Rather than just kill them all. Sometimes what I do is get a new planet, load all the alien filth on that, then let the planet go. But if there was an option to let them go on their own, that would be great. Also, war goals. Can we abandon a planet -without- killing everyone? That option is great for the Drow but elves would prefer everybody lived... just as long as they live somewhere else.
Princessity Posted January 18, 2017 Posted January 18, 2017 It seems this may actually be a thing! Apparently treating pops badly is going to make them run away and come as refugees to other empires. So xenophobic empires won't need migration treaties to get unwanted pops to move out. Because that's silly XD https://twitter.com/Martin_Anward/status/821638328634249221 https://twitter.com/Martin_Anward/status/821681954064125952
Nessa Posted January 18, 2017 Author Posted January 18, 2017 Ah citizenship! This I love. Then when I'm playing elves, the talking mushrooms/weeds can be refugees if they want without elves having to kill everything. ... Meanwhile the Drow just take out the trash and weed the garden.... so to speak.. Best of both, love it! You know, if they wanted talking plants why didn't they have talking trees? Ents in space!!! The other tweets are hilarious. He gets it from both sides! Which is why I'm against Twitter accounts in general but in this case at least we're hearing about new stuff and it's actually good.
Princessity Posted January 18, 2017 Posted January 18, 2017 I love Martin's Twitter. There was someone who was trying to stir up trouble by implying that a new mechanic being added to a video game is some kind of commentary on current political issues (because that makes sense right?) and Martin's response was: https://twitter.com/Martin_Anward/status/821680368495497216 XD I wish my company would let me do that! Why do I have to be nice to controversial attention-seekers? ._.
Hamof Posted January 18, 2017 Posted January 18, 2017 I love Martin's Twitter. There was someone who was trying to stir up trouble by implying that a new mechanic being added to a video game is some kind of commentary on current political issues (because that makes sense right?) and Martin's response was: https://twitter.com/Martin_Anward/status/821680368495497216 XD I wish my company would let me do that! Why do I have to be nice to controversial attention-seekers? ._. I think Martin is actually one of the owners? He's certainly very high ranking.
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