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Ringworld systems(updated for 1.1.0 beta)
   
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1. juni 2016 kl. 17.12
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Ringworld systems(updated for 1.1.0 beta)

Beskrivelse
This mod expands on the ringworld start and ringworld builder mods .

This mod adds 3 different starting ring world systems.

Super ringworld - just like the mod this is based off of gives 12 habitable ring world slots.

Ultra ringworld - adds another ring behind super the super ring that is twice as big as the super to the system for 24 habitable slots and 36 total

Mega ringworld - adds another ring behind the ultra ring that has a whopping 36 habitable slots and 72 total for the system

This mod also allows you to construct ringworlds if you have living metal tech done for a sizeable upfront cost and depending on the size of system your building an even greater cost over 10 years as a malus to your energy/mineral/influence gain.

Minerals/Energy/influence malus for 10 years

regular = -83/-30/-1
super = -249/-90/-2
ultra = -789/-285/-3
mega = -1577/-570/-4


note i do not know how to do descriptions for things yet so they are numbered from 1 to 4 in the game if it does not say super/ultra w/e it goes from 1 being regular ring, 2 super, 3 ultra, 4 mega. they are also given random names but will always spawn close to where you build them at.
12 kommentarer
Ataximander 4. juni 2016 kl. 7.19 
Maybe I'll just wait for the next series of patches when they streamline sector management just to be safe. I can still see some difficulty in mine.
moarlurking  [skaper] 3. juni 2016 kl. 22.59 
@ataximander so i turned off all mods but mine built the mega ringworld colonized it and threw it in a sector and waited a year and nothing really happened besides crippling debt it didnt force it self out of a sector or be removed from coreworlds so its either there is somethign wonky with your game or theres a mod confliction
moarlurking  [skaper] 3. juni 2016 kl. 22.40 
@ jojo ring worlds are able to be built after you unlock living metal tech from FE's definitly could be a mod confliction though if they change ship files.@ataximander i am not sure why any of that is happening i guess i never tried putting the big ones inside a sector mabye they are simply to big to be used by a sector?. i am not sure why it makes them not part of your empire either i will see what happens when i try it but everything worked fine before they updated to the clarke patch
jojo 3. juni 2016 kl. 14.27 
mhh crap.. can't figure out how to build the ring World. Can't find anything :(
In the old ring World was it under military Station. I researched it too. Is it a incompatibilty to another mod or i am just kind of stupid today?
Ataximander 3. juni 2016 kl. 13.13 
Probably. The older ringworld mods didn't have this problem either. On that note, setting mega ringworld systems as sectors erases the sector entirely after a few months. The planets are still there, but they don't count as coreworlds.
moarlurking  [skaper] 3. juni 2016 kl. 10.21 
hmm weird thats probably on paradox then. does it work that way for other stars? if so then its probably a bug?
Ataximander 3. juni 2016 kl. 6.55 
Oh, I know ring systems always start that way. It's just that when I change the name of the system, the star's name in the details panel is still Ring. Still shows the changed name in the galaxy map though.
moarlurking  [skaper] 2. juni 2016 kl. 21.48 
sorry i didnt know what to name it and i had to give it something :P. plus you can always rename it to w/e you want pretty easily
Ataximander 2. juni 2016 kl. 9.28 
Ok, fixed it somehow, tho sure wish the starting star isn't named Ring
moarlurking  [skaper] 1. juni 2016 kl. 18.28 
i just loaded up a game and everything looks fine to me what one are you using? because i think if you were to use the ones with a 1 in them when starting it might do some weird shit(not sure why they show up in the system selector)