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now the word from is stuck in my head.
Yeah then i saw this hell.. and this is not the end.. i tried to change constants which are clearly written at modable game files.. and when i tried to change them, i saw they are already HARDCODED..
You can't add different weapon types for example.. becauseeee it's a DLC thing they planned all along!....
Yeah stellaris is not mod friendly.. you need to give your life to crack the code to understand it..then you need to figure out, how to do what you want.. then you need to be sure it's working or not asthey are soft or hardcoded.. you need to do it at every step..
Do not miss ultra stupid visual file systems.. you can't even use normal png/jpg files for 2D aspects of the game!!! You need to change it some lame formats with right options.. then I gave up and respected big mod developers here..
If this is their idea for a "balanced" game, I'm quite scared for the following, but they could have keep many player if they didn't delete this.
Perhaps they don't care to abandon the people who enjoy full personnalisation, perhaps they only need the support of the hyperlane only, good for them. I'm happy to not have bought all their DLC in the hope to finance the best sandbox for a 4x I could play...
In fact I switch to Endless Space, if I played a 4x only for the battle system I would have stay on ES2, but right now, this one allow me to at least play my basic playstyle in midgame so... stellaris by removin this feature make the game more restrictive than ES2...
Just because they didn't even let a warp/wormhole mod being not a mess to create.
I hope for them they will succeed with the support of those who stay here....
Kinda nice for a change...
^ Truth.
The fanboys are asleep. School in the morning and the bus comes early. They are dreaming of mom's spaghetti.
from what I can tell it seems that the current team also has no care/ a completly diffrent idea for what the game should be compared to what the original team designed. its clear that the team that first worked on it were gearing it more towards asymetric gameplay and player choice, the current team is gearing it more torwards unified tactics across the board, and very little in the way of player choice (all empires are little more then stat buffs and debuffs now with maybe a slight gimmick)
So nothing surprising about it.
All that mess about "mods friendly" is simple marketing.
P.S. Still disagree about ES2 mentioned here. It's even worse game with even worse dev teams. I really hate them for their save-corrupting bug that existed for ages and get ressurected recently again >_<
The modding thing i cant comment on, but this is nonsense. Vanilla stellaris was so generic, sure it had 'moar choice' if your counting ftls types but those choices meant functionally very little, now races actually play very differently, asymetrically one might say, purifiers play very different from devouring swarms, who play differently from curators (etc) in vanilla stellaris for all the weird and wacky portraits most races boiled down to having a small 10% buff to something and that was it they all functioned identically. It was one of the major complaints about its scope from reviews, that despite the options available it all felt very generic and meaningless
Yeah I played when the save where corrupted in the EA. But I also played the 1st endless space, I replay recently to ES2 and have no problem. I just say their eXterminate aspect is way better than stellaris, and that from the beginning. Also the fact they have the FTL I want, just have to research then move like I want, letting my exploring without the worries to be locked.
The issue is it's only modifying existing values. You can't change behavior very much at all besides some quite limited logic in the events.
Edit: It's better than nothing. I'd rather have this than a completely hard-coded game... But it's heavily lacking for a "we support modders" kind of game.
Generic and meaningless is having very limited FTL options. I see you have glossed over that issue in your breakdown.