Stellaris

Stellaris

ExOverhaul: 1.9.* Tweaks
32 Comments
ExNihil  [author] Jan 22, 2018 @ 10:39pm 
?
Phoenix Nebula Jan 22, 2018 @ 7:39pm 
For some reason I cant use this with the other ex mods.
Rough Dec 10, 2017 @ 8:01am 
then we just need characters that can be assigned as ship captains a la Distant Worlds.
Rough Dec 10, 2017 @ 7:59am 
that's awesome =) because when I think space opera or even space battles, I think of like 3-4 capitals duking it out with some support ships, not a computer-melting carpet of battleships facing another computer melting carpet of escorts
ExNihil  [author] Dec 9, 2017 @ 11:40pm 
Actually, we are working on a combat overhaul mod now that does exactly that 😃
Rough Dec 9, 2017 @ 11:18am 
Hey Exnihil, is there any chance of you doing a ship numbers reducer mod or integrating one into this mod? It'd be really nice if ships were worth 4x as much, good for rp and good for system performance.

A few mods more or less do this, but aren't compatible with ship mods like SCX or NSC...or are never updated. I figured you could do the concept justice.
ExNihil  [author] Nov 3, 2017 @ 10:40am 
Armor is not nerfed here, big ships are
Aviator Nov 3, 2017 @ 10:20am 
Maybe personal preference, but armor needed a buff, not a nerf. In all my playthroughs, pure shield builds have performed the best, regardless of enemy type.
Lex Peregrine Oct 26, 2017 @ 12:44pm 
I have published a compatibility patch for users of Realspace plus the RS New Worlds sub-mod, check here:
http://steamcommunity.com/sharedfiles/filedetails/?id=1181526371
Pietas Oct 14, 2017 @ 12:52am 
Yup, they're changed now.
ExNihil  [author] Oct 13, 2017 @ 11:53pm 
I uploaded yesterday. Please confirm that all is working as intended
ExNihil  [author] Oct 13, 2017 @ 1:19am 
I'll check, tnx
Pietas Oct 12, 2017 @ 11:08pm 
I think you forgot to upload the changes to Earth and Unity from Oct. 7th.
ExNihil  [author] Oct 11, 2017 @ 6:19am 
Sure
Zares Oct 11, 2017 @ 6:12am 
Can I safely delete empire_initializers.txt file from this mod? I'd rather like to use the one from Real Space.
ExNihil  [author] Oct 7, 2017 @ 1:46am 
@Pietas - updated the mod with the requested features.
Pietas Oct 6, 2017 @ 9:34am 
IIRC you'd change the prescripted_systems_initializers file, or preferably create an override for just the Sol/Deneb systems in a separate file, if that method works for these files.
ExNihil  [author] Oct 6, 2017 @ 12:28am 
It does make sense, I'll look into doing this - I don't want to create mod conflicts by changing the prescripted nations, so I might change these planets with a game start event.
Pietas Oct 5, 2017 @ 8:53pm 
Perhaps it'd make sense to alter the size of Earth and Deneb (and possibly Mars?) to reflect the changes to randomly generated homeworlds?
ExNihil  [author] Oct 1, 2017 @ 12:36am 
mod updated with the change to resettlement cost. thanks for pointing this out.
ʕ•ᴥ•ʔ Oct 1, 2017 @ 12:14am 
Thanks for the quick response! I agree with the intention of the change overall, too bad there isn't a way to scale the cost over time :steamsad:
ExNihil  [author] Oct 1, 2017 @ 12:11am 
Hmm. I haven't considered this. I'll reduce the unity cost a bit and perhaps also add energy costs. All in all 200 unity is cheaper, later on, but more expensive during the early game.
ʕ•ᴥ•ʔ Oct 1, 2017 @ 12:05am 
Really enjoying your mods, one question though: am I understanding correctly that it's 200 unity + 20 influence to resettle a single pop? I like the rest of the changes, but that resettlement cost would severely hamstring Rogue Servitor's early game, since they need to move at least one of their bio-trophy pops to each newly colonized planet
Trigger Sep 30, 2017 @ 11:20am 
thx
ExNihil  [author] Sep 30, 2017 @ 11:17am 
fixed
Trigger Sep 30, 2017 @ 11:15am 
the launcher ses this is for 1.8.1
ExNihil  [author] Sep 29, 2017 @ 1:50pm 
Only after you take control of a planet, but in that case it really doesn't matter. Unrest is rather inconsequential once rebellions have no chance - if you got as many armies on a planet as pop, or a number close to that, you are golden. This is so in vanilla. If you want to see some proper rebellions I suggest you take a look at Caligula Caeser's rebellion mod.
Reygis Sep 29, 2017 @ 1:46pm 
Won't the army change negate the unrest change? In fact it'd be more powerful now. 25x10 or 100x5.
Dadaist Coyote Sep 29, 2017 @ 5:43am 
Ah, my bad. Continue on then.
ExNihil  [author] Sep 28, 2017 @ 9:36pm 
that's correct, its resettlement cost not colonization cost.
aledeth Sep 28, 2017 @ 7:19pm 
That's a unity cost to Resettlement, not Colonizing new planets. Unless you see forced resettlement of people to a new planet as a required part of colonization, there's no added cost there.
Dadaist Coyote Sep 28, 2017 @ 7:12pm 
I like most of the changes to this, but I'm really turned off by adding a unity cost to colonies. Colonies already add to the unity needed to get points, and it means that if you just perked up you're suddenly restricted from colonizing until you get the needed unity again.