Stellaris

Stellaris

Fight For Universe: Infinite Legacy
2,037 Comments
Play For War Jun 14, 2024 @ 3:58am 
@WarStalkeR (Thank you steam, for eating the reply notification) Fair enough. I can understand the feeling. Gods knows I've had it for some of my novels. I do hope you'll return someday however, your mod...I still don't think there was ever something quite like it, honestly.
WarStalkeR  [author] May 25, 2024 @ 8:40pm 
@Play For War, it will take quite a while, before my hands will reach Stellaris modding yet again. Frankly, I will need to rewrite everything from zero.
Play For War May 25, 2024 @ 6:51pm 
Oh man, that mod brings me back, I remember using it back in the day, with an exterminatus mod as I just went full mad ring people, until there was only my giant ringworld left as a habitable planet in the galaxy. It has been a long, long time.
WarStalkeR  [author] Dec 23, 2023 @ 9:59pm 
@Anopsis не заброшен, но на длительной паузе. Там все с нуля надо переписывать и перерабатывать. Когда нибудь, когда я обзаведусь достаточным количеством свободного времени, я вернусь к работе над ним.
Anopsis Dec 21, 2023 @ 12:14pm 
Я правильно понимаю, мод заброшен?
WarStalkeR  [author] Jan 11, 2023 @ 11:43am 
@𝓥𝓪𝓻𝓶𝓸𝓷𝓭, нет.
tapokeevich Jan 11, 2023 @ 11:26am 
Я так понимаю на новой версии он не будет работать?
Locomotor79 Sep 30, 2022 @ 8:34am 
are you gonna update it or not since i do like your ringworld that is so huge on those screenshots and not as building size but slot wize
or can the mod maybe still work so much differance isnt there its only 0.0.6 differance wize
WarStalkeR  [author] Sep 30, 2022 @ 7:16am 
2.2.7 is latest version it supports.
WarStalkeR  [author] Sep 30, 2022 @ 7:16am 
@Locomotor79. no it doesn't.
Locomotor79 Sep 30, 2022 @ 6:21am 
does this mod works on latest build off the game and is that ringworld a starting thing whit all those building slots
I am Your Sandwich Aug 8, 2022 @ 12:37am 
I will be patient, just gonna be excited for any updates
WarStalkeR  [author] May 23, 2022 @ 12:00am 
@natejs2000, ships will be re-classified, or rather, classified according to the standard I've described in Planned Features. Current Corvettes will be left as is, Current Destroyers will be demoted to Frigates. Current Cruisers will be demoted to Destroyers and new Cruisers will bigger then they are right now. Current Battleships will also be demoted to Battlecruisers and new bigger Battleships will be added. Current Titans will be demoted to Dreadnoughts and Titans size will be increased as well. Juggernauts will be reworked as well, to carry massive amount of weapons.
I am Your Sandwich May 22, 2022 @ 11:06pm 
meant to add on the X weapons would be Xx9
I am Your Sandwich May 22, 2022 @ 11:05pm 
@WarStalkeR, Well, if you ever wanna update the mod to have extra ships, i will wait, and if you want a truly powerful and expensive ship, Wx1, Tx3, and Lx18 for the weapon components, and yes that would be overpowered, but it would porbably cost 200 energy credits a month
WarStalkeR  [author] May 18, 2022 @ 7:37pm 
@natejs2000, I have no intentions to separate my mod into parts so far.
I am Your Sandwich Apr 16, 2022 @ 9:29pm 
@WarStalkeR, Ok i don`t know how much changed, so i say mainly if you want to make a separate mod for the new stellaris version, it might take two or three months if you know what changed in the stellaris code, plus having a small update for the new one, or big, because one thing I like to think about is making a tougher version of each ship like they are more of a battle class of each, while still being weaker than the next ship tier like frigates are above corvette, but that would be probably still a long time, and if you ever take that on in the future, I will wait since this is great for what it is.
WarStalkeR  [author] Apr 11, 2022 @ 3:58pm 
@natejs2000, looks like Stellaris 2.2.7 (ea03).
I am Your Sandwich Apr 11, 2022 @ 3:32pm 
do you know what beta version of the game the mod is compatible with?
WarStalkeR  [author] Mar 22, 2022 @ 2:35pm 
@megabot, it obviously will. The issue that it might take a lot of time.
megabot Mar 22, 2022 @ 2:22pm 
i mean, if it works out, then good luck. i just do not know if it will
WarStalkeR  [author] Mar 22, 2022 @ 2:18pm 
@megabot, won't really work out since I'm greedy for all the features Stellaris can provide me with.
megabot Mar 22, 2022 @ 12:54pm 
hey umm, apologies for asking but, would it, in a sense, not make sense to update the mod for a past version of the game? not the most far back version, but just set sights on one version and update it for that, no matter how much comes out in the meantime? because else, this mod might never get updated if the scope always has to get bigger due to more and more updates
WarStalkeR  [author] Mar 21, 2022 @ 8:14am 
@creatorcharlie I'm pretty much remaking and rewriting everything from zero =_=
creatorcharlie Mar 21, 2022 @ 7:26am 
And another overhaul to unity on top of the one with traditions. How hard will it be to update everything to be compatible with all these updates?
WarStalkeR  [author] Feb 17, 2022 @ 2:17pm 
@Drago Antico in re-development.
Drago Antico Feb 17, 2022 @ 8:24am 
is this mod still active/compatible/planned compatibility?
WarStalkeR  [author] Jun 29, 2021 @ 9:09pm 
@megabot, yes. I'm present in #ffu_infinite_legacy in Stellaris Modding Den discord. When something is finished, I'm posting an update there. Do note that I can afford to mod Stellaris only during weekends.

@arturpirogkovich, в настройках игры в Стиме, в закладке BETA выбираешь 2.2.7 и играешь.
arturpirogkovich Jun 29, 2021 @ 1:40pm 
дык, не найду ссыль в этих интернетах (ea03), а на (b1a8) не идет ваш мод
megabot Jun 29, 2021 @ 9:20am 
so as a question just to check up, is there any progress made? not asking for the full mod but just progress. and also how does the custodian initiative and LEM update come into play with updating?
WarStalkeR  [author] Jun 29, 2021 @ 2:33am 
@arturpirogkovich, в ченджлоге же написано Updated mod (and Full HD interface) to be compatible with Stellaris 2.2.7 (ea03) :)
arturpirogkovich Jun 28, 2021 @ 2:28pm 
Как не зайду постоянно на обнове))(..Сделай милость дорогой, хороший! Для поклонников твоего мода, добавь в описание под мод или ссылки. Чтобы люди могли загрузить твою последнюю версию мода и поиграть на старом патче. Возможно я туплю и не понимаю как это сделать..
megabot May 11, 2021 @ 3:48pm 
very well. i wish you luck on the journey trough the sphaghetti that is code
WarStalkeR  [author] May 11, 2021 @ 2:15pm 
@megabot, I haven't found way to destroy tech, but I have found (and tested proof of concept) to sabotage ongoing research. About resource shortages: I intend for strategic structures to stop providing bonuses in case of resource shortage. As for default building I still haven't investigated it enough, what will be best approach. Defense stations part needs investigation as well, but I do intent to return old big defense stations and even create bigger variants, but how exactly it will be implemented, I'm still thinking about it.
megabot May 11, 2021 @ 12:00pm 
huh. that is unexpected, but i am not going to complain if this does happen to be updated
though as a side note, is it really possible to destroy tech? because in the gigastructures server there was a talk about it and apparently the game engne would not let you do this
also since you are also redoing this basically from the ground up in a sesne, do you by chance plan on making some fixes such as robot assembly being slowed down by a shortage of minerals or each defense station counting as it's own fleet?
talking about defense stations, depending on how long they are constructed they might be useless because you can only construct one at a time, so perhaps in case that wasn't changed before having a way to make multiples at a time or faster constuction trough tech, modules buildings or level of starbase could be neccesary
WarStalkeR  [author] May 6, 2021 @ 9:48pm 
@vumval, Thanks. Yeah, they released the espionage feature that was long overdue to such game as Stellaris. And as I promised, I returned back to modding it.

Well, you see due to amount of features and modified files this mod pretty much was never compatible with other mods in the first place. Even in 2.2.7 version, all building were changed so much, that buildings from other mods were pretty much irrelevant - and it isn't going to change. Also, the blue banner in the beginning and the end of the mod description also notifies about this.

Furthermore, this is no longer is just fix, this is a decision to make pops much more important, much more expensive and much less expendable to avoid "100 pops died, huh? Well, I don't care, I have 1000 more pops" cases. Actually, I want to return to era of 25 tiles and 25 pops per planet, but sadly, it is no longer possible.
vumval May 6, 2021 @ 7:33pm 
In regards to your proposed population control and performance "fix", i'm not super hot on the idea. On it's own, it might be nice, but the thing is, if you change something as fundamental as jobs, districts, and pops, well... most of us also use other mods. You will likely make this mod incompatible with any other mod that touches those areas, and you might not even realize the extent of that.

Any mod that adds special districts, might not be compatible.
Any origin mods that give unique worlds with unique districts, also might not be compatible.

I might be very wrong, and I hope I am. But, if you can get this mod to behave with others, I'm all for it.

Also, glad to see you back, cheers!
WarStalkeR  [author] May 2, 2021 @ 10:27pm 
Too early to tell.
Thranduil May 2, 2021 @ 4:22pm 
Any idea if it will be possible to enable or disable the FTL options on an individual basis, when they do get implemented?
WarStalkeR  [author] May 1, 2021 @ 12:44pm 
@Dan well, I will be trying to implement multiple FTL drives, but as of right now they aren't priority.
Dan Apr 30, 2021 @ 11:26pm 
"3) We will nostalgically remember good old times, when planets had 25 tiles and 25 pops max."
I actually miss that. Back then planet setup and tiles seemed to be much more important.

Another thing I miss is the 3 types of FTL. Tbh I hate that they've made the ftl system into a Sins of a Solar Empire-ripoff. Space in stellaris now feels so flat and linear like a board game.
Dan Apr 30, 2021 @ 11:19pm 
"All of this should keep vanilla numbers and pacing of FFU:IL same. What do you think about this change? Should I go for it? Or is it bad idea?"
Sounds like a lot of work but it will probably be worth it. You should totally go for it! It sounds like a GREAT idea. Make it your own :)
Salkin Apr 29, 2021 @ 7:25am 
Great to hear you're back at it.

I'm all for this rebalance. As much as I love huge populations on my planets, the endgame lag gets unbearable. It's all just an arbitrary representation anyway.
WarStalkeR  [author] Apr 28, 2021 @ 3:55pm 
By doing this, I will achieve this in FFU:
1) Vanilla numbers, pacing and progress speed as result will be kept the same.
2) Pops will become much more important and much less expendable resource than they are now.
3) We will nostalgically remember good old times, when planets had 25 tiles and 25 pops max.
4) Endgame that chokes due to immense pop count might end up being resolved.
5) I might get smooth gameplay even at year 2700 of the game (if I'm lucky).
WarStalkeR  [author] Apr 28, 2021 @ 3:55pm 
Conclusion: I will be doing a certain rebalancing in newest version of Infinite Legacy.

It will reduce overall pop numbers, but will keep all production/consumption numbers and pacing the same:
1) Max amount of districts for same type will be reduced to 5 from 15.
2) Amount of jobs will be reduced to 1 per type from each district.
3) Jobs output will be compensated via bigger numbers and multipliers.
4) Pop consumption will be increased as well to keep numbers same.
5) Pop growth/assembly speed will be reduced to reflect the change.
6) Cost/maintenance of districts and building will be increased as well.
7) Slave market pop cost and availability will be rebalanced as well.
WarStalkeR  [author] Apr 27, 2021 @ 8:59pm 
I have an important question to all FFU:IL players. As of right now game is facing performance issues still even after bandaid of a patch that reduces pop growth speed.

I can do a certain rebalancing that will reduce overall pop numbers, but keep all production/consumption numbers and pace the same:
1) Max amount of districts for same type will be reduced to 5 from 15.
2) Amount of jobs will be reduced to 1 per type from each district.
3) Jobs output will be compensated via bigger numbers and multipliers.
4) Pop consumption will be increased as well to keep numbers same.
5) Pop growth/assembly speed will be reduced to reflect the change.
6) Cost/maintenance of districts and building will be increased as well.

All of this should keep vanilla numbers and pacing of FFU:IL same. What do you think about this change? Should I go for it? Or is it bad idea?
WarStalkeR  [author] Apr 26, 2021 @ 8:03am 
@Kainess, I like how espionage is implemented. In addition, because espionage is heavily tied to the events system, I'm completely free with my creativity to implement any additional operation type, such as sabotage of active research, destruction of already existent technology, sabotage of megastructure construction and others. Anyway, I'm back in mod development, but because I haven't touched it since version 2.2.7, I have a lot of work to do to adapt all my modded features to changes that were made in Stellaris for all this time.
WarStalkeR  [author] Apr 26, 2021 @ 8:03am 
@Kainess, шпионаж сделан годно. Плюс по скольку он идеально привязан к эвентам, у меня полностью развязаны руки и я могу добавить такие вещи как саботаж текущих исследований, унечтожение уже существущих технологий, саботаж мегаструктур которые строятся и прочее. В общем, я вернуся к разработке мода. Учитывая что я его не трогал с версии 2.2.7, мне предстоит очень много работы адаптировать все к тем изменениями, которые произошли за это время.
[3rd]Kainess Apr 26, 2021 @ 7:44am 
доброе время суток автор. Как вам системы шпионажа? говорили остановка из-за них. сейчас смеем надеятся на возобновление разработки?
megabot Apr 13, 2021 @ 3:01am 
I know work IRL. i know how much time it takes. stop being so offended about me saying that I do not expect it to be done anytime soon if ever, as that was not an insult towards you but rather a statement, which I made considering the facts that I have, which aren't encompassing everything because I am not you

I am not at all telling you to sacrifice your free time or anything like that. but the fact you had the time to make this mod yet not enough to update it, or have better/more important things to do just means that I do not expect it to be done. this aint the last update of stellaris, and I disagree with the sentiment that "it is done when it is done" will work for this game. because this isn't a game that remains basically the same, and investing time into modding it here and there won't work out, if you want the mod to be up to date that is. you don't have to do it. I just disagree with you, stating that it will be done, if everything remains as it is