Stellaris

Stellaris

Multiplayer Essentials
26 Comments
Doomwarrior  [author] Dec 30, 2017 @ 2:00am 
auto build might be a bit of a trouble...since it hasnt been updated in forever in this mod here...
Okay, cool! Dec 30, 2017 @ 12:59am 
Is it playable at 1.9.1?
MenOfWar Jun 7, 2017 @ 8:25am 
@Selgald I'm a Community Manager working for ESL ( play.eslgaming.com ) . We would like to start offering Stellaris tournaments, and your mod might help us reach that goal. Added you on steam to talk more about it if you are interested.
MenOfWar Jun 7, 2017 @ 8:15am 
@Selgald thank you for the reply. Can you then check if the mod is working as intended? I started the game with standard resources and researchs.
Selgald  [author] Jun 7, 2017 @ 8:12am 
@MenOfWar those settings are "always on". It would be up to paradox to setup some sliders for it. Butz I could do some settings as "events" when starting a new round, I will lock into that.
MenOfWar Jun 7, 2017 @ 8:08am 
Hello there. Thank you for the mod! I created a MP match now and I can see the duel sized map, but options like starting with tier 5 science, 250 influence and more income are missing. Where can I set those settings active? Thank you!
Selgald  [author] May 10, 2017 @ 11:55am 
Updatet for 1.6.* now.
nooby900 Apr 16, 2017 @ 5:03am 
does this work with version 1.5.1?
Khenmew Jan 2, 2017 @ 5:02am 
the end game event have an average time to happen, so they one should start around x amount of years after the start of the game. So i wanted to know if this mod can make that x time to be shorter so multiplayer can get there is a single sitting. (mean is another way of saying average)
Doomwarrior  [author] Dec 28, 2016 @ 1:38am 
what do you mean by "Mean time"?
Khenmew Dec 27, 2016 @ 7:48am 
is there a way for this mod to add an option to increase the Mean time to happen for faster games in MP
Khenmew Dec 26, 2016 @ 8:38am 
Thanks for the patch hope more ppl see this mod and support will grow
Doomwarrior  [author] Dec 10, 2016 @ 2:34am 
At some point it might, however right now neither Selgald nor i have the time to dive in, so if we would update now it might lose more features then neccessary. The Balancing will take a while so time is the deciding factor here.
Khenmew Dec 9, 2016 @ 2:32pm 
will this ever be updated
Dozer Aug 8, 2016 @ 11:15pm 
hey machst Du für die Mod ein Update für 1.2.3. ?
Bloodlock Jul 30, 2016 @ 1:32pm 
1000, 1500, 2000, 2500 if you could please! These numbers with No Fallen Empires pleeeease! :3
Selgald  [author] Jul 30, 2016 @ 12:01pm 
@PsionicPrime I had not much time latley, what sizes do you want? Those are easy to add :)
Bloodlock Jul 30, 2016 @ 10:49am 
No huge No Fallen Empire map? Also, are you planning on adding larger star maps with no fallen empires?
Wander Away Jul 18, 2016 @ 8:46pm 
It seems that it is possible to get more than one crysis. Had a game where all three appeared.
Selgald  [author] May 31, 2016 @ 6:02pm 
It should be possible, I can look into that.
Frist we had set the trade time to 50 years, but diplomacy is buggy as hell atm, and the AI got confused, so we reduced it to 30 years.
Aswan May 31, 2016 @ 5:49pm 
Can you add an option to send more than just 100 resources per shift-click in a trade or when sending to a sector? Maybe 50/500/5000 instead of 1/10/100. Just be careful not to do it for monthly trades too :)

Another related subject, trade length: I think if should be possible to have trade for up to 100 years, maybe even more. Sometimes this can be really useful.
Doomwarrior  [author] May 21, 2016 @ 10:33pm 
There might be a bit of a balancing issue with just 1 year of leaderpool refresh. It might be a good idea to go for 2 years. Anyone feeling the same way?
Doomwarrior  [author] May 21, 2016 @ 6:18pm 
Experience after some Games now:
As intended in Multiplayer the start seems more balanced and you get somewhere much faster but it doesnt feel like a cheat.
The leaderchange every year makes it less painfull to not get a certain leader in the current available leader list. Just wait a year and you get new picks. Really sweet. This was way too much of a bottleneck.
Battlestations and Spaceports now help a bit more and dont die so fast. Much more usefull without being OP.
Doomwarrior  [author] May 21, 2016 @ 12:11pm 
We did this together yesterday and it is meant to balance out a multiplayer start a bit more. As it is right now the Game has some major issues when it comes to at least a minimal fairness if you try to plan your playstyle. Leaders are MASSIVELY important if you plan on fasttracking some technologies and you are not able to get them unless you spend thousands of influence points in case you have bad luck.
Selgald  [author] May 21, 2016 @ 6:11am 
@Javvae yes, same for everyone.
Javvae May 20, 2016 @ 10:43pm 
Does this affect AI? I generally don't like having advantages that arent shared