Stellaris

Stellaris

(broken) Research Improve per Planet
48 Comments
Numerfolt  [author] Jul 9, 2019 @ 1:40pm 
Yes, that's what I mean :)
daikael  [author] Jul 9, 2019 @ 1:01pm 
I wouldn't mind taking the mod over if you don't want to work it anymore, if that's what you mean.
Numerfolt  [author] Jul 9, 2019 @ 9:19am 
I mean, I actually have a mod that increases the research speed by empire size, but to just use planet size without breaking anything else seems quite complicated to me
Numerfolt  [author] Jul 9, 2019 @ 9:18am 
That sounds good, but I think I wouldnt like to put in that much time to try doing it. Would you want to do it? I think one can add persons to work on mods?
daikael  [author] Jul 8, 2019 @ 9:53am 
Can also use num_owned_planets to, rather litterally, get the number of owned planets by stuffing it into a variable, then multiplying it by your chosen tech modifier.
daikael  [author] Jul 8, 2019 @ 9:41am 
change the "EMPIRE_SIZE_TECH_COST_PENALTY" in 00_defines, works fine in testing, though only when over capacity, should be able to use the empire_size to create a country modifier, increasing reaserch output by modifier X size.
Numerfolt  [author] Jul 8, 2019 @ 6:45am 
Because there is no proper way to do this with the stats one can change with a mod. At least as far as I know...
daikael  [author] Jul 7, 2019 @ 2:19pm 
why not change it to work on admin cap?
Numerfolt  [author] Mar 4, 2018 @ 1:24pm 
I found no option when I briefly looked for it, you would have to fiddle around with the ships' meshes and files in the "Stellaris\gfx\models\ships" folder probably, didn't try it yet
Lekelokobs Mar 4, 2018 @ 11:38am 
Is there a way to create a mod where you can choose each type of ship? Like humanoid battle ship and mosculoid scienceship?
Numerfolt  [author] Jan 28, 2018 @ 1:34pm 
I dont know of a version or how to make one, sorry :/
Omniburg Jan 28, 2018 @ 1:27pm 
Is there a version without it affecting AI, or way you could make one? Thanks
Numerfolt  [author] Jan 28, 2018 @ 12:39pm 
Yes, it should, as it changes a basic game mechanic
Omniburg Jan 28, 2018 @ 6:54am 
Does this mod affect the AI?
Numerfolt  [author] Jan 16, 2018 @ 9:38am 
I am sorry, but don't know how to do that :/
Lekelokobs Jan 16, 2018 @ 9:33am 
Can you make a mod that you can choose the natural engineers, natural physicists and natural sociologists species trait all togheter or it is beyond your knowledge?
Numerfolt  [author] Jan 16, 2018 @ 2:55am 
Also added a version that actually does both.
Lekelokobs Jan 16, 2018 @ 12:26am 
Make a bonus for pop too.
Numerfolt  [author] Jan 14, 2018 @ 7:45am 
Yes, it does
Lekelokobs Jan 14, 2018 @ 5:18am 
Work on 1.9.1?
Numerfolt  [author] Sep 24, 2017 @ 7:50am 
Version number updated to 1.8.* no changes required.
Weaver Jun 17, 2017 @ 9:24pm 
alrighty my guy take care
Numerfolt  [author] Jun 17, 2017 @ 10:57am 
As 1.7.2 is broken for now, I will update to this version as soon as 1.7.2 is stable. You can try to use it despite the version warning. If it works, let me and the others know.
Cheers!
Numerfolt  [author] Jun 17, 2017 @ 10:38am 
I will do this as soon as possible!
Weaver Jun 13, 2017 @ 11:52pm 
please update this for 7.1 when it comes out my guy
GhostKitey May 12, 2017 @ 4:57am 
Awesome to now. I just wish it was easier to see where it impacted. Still, going to def be using this still, thanks again!
Numerfolt  [author] May 12, 2017 @ 3:57am 
It shows compatibility for 1.6 now, I just changed the supported version to 1.6.*
I tried if it works and found that the patch 1.6 didn't change anything impacting the mod.
GhostKitey May 12, 2017 @ 3:41am 
Well, 1.6 is out! Been using this, and hoping it still works for 1.6. Hoping for an update soon since they did a few changes. Thanks for all the hard work!
Numerfolt  [author] Apr 9, 2017 @ 6:32am 
Works now for 1.5.1_beta, please update to this version. If you still play at 1.4.* write me so I add support for 1.4.* again. Greetings!
Numerfolt  [author] Apr 9, 2017 @ 4:34am 
Broken for 1.5, working on a fix
Numerfolt  [author] Dec 2, 2016 @ 11:44am 
Well, I heard that one may alter the loading order of the mods but dont know anything certainly :/ I am sorry about that...
Shindara The immortal Dec 2, 2016 @ 11:24am 
hmm strange then.
as when i turn this mod of the other one works fine and it only chances the nr of traits you can take when you make a new empire/species
Numerfolt  [author] Dec 2, 2016 @ 11:08am 
It only modifies these two lines:
NDefines.NGameplay.TECH_COST_MULT_NUM_COLONIES = -0.002;
NDefines.NGameplay.TECH_COST_MULT_NUM_POPS = 0;
So it shouldnt affect traits :)
Shindara The immortal Dec 2, 2016 @ 10:19am 
does this mod chance something in the traits, as it overwrites a nother mod i have that changes the nr of trits you can take.??
Urst Nov 8, 2016 @ 9:52pm 
Thanks Flame!
Numerfolt  [author] Nov 8, 2016 @ 6:01am 
Version should be "1.3.*" now
Numerfolt  [author] Nov 8, 2016 @ 5:32am 
Yup, I am working on it :)
Stella Nov 8, 2016 @ 4:45am 
@-VI- Edalwulf Nope, is for 1.2.5. Needs Update.
Urst Nov 7, 2016 @ 11:50am 
Is this good for 1.3.x?
Numerfolt  [author] Sep 1, 2016 @ 5:10am 
Nice to hear @Alexandra Moldovia !
Alexandra Lorular Aug 31, 2016 @ 3:58pm 
You know, you just made the game worth playing again.
ztheo Aug 28, 2016 @ 12:06pm 
still I think the most important part is to increase the base research cost on all the techs because even without any change it would be badly balanced. Or you reduche the gain somehow
Numerfolt  [author] Aug 28, 2016 @ 11:10am 
You are right, I tested the mod on the biggest map so 0.1% per Pop wouldnt be so bad for small maps.
The event at a modifier is a very good idea but i dont know how to create sth like that :/
ztheo Aug 28, 2016 @ 10:58am 
but when you have 1000 pops you have pretty much won every standart map so it doesnt make a difference. But if you want to make it work for REALLY large maps you could make an event that fires at 80% or so and reduces it accordingly. About the numbers well it was an idea I hadnt really made a calculation I just thought with a plus rather than a considerable minus its really problematic because you research too fast
Numerfolt  [author] Aug 28, 2016 @ 7:02am 
@ztheo
A good idea but you forget that at 0.01% you need (only) 1000 population to get 100% faster research. At that point it is not possible to balance it at all.
With the Planets it would take very very long to reach that 100% (500 planets).
Eisvisage Aug 27, 2016 @ 5:48am 
@ztheo
The problem with that would be, that Flame_TiJ would need to overwrite all technology files, which would make this incompatible with a whole lot of mods.
ztheo Aug 27, 2016 @ 5:45am 
you should increase the cost of research so that it is balanced again and it takes around the same time as before