Stellaris
( Twinks Sin'dorei )
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Twink315  [δημιουργός] 7 Ιουν 2019, 17:19
Overall Feedback and Discussion
This thread is about discussion! A place to consider certain things about the mod i will think of!
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Here's what I meant by hefty bonuses

Bloodelf = {
randomized = no
archetype = BIOLOGICAL
possible = { civics = { OR = { value = civic_tw_sunwell value = civic_tw_arcane_society } } }


leader_age_min = 100
leader_age_max = 10000


portraits = {
"elven_02"
}

graphical_culture = bloodelf
move_pop_sound_effect = "moving_pop_confirmation"

}

This is the bloodelf_species_classes.txt file. The age extension is not stated in the traits, or anywhere in the game itself. A quick look through the files shows that there are a number of bonuses that are not shown when you create the empire.

One method of showing more of the bonuses when customising your empire would be to make the sindorei trait require the civics, like how prole will only show up on a syncretic species during empire creation, and have the flavor text show the bonuses.

The unique deposits on the other hand could be mentioned in the civic descriptions, at least as a pseudo stat. Like syncretic evolution.
Sorry, when I looked at the trait in species creation sindorei did not show immortal. But when viewed elsewhere, it does. Maybe my game is bugged. I had no idea until I did some messing about in empire creation.
Twink315  [δημιουργός] 7 Ιουν 2019, 17:48 
The Sin'dorei trait says immortal though? without the trait giving it immortality the leaders would instantly die. The bonuses which are mentioned mentioned generally when you hover over the government title. The issue i saw that that its 15 effects where 1 of it takes place all ten years.. i did not see it fitting to write it down for everything.
Twink315  [δημιουργός] 7 Ιουν 2019, 17:48 
Oh well then this point is clear. Dont't worry.
Twink315  [δημιουργός] 7 Ιουν 2019, 17:49 
In case of the deposits, my orientation layed on how other mods (Elves of stellaris) for example handled such things, where the deposits aren't mentioned either.
Hello
I tried your mod.
So far so good ... the first Bloodelf-related pop-up that pops up in the game is similar to all other descriptions not readable.

Example:
Usual pop-up window
-Title: twbelf.11.name
-description: twbelf.11.desc
then 3 possibilities to respond:
-twbelf.11.a.name
-twbelf.11.b.name
-twbelf.11.c.name

The same goes by all traits.
I dont know, what to do or not to do, because i dont want to screw up the whole Galaxy or my own people.

Τελευταία επεξεργασία από IchBinZuAltFürDenScheiss; 9 Ιουν 2019, 1:07
Twink315  [δημιουργός] 9 Ιουν 2019, 9:08 
This is a localisation issue. Idk why your localisation is broken. Do you have your game in anothr language? My mod only supports english as language, there are no localisation for other languages and this might explain your issues.
Ah Ok, thx for the explanation.
Maybe you could implement something that it stays by default language no matter which language the game is running on?
Twink315  [δημιουργός] 9 Ιουν 2019, 15:59 
that is not possible
I want to say well done on the mod - the graphics really fit an 'elven' style play :)

Does the 4pt trait just give immortality? If so, it seems quite expensive considering it has 4 negative trait points build in (-15% pop growth would be 3 & -25% leader exp is another 1).

Just an observation but a player is essentially paying 8 pts to have immortal leaders - I realise venerable isn't quite immortal but if you take that trait, rare is the time you'll have a leader die before the year 200
Τελευταία επεξεργασία από Jager; 10 Ιουν 2019, 10:26
Also, is there a reason why the trait excludes alot of other traits (non adaptive being one of them?)
Twink315  [δημιουργός] 10 Ιουν 2019, 10:36 
Well venerable is 4 points for this lifespan, i think immortality is a big boon considering you profit from high levled leaders which almost never die in a lot of ways. The reason why the trait excludes other traits is that i want to prevent unforseen exploit through synergies i did not forsaw
Why is it required to take one of the Blood Elven civics if you pick the species? Which makes it worse cause in turn you are then required to take the Blood Elven traits. All I wanted to do was have an aesthetic, but the mod prevents that. The benefits for all the draw backs on the traits put together are totally not worth it, but I can't have the normal base game traits cause the BE traits are required. At the very least, remove the Species being required to have the mod's civics.
Twink315  [δημιουργός] 10 Ιουν 2019, 16:49 
Blood elf leader age spawn somewhere between 100 years and 10000 years in their age. With normal traits they simply die all the time
Τελευταία επεξεργασία από Twink315; 10 Ιουν 2019, 17:02
Twink315  [δημιουργός] 13 Ιουν 2019, 8:57 
Soo because it has been asked a multiple times. Here is the list of random effects one can get dependant on what focus he chooses. The better the effect, the lower the chance to get it. Keep in mind that those effects are chosen randomly and that only one of them, can be active at a time.

#research boon

belf_physics = {
country_physics_research_produces_mult = 0.15
}

belf_engeneering = {
country_engineering_research_produces_mult = 0.15
}

belf_society = {
country_society_research_produces_mult = 0.15
}

belf_all_research = {
all_technology_research_speed = 0.10
}

belf_specialists = {
planet_jobs_specialist_produces_mult = 0.10
}

#military boons

belf_shields = {
ship_shield_mult = 0.15
}

belf_armor = {
ship_armor_mult = 0.15

}

belf_ship_upkeep = {
ships_upkeep_mult = -0.15
}

belf_ship_evasion = {
ship_evasion_mult = 0.15
}

belf_ship_tracking = {
ship_tracking_mult = 0.15
}

#economy and society boons

belf_production = {
planet_pops_produces_mult = 0.05
}

belf_growth = {
pop_growth_speed = 0.15
}

belf_happy = {
pop_citizen_happiness = 0.05
}

belf_traditions = {
country_unity_produces_mult = 0.05
tradition_cost_empire_size_mult = -0.10
}

belf_ethics = {
pop_government_ethic_attraction = 0.15
}
Τελευταία επεξεργασία από Twink315; 13 Ιουν 2019, 8:58
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