Stellaris

Stellaris

DarkSpace (Stellaris 4.0)
Exakan  [developer] Feb 11, 2022 @ 10:32am
Playing as Nomad Empire
--- outdated, I rework the post later / put it into a DS wiki ---

Use the latest reddit post or read the INGAME DESCRIPTION (situation-log) for Nomads to learn & play them!

https://www.reddit.com/r/Stellaris/comments/vnhmkh/advanced_playable_nomad_origin/
Last edited by Exakan; Jun 29, 2022 @ 8:28am
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Showing 46-60 of 126 comments
Foxtrot39 Jan 6, 2023 @ 2:19pm 
I have the policy changed, problem remain aside creating ineficient pop factories because I can't get any building or modifier due to the no building/capital upgrade whats the point?

If not actively raiding other empires for pops constantly even pop suited for mass growth can't keep up to a normal empire

Beside I can't acces any building giving amenities and nothing planetside beside the makeshift capital give out any of it
Last edited by Foxtrot39; Jan 6, 2023 @ 2:21pm
Exakan  [developer] Jan 7, 2023 @ 2:07am 
Originally posted by Foxtrot39:
I have the policy changed, problem remain aside creating ineficient pop factories
You mean pop growth? With the policy its only -20% debuff while still counting +% in from techs or traditions. This isnt far from normal empires.

because I can't get any building or modifier due to the no building/capital upgrade whats the point?
What do you mean with no capital upgrade? DS doesnt change the capital buildings.

If not actively raiding other empires for pops constantly even pop suited for mass growth can't keep up to a normal empire Beside I can't acces any building giving amenities and nothing planetside beside the makeshift capital give out any of it
Do you use any other mods? Nomads dont have these buildings or jobs blocked.

When you use the "Diplomacy" setup, you are like a normal country for the game.
Only "Savages" changes the background mechanic, but even then the buildings should be available.
Last edited by Exakan; Jan 7, 2023 @ 2:08am
AlienRobotT.rex Jan 16, 2023 @ 2:44pm 
This is a great mod and I'm having a lot of fun with it! I just have a few questions:

How do I upgrade/refit the alarei? It doesn't appear in the fleet manager, so I can't retrofit and swap to a different design.

What kind of traits and civics still have an effect? Does stuff like resource output matter if there are technically no pops working "jobs"? I've tried using barbaric despoilers to abduct pops for manpower, but when I do the captives seem to just disappear and don't even go to the void base.

Is there a benefit to capturing planets (if I can recruit armies to do so), or should I just nuke them into oblivion with the exterminatus?
Exakan  [developer] Jan 17, 2023 @ 3:52am 
Originally posted by AlienRobotT.rex:
This is a great mod and I'm having a lot of fun with it! I just have a few questions:
How do I upgrade/refit the alarei? It doesn't appear in the fleet manager, so I can't retrofit and swap to a different design.
If you havent a ship design in the ship designer window, create a new one. They use rare resources, so you need them to upgrade the ships. Its made like that to make the early game more fair.

What kind of traits and civics still have an effect? Does stuff like resource output matter if there are technically no pops working "jobs"?
Civics/traits that affect leaders or ships do a great job for Nomads. Otherwise, Nomads can still use planets with the perk "Back to the roots", so it depends on the situation. Nomads are very flexible in this mod :D

I've tried using barbaric despoilers to abduct pops for manpower, but when I do the captives seem to just disappear and don't even go to the void base.
This doesnt work right now (isnt added), but I want to add it soon after I updated my other mod(s).

Is there a benefit to capturing planets (if I can recruit armies to do so), or should I just nuke them into oblivion with the exterminatus?
The ascension perk "Back to the roots" makes planets usable. However, otherwise its entirely up to you what to do with them.
-SNiGS- JAM Mar 25, 2023 @ 10:45pm 
Not sure where to post this

What is purpose of Planet Crack, when playing as Nomads?

Is Planet Crack only viable after getting Return to Roots?

Planet Disintegrate is better for Nomads because it gives you resources, right?
Exakan  [developer] Mar 26, 2023 @ 1:49am 
Originally posted by -SNiGS- JAM:
Not sure where to post this

What is purpose of Planet Crack, when playing as Nomads?

Is Planet Crack only viable after getting Return to Roots?

Planet Disintegrate is better for Nomads because it gives you resources, right?
In both cases it gives you some resources, its like extreme strip mining :P

However, DarkSpace v2.5 reworks Nomads completly.
Killzone Mar 29, 2023 @ 1:55pm 
Originally posted by Exakan:
Originally posted by -SNiGS- JAM:
Not sure where to post this

What is purpose of Planet Crack, when playing as Nomads?

Is Planet Crack only viable after getting Return to Roots?

Planet Disintegrate is better for Nomads because it gives you resources, right?
In both cases it gives you some resources, its like extreme strip mining :P

However, DarkSpace v2.5 reworks Nomads completly.

Mind if I ask when the update is dropping??? Curious to see the changes to the Nomads!
Exakan  [developer] Mar 30, 2023 @ 3:49am 
Originally posted by Killzone:
Originally posted by Exakan:
In both cases it gives you some resources, its like extreme strip mining :P

However, DarkSpace v2.5 reworks Nomads completly.

Mind if I ask when the update is dropping??? Curious to see the changes to the Nomads!
Saturday or Sunday this week.
ChimpanNewsChannel May 11, 2023 @ 12:18pm 
Playing my second playthrough currently, my first was somewhere around mid 2022 or so. Since then, there's been a huggee amount of very noticeable changes.

Firstly, the entire playthrough in general is much much much smoother. All the menus are much easier to access and in general its a much better playing experience

Secondly, it is so much better balanced. I remember on my first playthrough, I was extremely overpowered (In large part due to being able to absorb other populations with the ascension perk, A change I was surprised by on my current playthrough but definitely a good one). Now, It doesnt feel like a wipe with AI like it used to.

This part of the mod is by far my favorite, good stuff
Exakan  [developer] May 11, 2023 @ 12:24pm 
Originally posted by ChimpanNewsChannel:
Playing my second playthrough currently, my first was somewhere around mid 2022 or so. Since then, there's been a huggee amount of very noticeable changes.

Firstly, the entire playthrough in general is much much much smoother. All the menus are much easier to access and in general its a much better playing experience

Secondly, it is so much better balanced. I remember on my first playthrough, I was extremely overpowered (In large part due to being able to absorb other populations with the ascension perk, A change I was surprised by on my current playthrough but definitely a good one). Now, It doesnt feel like a wipe with AI like it used to.

This part of the mod is by far my favorite, good stuff

Thanks a lot for your feedback. Indeed my Nomads received an insane amount of work until they became what they are now. They should be the most advanced Nomad origin in the entire Stellaris game.

I am not entirely done with them, I still want some adjustments dependent on player's feedback - and bigger empire variety (civics, authorities...). The most changes were done after I became more experienced with modding (example the variable UI), thats why it took so long. Indeed they were a mess last year :D
Last edited by Exakan; May 11, 2023 @ 12:24pm
It's a pity you can't make worlds ships like the Eldar.
Exakan  [developer] Jun 5, 2023 @ 7:24am 
Originally posted by Eressea De Haran:
It's a pity you can't make worlds ships like the Eldar.
Sadly the game engine does not allow that, thats why I designed the Manpower system with all the variables. This was already complex enough, even more when we consider how many other things the Nomad system of DS includes.

If this will ever be possible, this mod will be the first that uses it :D
And it is impossible to make other megastructures portable, for example, a hobbat, it would just be logical that nomads would have to build space houses, without fines,and they could transfer them , not just the dyson sphere?
Last edited by Perambulante in tenebr; Jun 6, 2023 @ 1:32am
Exakan  [developer] Jun 6, 2023 @ 3:43am 
Originally posted by Eressea De Haran:
And it is impossible to make other megastructures portable, for example, a hobbat, it would just be logical that nomads would have to build space houses, without fines,and they could transfer them , not just the dyson sphere?
It is possible to delete & respawn megastructures & planets, but not jobs, districts, buildings or anything else of a planet to restore it later. DS uses all ways the game allows, there is nothing left that can be used for them.
Originally posted by Exakan:
Originally posted by Eressea De Haran:
And it is impossible to make other megastructures portable, for example, a hobbat, it would just be logical that nomads would have to build space houses, without fines,and they could transfer them , not just the dyson sphere?
It is possible to delete & respawn megastructures & planets, but not jobs, districts, buildings or anything else of a planet to restore it later. DS uses all ways the game allows, there is nothing left that can be used for them.
it's just possible to do that fines go for planets, but not space houses, or does the engine not allow it?
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