Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
What do you mean with no capital upgrade? DS doesnt change the capital buildings.
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.
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?
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
This doesnt work right now (isnt added), but I want to add it soon after I updated my other mod(s).
The ascension perk "Back to the roots" makes planets usable. However, otherwise its entirely up to you what to do with them.
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?
However, DarkSpace v2.5 reworks Nomads completly.
Mind if I ask when the update is dropping??? Curious to see the changes to the Nomads!
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
If this will ever be possible, this mod will be the first that uses it :D