Stellaris

Stellaris

Shrouded Regions
Janlitschka  [developer] May 21 @ 1:08am
Your Suggestions & Ideas!
What do you want to see added or changed? Should we adjust something that annoys you?
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Showing 1-15 of 30 comments
More Hivemind Content, I really do hope that they aren't forgotten as Hiveminds are my FAVORITE Empire type to play, and really just consideration for Gestalts in general, so my Suggestion I guess is re-visit the Flavor Events and write them for hiveminds!
I'd be willing to help, if writing for Hiveminds isn't something you enjoy
How is the crisis strength calculated? is it a fix value for fleets or does it depend on the difficulty level set on game start? In my first game the crisis dominated the galaxy without any empires strong enought to fight back.
Dave May 21 @ 4:10pm 
Originally posted by Tquilarius:
How is the crisis strength calculated? is it a fix value for fleets or does it depend on the difficulty level set on game start? In my first game the crisis dominated the galaxy without any empires strong enought to fight back.

Was going to comment the same. My last game the crisis absolutely crushed the galaxy, fallen empires included, feels at least a bit overtuned.

On another note, the random stars blowing up when the crisis events start is pretty lame when the player gets caught in it. Spontaneously losing worlds should not be a thing.
Janlitschka  [developer] May 21 @ 4:41pm 
Originally posted by Tquilarius:
How is the crisis strength calculated? is it a fix value for fleets or does it depend on the difficulty level set on game start? In my first game the crisis dominated the galaxy without any empires strong enought to fight back.

It should be around the levels of the Khan (as far as our testing went). Overall, its not the strength in fleets but its super aggressive behaviour making it so difficult. My advice: Use unconventional tactics! You need to get your fleets and armies to the Sanctuary of Ralis and take over their capital (and habitats ifthere are any in the system) to kill the crisis. There are two wormholes connecting the Crossing with the Ralis cluster, so their fleets are usually split in two, you should find a good window of opportunity to rush down the Crossing and attack them at their heart. Avoid their fleets at all cost, most players will probably not be able to hold the line. Even with my explanation, is this still too much of a crisis, should we adjust the fleets?
Janlitschka  [developer] May 21 @ 4:42pm 
Originally posted by Dave:
Originally posted by Tquilarius:
How is the crisis strength calculated? is it a fix value for fleets or does it depend on the difficulty level set on game start? In my first game the crisis dominated the galaxy without any empires strong enought to fight back.

Was going to comment the same. My last game the crisis absolutely crushed the galaxy, fallen empires included, feels at least a bit overtuned.

On another note, the random stars blowing up when the crisis events start is pretty lame when the player gets caught in it. Spontaneously losing worlds should not be a thing.

Loosing your worlds should no longer happen, we patched it more than 6 hrs ago, is it still happening?!
Dave May 21 @ 5:07pm 
Originally posted by Janlitschka:
Loosing your worlds should no longer happen, we patched it more than 6 hrs ago, is it still happening?!

Hopefully not, then. I just finished that game, started (and had that event) yesterday. If you fixed it since then, thanks ;)
Last edited by Dave; May 21 @ 5:08pm
Janlitschka  [developer] May 21 @ 5:10pm 
Originally posted by Dave:
Originally posted by Janlitschka:
Loosing your worlds should no longer happen, we patched it more than 6 hrs ago, is it still happening?!

Couldn't say, I just finished that game, started (and had that event) yesterday. If you fixed it since then, thanks ;)

We have changed it, so that the player wont be affected but the AI will still be. This would then have put the Player at an even larger advantage, so the AI will not loose their pops fro mthe event, but they all flee these worlds as refugees - most refugees will remain in their empires but some might even arrive at your empire. We still think about adding a blow to the player but its hard to make soemthing that is intuitive and fair.
Phoenixel May 21 @ 10:41pm 
Originally posted by Janlitschka:
Originally posted by Dave:

Couldn't say, I just finished that game, started (and had that event) yesterday. If you fixed it since then, thanks ;)

We have changed it, so that the player wont be affected but the AI will still be. This would then have put the Player at an even larger advantage, so the AI will not loose their pops fro mthe event, but they all flee these worlds as refugees - most refugees will remain in their empires but some might even arrive at your empire. We still think about adding a blow to the player but its hard to make soemthing that is intuitive and fair.

Great to hear this! I'm about to give this mod another run. I'll report back here if the crisis still seems to interact weird with player
Really appreciate the effort and fun of this mod. Felt like a truly new experience, and didn't feel particularly unbalanced. I'm not sure if this annoys anyone else, but I'd personally like the ability to turn off wormholes in relay systems. I like to use chokepoints to minimize AI benny-hilling, and I felt like the abundance of wormholes in relay systems in the games I tried made it pretty frustrating to the point I'm probably just gonna play without wormholes. I'm still excited to try more games with this mod though!
Janlitschka  [developer] May 22 @ 2:49pm 
Originally posted by Rincewind:
Really appreciate the effort and fun of this mod. Felt like a truly new experience, and didn't feel particularly unbalanced. I'm not sure if this annoys anyone else, but I'd personally like the ability to turn off wormholes in relay systems. I like to use chokepoints to minimize AI benny-hilling, and I felt like the abundance of wormholes in relay systems in the games I tried made it pretty frustrating to the point I'm probably just gonna play without wormholes. I'm still excited to try more games with this mod though!

Hey, thanks for the input! The many wormholes come from the Empires that have spawned inside the Shrouded Regions - these are their only entrances/ connections to the larger part of the galaxy. I would recommend turning natural wormholes down in the usual game settings, as we are adding a lot on our own. There should also be the occasional wormhole connecting special systems from mods (wesde sure systems like Jubilo from Gigas would get a wormhole for example) or other special systems. Now k owing that, would this maybe change your view on the matter or should we still look at adjustments?
Janlitschka  [developer] May 22 @ 3:38pm 
Originally posted by Phoenixel:
Originally posted by Janlitschka:

We have changed it, so that the player wont be affected but the AI will still be. This would then have put the Player at an even larger advantage, so the AI will not loose their pops fro mthe event, but they all flee these worlds as refugees - most refugees will remain in their empires but some might even arrive at your empire. We still think about adding a blow to the player but its hard to make soemthing that is intuitive and fair.

Great to hear this! I'm about to give this mod another run. I'll report back here if the crisis still seems to interact weird with player
Everything going smoothly this time?
Would love if building starbases in the Shrouded Regions needed a tech to be buildable, because atm it doesn't really seem like they do anything and the player can just expand into them with no consequence
Last edited by Words and Philosophy; May 24 @ 12:16pm
Janlitschka  [developer] May 24 @ 3:03pm 
Originally posted by Words and Philosophy:
Would love if building starbases in the Shrouded Regions needed a tech to be buildable, because atm it doesn't really seem like they do anything and the player can just expand into them with no consequence
The cost is 1000 influence per starbase - we didnt feel like adding a tech would add any value to it, other then fattening the tech tree
Halbert May 25 @ 3:43pm 
Have you considered making a modded megastructure to replace the hyper relays in the galactic corridor? Would help with compatibility with mods that change hyper relays, make the mod not need overlord and allow you to adjust the value of the galactic corridor to balance it if later needed. Asking cause a friend I recommended this mod to doesn't own overlord.
Blaze May 26 @ 1:09pm 
My two saves were started at the start of the week, so keep that in mind with the following:

-If I'm correct, the midgame crisis gets fallen empire-like tech, which is a bit problematic if you have other mods installed too. I had Giga, NSC and ACOT so the midgame crisis was running around with a combined fleetpower of around 6 million, which is completely unbeatable. If you somehow cause any casualties, you basically get free super late game wrecks, upsetting the balance. Imho the way their tech works should be reworked, maybe they should have a tech level that's roughly mid game-ish or they simply have every tech that every normal empire researched up until a certain point maybe?

-Am I paranoid or does the crisis focus only the player?

-The galactic crossing is great! But I think it could use some tweaks, in the sense that it speeds up the early game a bit too much, as you meet everyone almost instantly if you are anywhere near a galactic crossing. Maybe it needs a tech to use or only activates a few decades in?



And some of my very "random idea I had in the shower" ideas:
-What if there was a Galactic Community resolution to estabilish a galactic crossing oversight organization? A pseudo-empire that oversees the galactic crossing, doesn't get involved in disputes between GC members normally, but defends the crossing from fauna, crisises and FP and such empires. Maybe the GC could also have resolutions about whatever millitary fleets are allowed to cross them during peace/wartime? And empires could have interactions with the Oversight Authority like bribing/smuggling etc? This is a very out there idea but I like it so I thought I'd write it down :D

Anyway, I like the mod.
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