Stellaris

Stellaris

Guilli's Planet Modifiers and Features
 This topic has been pinned, so it's probably important
Guilliman  [developer] Aug 15, 2017 @ 1:44am
What do you not like about the mod?
Tell me what you don't like about the mod.

Most common complaints

Modifiers on barren/toxic/frozen/molten planets are useless
Modifiers on "dead" worlds like these are still usefull as a story element. You can treat them as such. Imagine the word having an interesting resource, but it's just too risky to mine it. Or you do have science expeditions on a world with a mysterious temple. The world is just not worth colonizing.
That said, as of patch 1.8, exciting worlds (worlds with precursor modifiers and a select other ones) will get a special modifier that allows you to terraform the dead world to a habitable one.

The writing is bad
I'm not English, nor am I a writer. I'm sorry that it's not so good. I now have a friend (sci-fi writer/editor!) that is slowly working to go trough every text and update/improve/fix them. She's doing this for free in her spare time, so these improvements will happen fairly slowly.

Last edited by Guilliman; Aug 15, 2017 @ 1:51am
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Showing 1-15 of 246 comments
H11DN-D4NG3R Aug 15, 2017 @ 2:39am 
Astroids getting ''planet'' modifiers.
Guilliman  [developer] Aug 15, 2017 @ 2:43am 
"Astroids getting ''planet'' modifiers."
Hey good point, I'm actually trying to find a solution for this that still works for the belt mod. It's on my imediate to do list :) It will be changed/improved with 1.8 patch
Thanks!
Last edited by Guilliman; Aug 15, 2017 @ 2:43am
The amount of modifiers on all planets are a bit overboard. it's a bit much in one go to have between 3 and 5 modifiers on all planets. I'd personally love a more lite-version of this where the extra modifiers are less likely to happen but still there cuz i love the idea of a former civilization's robot workers still being on the rare planet, but not have 3 or 4 planets in my relatively small empire to have all the same modifiers.
In short, the amount of the modifiers on a lot of planets at the same time is a bit overboard, and maybe a few too many plents got +3 modifiers. It should be a cool rare thing to have it happen that a planet got old workerbots and a special planetary shieldmatrix, along with Titanic life, heavy gravity, etc. Not something that happens at every 1-4 Habitable Planets.
Maybe it's just me that got this happening, or maybe that's how it's supposed to work.
Still wanted to give a comment on this cuz I LOVE the idea.
An Unskilled User Aug 17, 2017 @ 11:55am 
Certain modifiers being removed when you terraform (that are not negative). Neutral ones (Otherworldly colors and things of that sort) and sometimes positive ones (like the strange river that gives 25% physics). Maybe make terraforming planets with those a little more expensive but allow them to be preserved. It's a bummer to find a cool modified and then accidentally destroy it after terraforming.
Guilliman  [developer] Aug 17, 2017 @ 12:13pm 
I'll take another look at the terraforming stuff before 1.8. For some modifiers I really can't help it, for example the ice river would dissapear when you terraform to a warmer planet. Terraforming isn't that moddable without ending up with several times the same option in the terraforming menu.
There's probably a fair few modifiers that could roll after terraforming that I can put instead. I'll see. In the end it has to make sense too.
Guilliman  [developer] Aug 17, 2017 @ 12:14pm 
@Pheonix Legaxy the chance for modifiers is going to be a little lower on habitable worlds (so 3 or more modifiers are a fair bit rarer.) Still tweaking the numbers as they are very hard to get working correctly.
alexanderyou Aug 19, 2017 @ 2:16pm 
Yeah I'd have to agree I love the modifiers, but I would like to see far less of them. I rarely find a planet without a modifier, and a good 1/3 to 1/2 of the planets in the galaxy have 2+ modifiers on them. I think it it would be better if 1/2 of the planets (habitable and non-) had no modifiers at all, 1/4 had 1, 1/8 had 2, and the last 1/8 had 3+. I understand if it's difficult to get the numbers working right since I have no idea how stellaris handles the generation of planetary modifiers, just what I think would be best :P
H11DN-D4NG3R Aug 19, 2017 @ 2:47pm 
The many wonders of building a Ring world. Engineers having the smart idea to put in Dense Forests(and other stuff that create tileblockers) on them.
Guilliman  [developer] Aug 19, 2017 @ 11:30pm 
@alexanderyou the numbers will be tweaked down a bit. And yeah, the spawn chance numbers are soo annoyingly tedious to adjust. But I am tweaking them down a fair bit. Especially for 3 modifiers, those should be fairly rare.

@Simon I agree, next update that won't happen anymore.
To me i don't mind about the amount of modifiers. This is good the way it is. But if this is really an issue for some people maybe we can idk, add an option before creating a galaxy? I don't know if this is possible.

Oh yeah, i know! In an event at the start of the game, you choose the density of modifiers and then the game generate them, what do you think of this?
Guilliman  [developer] Aug 21, 2017 @ 7:36am 
I don't know how possible that is, it is something I want to look into but only after patch 1.8. I haven't worked with modding buttons and settings before and I don't want to risk runing out of time before 1.8 and end up with buggy code. So I'll finish what I have planned for 1.8 and then experiment with buttons/menus/settings (as that could open up a lot of posibilities on it's own)
Last edited by Guilliman; Aug 21, 2017 @ 7:36am
Don't bother with it if this is too time consuming. Why not submods who just modify a variable who can multiply by a certain factor the spawn rate of the modifiers? Idk if this is easier.

As i said i personally don't care, the spawn rate is good to me.
Guilliman  [developer] Aug 21, 2017 @ 8:04am 
upkeeping multiple mods that do the same is a pain honestly so I rather keep everything in one mod, I'll figure something out, that's the fun part! The experimenting and trying and learning :)
H11DN-D4NG3R Sep 4, 2017 @ 3:27am 
I find the planetary defense grid(or whatever it was called. The 1 with the ion cannon picture) seems lack luster. If i remember correctly, it was like 200% increased hp for fortification and something else. If i also remember the discription. It would suggest there being a "damage" field around it(invisible minefield) but there isnt.
(On a side note i dont know were i needed to put this.)
Guilliman  [developer] Sep 4, 2017 @ 4:13am 
Heya, I know that modifier could use some work. I plan to experiment after 1.8 with "invisible" defense stations that are inside the planet to simulate the planet fighting back at attackers. Once this invisible station is defeated the enemy can bombard the planet. It'll be something that does medium damage but has lots of health to slow attackers down. The "invisible" defense station will repair itself after a while on it's own.
I should be able to do something creative like that with the scripts. It's a lot of new stuff for me so would require a lot of testing and I'm runing out of time with the things I have to do first. So after 1.8 :)
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