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 46-60 of 237 comments
abacusdog Apr 23, 2018 @ 9:58am 
Ditto to carcmrossi. The number of 1 resource planets has turned this into a micro-manage exercise. I do NOT want to mine a 1 resource planet, but now ......

Derp alert! I just read that you updated 15 hours ago to remove.. THANK YOU!
Last edited by abacusdog; Apr 23, 2018 @ 10:01am
The OG Kobe-Rind May 9, 2018 @ 2:28pm 
Hi @Guilliman. First of, great mod, it's a staple in all my non-achievement-hunting-games (yay for infinite hyphenating in english).
On to my gripes - I just started upwards of ten games each with the "Awakened Precursor World" and "Fallen Empire Lost Colony" civics, which give your starting planet two modifiers each.
In order from least to most annoying:
- Precursor World gave the shielding every single time (which is not bad, but...meh imho)
- FE Colony gives you "Living Infrastructure" every single time as well, whose main benefit is completely useless on your homeworld when giving +75% habitability, which triggers my ocd something fierce.


oh and Driven Assimilator and Precursor Homeworld are not mutually exclusive, but Precursor World breaks DA because you don't get your cyborg pop. I posted this as a bug report as well.


PS: If you're interested in a German translation, PM me. I can't mod, but I can translate to my native language ;)
Reya May 19, 2018 @ 3:47pm 
The event that gets rid of the "Resiliant Parasite" Modifier states that it is a Gene-Modded Parasite used to get rid of it. By scientific terms it would be better refered to as a "Symbiote" not a Parasite
Quill May 28, 2018 @ 1:55pm 
Less a complaint and more a concern. I find that the number of ring sites for gas giants bogs the game down a bit in terms of exploration and expansion for the AI, as they're less willing to ignore these deposits as they appear than a human player, along with the GUI clutter that results in systems with large numbers of mining stations with deposit information overlapping each other when zoomed out.

Since I'm not sure I want to see this feature disappear entirely, I'd suggest simply adding denser deposits and lowering the spawn rate for ring sites to reduce the GUI clutter if possible.
Kelp Jul 21, 2018 @ 12:49am 
Overall, I love the mod. I do have a concern that the "Death World" start civic is far too strong, however.

As I'm sure you're aware it gives your pops the deathworlder trait, which increases army damage, general level cap, and army experience which is all well and good. The problem, in my opinion, emerges with the last two benefits given by the trait, the +30% habitability and the +100% leader experience gain.

The +30% habitability trait outstrips the performance of extremely adaptive, does not cost trait points, though granted it does cost a civic slot for the entire game, and is not mutually exclusive with "Robust" a bio ascension trait which stacks with deathworlder to ridiculous effect.

The +100% leader experience is, in my view, out of place with the rest of the bonuses, which seem to target mostly habitability and generals/armies. The experience bonus allows you to get too many powerful leaders too quickly, and is not mutually exclusive with slow or quick learners.

I'm not sure if the behavior of this intended or not, but it makes the civic too powerful to take in my opinion.
Lelo Mariin Aug 13, 2018 @ 3:48pm 
Last edited by Lelo Mariin; Aug 13, 2018 @ 3:50pm
H11DN-D4NG3R Aug 14, 2018 @ 1:44am 
Originally posted by Lelo Mariin:


Just thought this was hillarious

Wrong area to post that
PCR_Anibal Nov 29, 2018 @ 2:10pm 
Rich resources. I like the idea, but I end up with systems with 20+ resources way too often, i'll like it to be tonned down a bit
Armok Jan 12, 2019 @ 10:22pm 
While I have used your mod since release and enjoyed it, there are two issues now that I've started playing again. Arcane Technology appears under research instead of strategic resource and feels like it should be its own mod instead of part of this (just not enough features that use it). The other is that the Cybrex ringworld was changed so that it gives you a complete ring with blockers. On top of that being incredibly overpowered, the blockers on the ringworlds give you alloys (the most valued resource) for dismantling them. I would recommend only having one of the segments be completed and remove the alloy from dismantling tile blockers.
Guilliman  [developer] Jan 12, 2019 @ 11:57pm 
It appearing under research is a bandaid fix until the devs rework the modding capability of the topbar. Only one mod can overwrite it. I'm renaming it soon so it can be added to that max compatibility patch for custom mod resources too. I am adding lots of uses for arcane tech (now called precursor archeotech) in my next update.
I've also severaly nerfed cybrex ringworld in my next update: it now costs 1200 alloys to clear a blocker. To get a fully cleared cybrex ringworld section it will cost 10800 alloys, which is slightly more than restoring a ringworld section the old way. The blockers also take a long time to clear so time is also a "cost". Ontop of that the resources you get on the section inbetween is also slightly reduced.

I will try that for a while and if it is still too good I'll make more changes. I also want to see how the devs plan to balance the first legue ecumopolis world since thats insanely good compared to the other precursor systems.

One note: I plan to make all the precursor hope systems show up (or be discoverable) at some point for the AI.

Let me know if you agree or not :) Thank you for the feedback
Armok Jan 13, 2019 @ 1:08am 
Thanks for responding so quickly. I had wondered if the arcane tech placement was due to modding limitations, so not terribly surprised. I will agree that Archeotech is a better name (I do enjoy 40k). I am glad to hear that archeotech will be getting more uses, will it be a requirement for precursor buildings? It would allow you to balance out the powerful benefits that Precursor Shipyards and the rest can be.

On the nerfing of the ringworlds, I will say that sounds pretty fair. Might have to play test it to be sure.

Anyways, thanks for all the hard work! Your's is probably my favorite mod for Stellaris.
Guilliman  [developer] Jan 13, 2019 @ 1:16am 
I hadn't thought of making the precursor shipyard building cost archeotech, thats an excellent idea! I will add that right now to my internal build :)

There will definitally be some buildings that use it, but havent planned anything just yet (balance is important). Right now I'm focusing mostly on small improvements and bug fixes before adding in new things.
Player 1 Jan 17, 2019 @ 8:01pm 
I agree with Armok that the way you changed the precursor homeworld-systems seems WAY too overpowered. Even now.

Compared to how it is in vanilla, first league being the "best" precursor, now literally all the others and ESPECIALLY cybrex is way too good.

I discovered the cybrex ring in recent my playthrough around 30 years into the game and now I already have a ringworld... Even with all those blockers, considering the great modifiers, it still seems like the best option to just ignore everything else and just settle for the ringworld and slowly work your way through those blockers.

Does the ringworld have to be in "repaired" state for your modifiers to work? Cause I honestly think the most balanced option would still be to have the ringworld be destroyed and having to have the mega-engineering tech to repair it.

Same goes pretty much for all the other precursor homeworld (except first league). Having up to 4 planets of the precursor type in one system seems crazy overpowered to me, even if it takes a bit of terraforming to use them, which honestly doesn't take that long.

Edit:
Okay, I checked every precursor homesystem now, so let me summarize how balanced I think they are and maybe give some suggestions. Of course it's up to you to decide what you wanna change and how.

Yuthaan (Yuth) - small (10) Ecumpolis with special Shipyard and a small (10) tomb world you could also terraform, with a decent amount of resources.
Looks very balanced.

Vultaumar (Vultaum) - 3 Tomb worlds (20,20,10), one of the has the special shipyard, meh resources.
A little bit too much?
Maybe turn the size 20 worlds into something smaller, like size 16?

Fen Habbanis (First League) - 25 Ecumpolis with special shipyard, meh resources.
Still looks fair.

Irass (Irassian) - 3 Tomb worlds (20,10,10) and a barren world you can terraform (20) and a LOT of resources.
This seems a bit too much?
Maybe turn the size 20 tombworld into a broken world that just produces 1 Precursor resource and overall reduce the amount of resources.

Cybrex Alpha (Cybrex) - Ringworld and resources...
Well, definitely too OP imho and I wrote a lot about it already.
Best suggestion would still be to make them be damaged ringworlds, that need mega-engineering to repair them.
Also, definitely remove the extra resources.
Maybe add some planetary features to get the precursor resource, but other than that, I wouldn't give those ring sections resources.
Last edited by Player 1; Jan 17, 2019 @ 8:35pm
Immortalits Jan 17, 2019 @ 10:55pm 
Is it possible to change the modifier numbers options or add more diverse options?
currently there is only 0-2, 0-3, 1-3 modifiers.
I'm looking for 0-1 option and
1 only option
no extra options after terraform or terraform completely removes features (currently it doesn't remove stuff and they stack a bit too much), haven't tested, but it looks abusable to spam terraform for more modifiers, it should completely reroll the planet, no matter what. Even a single time 'stack' with double bonuses are a bit too much.
I'll write a few things as new ideas into another post here.
Guilliman  [developer] Jan 18, 2019 @ 1:05am 
@Ushio Thanks for the feedback, I'm planning to look at the precursor homesystems again after patch 2.2.3. I want to see what the devs will do to balance the first legue system since it's crazy good and I wanted to bring the others in line with that one instead of nerfing the first legue ecumenopolis. I do agree they are crazy good in general.

@Immortalits
I can add an option. I've rewritten the spawn script for those last big update because I wanted easier mathematical control over the spawn chances of each modifier type. Should allow me to add more options like that without too much trouble.

The terraforming stuff shouldn't stack at all though. I'm having a lot of issues getting terraforming to work in 2.2 because of the weird way they implemented planetary features. I might just rewrite the whole thing once I figure out an efficient way to handle those. I'm also waiting to see if there will be improvements to the logic there with 2.2.3 before I start rewriting.
Last edited by Guilliman; Jan 18, 2019 @ 1:05am
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