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primordialegg

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Sep 19, 2009
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Hi all. This thread will track the generation of a mod which promises to significantly change the way in which Stellaris is played. The mod will focus on:

  • Deep and meaningful in system gameplay.
  • Improve system variety and addition of new solar entities.
  • Significant modifications to all ship classes giving them a purpose throughout the game.
  • Ability to truly focus on tall or wide.
  • Empires will now function significantly differently from each other.
  • Addition and balance of a host of new techs
  • Rework of warscore for significantly larger systems encounters.
  • Pirates gonna pirate....

I'm putting this up now as I start to put this together as I hope to include parts of some of the already amazing mods out there and want to make sure, where I've been given the green light to proceed, that the original mod authors are given the credit they deserve. As a first time modder the updates may be slow but hopefully worth it!

Engage!
 
Details/Source Mods:

Deep and meaningful in system gameplay (initially for human players and multiplayer. The majority of time spent implementing this will be figuring out how to get the AI to correctly use it).

  • Depth added to systems reduces the need to have large galaxies solely for rich content (should help with end game lag)
  • Increase number of stellar entities in galaxies
  • Increase size of Systems, both for gameplay and to ensure adequate spacing with the increase in the number of stellar entities.
  • Rescale system objects. If applicable, ships will also be scaled although this will be much later.
  • Addition of new stations/ reduction of distance between stations - Strike craft/aura/inhibition/military. Balanced so that scouting of systems becomes imperative. Deathballs can also be potentially countered somewhat leading to more interesting engagements. This should drive the requirement to have multiple fleets depending on encounter (faster/slower/different range/different buffs/debuffs).
  • Ability to assign research ships to owned planets to improve them (fake anomaly with story chain adding planetary buffs).
  • Aggression range of ships reduced significantly along with weapon range. The purpose of this is to increase the scale further within systems so that better strategies are required as to fleet deployment (reduce deathball effect) and to allow for the following bullet point.
  • Multiple concurrent in system fleet actions. Targeting valuable assets/using rapid response fleets to tie down fleeing ships until defensive fleets can arrive/heavy hitter fleets for large scale engagements/inhibitor fleets to slow chasing enemies/pulling defensive fleets away from sensitive locations to allow deployment of super weapons. This is also to allow for the player to effectively scout in system with aggressive entities and for multiple enemies to realistically co-exist in the same system. Gives the game a significant RTS feel as well as 4X.
  • Civilian fleets/pirate spawns/desertions/rebellious spawns.
  • New stellar interactions addition of resources to all planetary entities (stellar energy/the belt style mods - add something similar for Bespin style systems on gas giants).
  • "Primitive" fallen empires. Planets with advanced entities/fallen empires living on that do not prevent you from colonizing other planets in the system. May trigger destructive eventualities if the player were to try and invade them (read system end or titan deployment).
  • Improve shipyards - weaponize front line shipyards able to withstand decent sized raid/tech up fragile home system shipyards giving them the ability to build the most terrifying of craft (need to see if I can code the initiation of this assembly as a galaxy marker).
  • Destroyable entities that yield debris containing minerals/energy/research
  • Balance speed in system. This mod aims to have the player thoroughly engaged in what is going on in their systems. Fleets will take time to migrate, strike craft will rapidly cross large expanses slowing fleets down by engaging them while capital class ships will travel at a much slower rate leaving death and destruction in their wake.
# Has anyone tried getting the camera to rotate v. slowly in system view to fake planetary rotation which I believe the engine is not capable of?
#Will try to make food a global resource. This would involve setting races up in the same way as the synths and having their agricultural buildings manufacture a special resource (food). This resource is required to build a structure (housing) which then generates a pop. Housing is then specialised into desired building (mine/lab etc).


Improve system variety and addition of new solar entities.

  • Add new models into galaxies (space stations/wrecked fleets/) - Probably initially boxes to test functionality. :/
  • Add variety of effects associated with new models
  • Update system and planet files to include a variety of new system variations
  • Addition of mobile system entities (comets (morphed ship), nomads, refugees, motherships (abandoned....?), distant worlds type entities)
  • Addition of new planet types
  • Addition of new space flora and fauna
  • #Will look into generating a Psychic entity that can come to control your ships (removes game object and replaces it with an identical one owned by entities empire). If I can get this to work I'll expand it to boarding actions and the ability to find abandoned structures etc that can be captured.

Significant modifications to all ship classes giving them a purpose throughout the game.

  • Additional ships to 'hopefully' be included from existing mods which will be modded heavily. Reallocation of slot sizes and reduction in power available to smaller classes to drive specialisation with the reverse being true for larger ships (instead of rebalancing 100s of techs this will initially be a flat -/+power associated with each class).
  • Should lead to the generation of specified class identical fleets
  • While the corvette is nerfed slightly, all subsequently ships are ~4x powerful as the previous class
  • Addition of the Research Cruiser Enterprise This would contain multiple labs increasing survey speed/success rate and additional slots for engines/shields etc.

  1. Strike craft: Weak vs PD, fastest, strong vs slow/no PD/locking down dreadnaughts/titans etc. Primarily used for system defense to slow aggression to allow time for defensive fleets to arrive and also help resolve the AI tourist fleets.
  2. Corvette: (S) weak, reduced range, fast, very cheap, strong vs early game encounters, swarming higher tech non-PD/civilian
  3. Destroyer: (S/M) Specifically designed for combating strike craft/corvettes (fire rate +++++), important to prevent a powerful fleet being locked down by strike craft in an enemy system
  4. Cruiser: (S/M)Excels at range and accuracy, ideal to kill defensive stations, bruiser battleships and destroyers.
  5. Battleship: (S/M/L) Jack of all trades brute. Exceptional health for its size. Can be equipped for range or DPS but no speciality for either.
  6. Dreadnought: (S/M/L) Fleet killer. AOE damage/auras/extreme DPS
  7. Carrier: (L) Spawns drone craft to chase down fleeing enemies (essentially prevents their escape), harass enemies, PD, aura buffs. If it needs to be buffed will see if I can figure out to spawn different craft types (fighters/torp bombers/aoe bomber (effectively super long range missles)). #Need to determine if a button can be assigned to deploy strike craft from the carrier that self destruct after a set time with a set cool down before additional spawn.
  8. Flagship: (L) System and galaxy perks, auras, effectively a "Super Dreadnaught".
  9. Titan: (L) System killer, powerful fleet killer with the ability to destroy planets (change graphic to exploded planet), vaporise planet surfaces and maybe initiate system destruction depending on difficulty to implement.
Ability to truly focus on tall or wide (player first, the AI may take longer to figure out).
  • Number of tiles per planet reduced
  • Output of tiles per planet increased accordingly (may do this initially through planetary buff)
  • Addition of expensive ability to increase planet size
  • Increase number of building types which allow for planets to be differentiated significantly.
  • Add building upgrades that are so expensive that can only be effectively rolled out on a limited number of planets (vs. building multiple of the building type across a number of planets).
  • Traits and governments which specifically favour either playstyle. May even see about specifically disabling the ability of specific governments to expand their planet tile size.

Empires will now function significantly differently from each other.

  • Addition of new unbalanced traits/modification of government types (free military stations/100% improve research speed/100% dmg output/100% energy credits/100% mineral output/starting with jump drives/ set amount of stored research, start with civilian fleet etc)

Addition and balance of a host of new techs.

  • Once the larger parts of the mod are completed, gaps and enhancements to the existing tech will be introduced. The focus will be to further differentiate different species.

Rework of warscore for significantly larger systems encounters.

  • As there will be a lot more destruction, the warscore will need to be adjusted accordingly.
  • Balance will be strived for to ensure that you will still be able to wipe the existence of an enemy from the galactic records in a single war should you deem it necessary.
  • Inclusion of additional war demands.
  • Emphasis on planetary occupation over all else.
  • #Does anyone know if it is possible to automatically trigger the end of a war once all planets are occupied?

Pirates gonna pirate....

  • With the addition of civilian life and trade it is only fair that there is an increase in the level of criminality in the galaxy.
  • The presence of civilian ships increases the likelihood of pirate spawns. This will increase the need for security, particularly in planets on the rim of your space.
  • Pirate systems will be added to system modifiers.
  • TBD (I need to have a look at the awesome Civilian Trade mod by kyojin/request to use some of it): Will see if a "fallen empire planet"/primitive planet can be generated with a neutral station in orbit. The station will spawn both smugglers (function the same way as your traders as your vassals but one way delivery) who will generate lots of energy credits/minerals by despawning at your planets and pirate ships (the same empire as the planet, who are at peace with your vassal but at war with you).

Planning in Progress....
 
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