Stellaris

Stellaris

Distant Science Specialization
23 kommentarer
Distant  [ophavsmand] 1. feb. 2022 kl. 22:41 
Yeah, I made this 3 years ago. All the buildings have been re-balanced since then. I really should update it. Maybe that will be my new year project when I get some free time.
Attila2129 31. jan. 2022 kl. 9:06 
It seems workers refuse to enter the build no matter what. And you can't force them to use it. You probably need to update the mode?
Distant  [ophavsmand] 28. juli 2019 kl. 19:55 
Thanks. :D
I updated it to remove the version warning on 2.3.x
CaptainKampfkeks 28. juli 2019 kl. 1:06 
Good to hear. Then I'll gladly continue to use this mod. ^^
Distant  [ophavsmand] 28. juli 2019 kl. 0:29 
Nothing changed in 2.3 that would effect it. I should update the supported version number though.
CaptainKampfkeks 27. juli 2019 kl. 7:48 
Do you plan on updating this to 2.3 or does it work already?
William de Burge 3. mar. 2019 kl. 2:56 
No worries, I wouldn't have noticed if I didn't have a really low income of Engineering. As a result I needed to use you Engineering Lab. :steamhappy:
Distant  [ophavsmand] 2. mar. 2019 kl. 21:11 
Ok, Hiveminds should be fixed now. I forgot an "_add" in the building code. Let me know if any other errors pop up.
Distant  [ophavsmand] 2. mar. 2019 kl. 19:44 
Oh my. I'll look at it tonight. Hopefully I can get a fix up by tomorrow. Thanks for finding that. I've never played as Hive Mind.
William de Burge 2. mar. 2019 kl. 6:01 
I like the mod too, but I found a bug. :(

For Hive Mind, the Engineering Lab and Physics Lab only gives 1 Brain Drone, and no second Specialist.

The Social Lab gives a Brain Drone and a Social Drone.
Distant  [ophavsmand] 3. feb. 2019 kl. 9:35 
You're welcome. I'm glad so many people like it.
Ronchi 2. feb. 2019 kl. 22:57 
One word. Awesome. Two more, thanks heaps.
CaptainKampfkeks 31. jan. 2019 kl. 10:04 
I personally find myself leading always in society research, since all those culture workes and what not create society science and unity. You want unity, and get soc. science.
I also liked the way it was before they merged the sciences willy-nilly.
Distant  [ophavsmand] 31. jan. 2019 kl. 6:51 
Thank you.
nathan67003 31. jan. 2019 kl. 4:25 
I subbed instantly after reading your reply. Great idea, great mod.
Distant  [ophavsmand] 30. jan. 2019 kl. 23:51 
Yes. So instead of the usual 4/4/4 the new researchers do 12/0/0. Same total, different allotment. Very useful if your playstyle leans heavily on one type of science, such as engineering for machine empires. Also quite nice if you have planets with % bonuses to a particular type, even if it's not a type you want to lean on, because it allows you to spend less consumer goods/minerals to get up to the level of science you want. Basicly it puts you in control of your science, instead of it being random based on the planets you find.
nathan67003 29. jan. 2019 kl. 5:36 
*single question, apparently
nathan67003 29. jan. 2019 kl. 5:35 
So, few questions. Do the research labs still produce the same base amount of overall science when they're specialized?

Apart from that balancing tidbit, I can totally see ho I'd spam these puppies on world with research type-specific modifiers to get more bang for my buck.
Distant  [ophavsmand] 23. jan. 2019 kl. 20:26 
Thank you. I've done my best to keep it balanced. I'm glad you like it.
向日葵的锋面线 23. jan. 2019 kl. 9:43 
After four matches in 2.2. I am really thinking about why did Pdx remove specialized research buildings and even add more heavy missons into engineering area, it just resulting a more unreasonable gameplay experience, darn it.
Why not get all those things back? so I said to myself just now, but I thought again, maybe someone has already done this.
In short, glad to see you and your mod.
Distant  [ophavsmand] 16. jan. 2019 kl. 9:03 
Ok, I pushed through to the final building upgrades and everything looks to be working.
Distant  [ophavsmand] 14. jan. 2019 kl. 10:00 
Thanks. Let me know how it feels and if you encounter any issues. I haven't playtested it into endgame yet.
Oldhip 14. jan. 2019 kl. 0:32 
Magic, will give it a try