Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
tech_crys_repeatable_hull_regen
tech_crys_repeatable_armor_regen
tech_crys_repeatable_shield_regen
What happens if I delete the entries for these techs from the mod files, do they disappear; including those already learned and their effect?
I tried to figure out how to add repeatable weighting customization, but I'm apparently too dumb to figure that out, lol. And the variables modding page on the stellaris wiki is terrible... I feel like there should at least be buttons for 'prioritize explosives' or 'do strike craft stuff' but my scripting skills are nonexistent.
That said, I will finally have a break from work soon, so I'll try to update a bit.
event = {
id = dfth.999
hide_window = yes
is_triggered_only = yes
immediate = { set_global_flag = dfth_global_flag }
}
and then in on_actions put something like this
on_game_start = {
events = {
dfth.999 # Mod flag
}
}
Yeah, it's more something Paradox should do in a 3.4 or something.
I think it would be a good thing to add to encourage specialization. Though all the cost will have to be somewhat reblanced with that and that sounds like a real pain.
I could somewhat replicate it with job overwrites, but that's not really much better for compatibility and would require me to update the mod every patch instead of being mostly update-agnostic.
I don't want to do one-offs in a repeatables-focused mod, but I can definitely see the appeal of capping some of these. Either for balance purposes or just because after a point there's no meaningful benefit.
I haven't really had much time to game or mod lately so I won't make any promises about immediate changes though.
Maybe Ship Range and Speed should be capped to reduce clutter later on? Systems are only so big that extra range and speed wouldn't make a notable difference.
Whilst I like the idea of the +2% Hull/Armour/Shield Damage techs, they feel redundant. Unless, as I suspect, that they stack onto the weapon's damage buffs/penalties, but this is not clear.
As for the Medical Workers idea, are you able to add organic pop assembly to them? (akin to Budding) The job itself gives a bonus to organic pop assembly, but you can't actually utilise it without going down Evolution Ascension, and I think that's just sad.
That's all I can think of for now.
Hey. So I've been enjoying your mod and I got some suggestions.
I've been running into some... interesting effects with the -100% stuff. Like ships PRODUCING alloys and the upgrade timer not showing because I have more than -100% cost reduction with, say, "Standardized Battleship Patterns".
If you want your mod to be more balanced, I'd recommend reducing Elite Crews and Strike Aces (2%?) and the "regen" 0.5% techs (probably 0.1% with a max of 10%). Also, whilst I like having battleships with 90% evasion, maybe make it into a one-off tech for +10 instead? But if you do keep it, reduce the cap to +90, maybe +80 since Evasion caps at 90%. Similar thoughts with tracking.
I do like your idea though, that is a fun idea! I'm always for anything that makes medical workers suck less lmao.
This mod doesn't overwrite anything vanilla so it shouldn't cause crashes, at least.
Would anyone be interested in some way to enable/disable sets of repeatables? I was thinking of trying to make it possible to stop the mod's strike craft or missile repeatables from showing up (can't do shit about vanilla ones without an overwrite), but idk if it'd be worth the effort.
it currently does nothing
Please let me know if there are any issues!