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You're unable to claim nodes that lack a planet till very far into the game, and pretty much cannot go to war with anyone till late game. This can make the game feel rather slow and anemic, as well as making your economy hurt far more due to losing out on any nodes that have resources or research, and having no real way to expand even during a war. Dunno if there's a good way to resolve that sort of issue, but it might be worth looking into. Maybe early habitats or something to make the nodes you do get better?
You can only start the game with a single Prospector and no opportunities to make more, this is a major drawback as you typically want between 2-4 science ships at the start of the game. My suggestion would be to make the Prospector survey much more quickly to compensate for the lack of quantity. Additionally, I think reducing their cost to 1k allows (x10 of base) is a more reasonable number.
Your seed ships also are rather expensive, but strangely they do not require Consumer Goods or Food, unlike a standard colony ship. I'd probably recommend changing the price to something like 1000 alloys, 500 food, 500 consumer goods.
I don't believe there is a mod conflict. It is working as intended. No matter your level of technology, a single ship moving from one enemy system to another enemy system will take 3000 days. If you want to move in enemy territory, you have two/three options:
1) use jump drives
2) use the "Enhanced Jump Bubble" titan aura, and put as many ships as you can in a fleet with that titan. That aura reduces the fleet's FTL charge time to 200 days.
3) I'd recommend picking the Colossus ascension perk, so you can declare total wars. That way you can build hyperspace beacons in the enemy starbases you capture, and continue your conquest even without needing jump drives or titans.
These methods are of course slower than without this challenging origin. That's intended. That might or might not be your thing. It's a personal preference.
(2/3) This mod is supposed to offer an alternative and in ways more challenging expansion experience. What you are suggesting defeats the point of this mod. The game would barely differ from vanilla, or even be easier since you don't need to pay for colony ships.
(4) I did that for the vanilla drives. There's no way for me to know what drives other mods are adding. So if you're using another mod that upgrades jump drives into non-jump drives, that other mod might need to change its weights.
(5) Attack with a slightly stronger force than you'd usually do. Don't jump straight into a system with a huge enemy fleet. Personally I haven't encountered problems attacking. It just goes a bit slower. I do like to keep a rapid response defense fleet available in a gateway system, so that I'm not caught off guard with all my fleet in jump drive cooldown, when an enemy goes on the offensive against one of my systems.
Further testing done: Something is conflicting with your mod, but I cannot say what it is since as far as I know the only tech mod I have is one that numbers the tiers and the NSC Packs.
But SOMETHING is not allowing ANY upgraded drive to have a faster charge up under 3000 days unless there's a station with hyperspace beacon in it. Which means that, unless- and this is theory at this point- I'm playing with only this mod, the game becomes unplayable since I can't move through enemy territory.
If you know of a way, I'd be happy to share the mod list I have that might assist in working out the conflict because, other than this critical crippling, this is a very unique and valuable mod.
4) oh! Right last thing. New lvls of hyper drive automatically replaced the ones in Construction ships and Science ships (possibly because of tech mods)
Possible Fix: Maybe make the priority of proper jump drives and the space folding much higher than other hyper drive engines so they're always on top of the automatically built ships.
5) actual last thing, so once you get regular jump drives you jump where ever you need to go. But considering the huge debuff to fleets how does waging war as a Gateway origin work?
Anyway these are just thoughts I had playing around with the mod. Really enjoyed it. Looking forward to fiddle with it some more. I used a machine race the first go which made spreading out MUCH easier. Looking forward to a non machine race and see how that goes. I'd like to NOT use the Starbase expansion mod with it and see how it goes but I think I'd be crippled XD
Hi! I really like the feel of the mod. But some comments.
1) You mentioned the extra levels of hyper drives / Hyper folding? So I went pretty deep into tech getting lots of repeatables but never got jump drive tech. Now this maaayyyyy be a conflict with another mod that fiddles with tech. I don't have much of that but it's possible I'll retest it with some other games.
2) So even with the Expansion mod (where you can spread owned territory from) it was REALLY hard to spread out. Maybe consider an star base component or techs in between jumping to beacon and jump drives that extends the range of the beacon? At least to 2 distance, maybe 3?
3) There's that debuff on a planet that doesn't have a connecting gateway. What would you say to the beacon also deactivating the debuf on neighboring colonies? As in if there's a station with a beacon could that calm the colony down? Feels weird building gateways next to each other colonies are right next to each other.
@democles: The hyperfolding drive has only half the range of a normal jump drive, and it can only jump to systems containing or neighboring a hyperspace beacon. With more tech, these restrictions get reduced and removed. You can read more in the mod description just above.
Maybe just add in the tool tip - unit will reappear if new colony was first in system.
Another thing. All my sci ships have jump drives with shorter range but I've only managed to actually get 1 ship to do a jump ONCE. It's been interesting surveying the galaxy when it takes 10 years to get to the next system with basic sci ships.
Is there new special rules on how/when jump drives can be used?
- I added a titan aura, which reduces the hyperdrive windup time of the fleet from 3000 days to around 200. That makes it around equal of the cooldown time of a jump drive.
- I added a text string for the "Isolated" planet modifier.
It is unfortunate this happened to you. Unfortunately I don't really see a good way to communicate this in-game. If you do lose your Colossy in other ways (for instance I once settled a system neighboring a hostile empire, they immediately declared war on me and proceeded to bombard the colonization-in-progress to death), you can build a new one. It's rather pricey though, as I don't want the Colossy and Odyssey to be ships that are recklessly thrown into danger.
2) If by "power drain" you mean energy shortage, there is nothing special in this mod that would cause this.
A couple more quick questions:
1) Is there similar problems for non gestalt races?
2) there's a huge power drain on new planets, is that also from your mod you think?
I'm doing a Machine Mind Gate Builder run and every time I colonise a new planet, a modifier pops up that only has 'mgb_isolated_gestalt' with a description that it has -10 stability, +100 deviancy, +100 pop empire sprawl', could that be something from your mod?
Most of the time I play with Lightspeed-Delayed Expansion and Better Travel on anyway, this origin basically just doubles down on my usual playstyle, with systems being precious, highways being valuable, and building tall encouraged. I dig it.
Simply use a Modifier with a factor of zero once you research Jump Drives. That will cause the AI to immediately reject your Mod's Hyper Lane Drives as soon as they get Jump Drives.
1) In order to use megastructures_cost_mult in country modifiers, I first need to define megastructures_cost_mult in economic categories.
2) I can't give the hyperfolding drive a high weight, as I still want that drive to upgrade automatically to jump drives. I could add an extra condition that the extra weight only applies as long as jump drives haven't been researched. I'm not going to make such a change right now though. What is in script right now, works. Messing with ai weights often gives unexpected results, so I'd need to play a full game again with these changes, before uploading them.