Stellaris

Stellaris

Gate Builders Origin
52 Comments
tyrant king 1 Jun, 2021 @ 5:56pm 
ya unfortunately it don't not work anymore
Tiasson 6 May, 2021 @ 2:24am 
Anyone who has used this mod on version 3.x?
spectre199 9 Jan, 2021 @ 3:23pm 
this work with 2.8
Pretty Little Psycho 3 Oct, 2020 @ 7:45am 
(2/2) The Solar gate you start with has no model still, and all other gateways have to be placed like regular ones. They're also not cheap. The construction site is free for the first one, but it counts as a megastructure, so building the gateway from it costs resources rather than staying free - so you never get a 'free' gateway. Also the construction time of both the gateway site and the gateway itself is standard, so takes years to make. This origin is unplayable. No thanks.
Pretty Little Psycho 3 Oct, 2020 @ 7:44am 
(1/2) Okay having played this again I can categorically say this origin is HORRIBLE! You're limited to one, just one, Prospector (with regular science ships useless with a -20000% jump charge time) so expansion is so slow it's ridiculous. You bypass systems with resources you sorely need but can't get due to the 3000 day charge time to jump a constructor ship there. You use the collossus model for both the Prospector and the Seed ship, which looks absolutely stupid (you didn't even block off the collossus weapon slot so that shows up in the details.
sango213 5 Sep, 2020 @ 2:27pm 
OK, it happened again. But that now helps explain it. It happened in a system with yet another habitable world that was colonized before the new one was, that destroyed the seed ship.
sango213 4 Sep, 2020 @ 10:49pm 
So, my colosy just didn't reappear after 5 colonies. What happened?
Dellphenex 2 Sep, 2020 @ 12:35am 
problem my science ship was blown up by a event
ุReshy 26 Aug, 2020 @ 10:13pm 
Well, another thing that could be done would be to give that origin buffs directly to their science/construction/colony ships, and penalize their resource costs as well. Like +900% Science Ship Cost, +900% Science Ship Hull, +10000% Faster Hyperdrive Charge Rate.
Realhollow 12 Aug, 2020 @ 12:20pm 
Little bug iv found its possible to charter a normal colo ship into a system you dont own then it pops up as a seed ship iv got three seed ships and havent paid for one
Pretty Little Psycho 1 Jul, 2020 @ 11:09am 
Also as an idea, have the origin set to not give a regular science ship at the start, disable building of new regular science ships and colony ships, and maybe make a constructor that doesn't have a -20000% FTL jump speed on it so you can't actually get to another system.
Pretty Little Psycho 29 Jun, 2020 @ 12:06am 
So the Solar Gate you get in your home system isn't supposed to have a model? Tried several times with mod load orders but all I get is a floating box.
ุReshy 24 Jun, 2020 @ 5:05am 
Another observation:
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?
ุReshy 24 Jun, 2020 @ 5:05am 
Been playing around with it a little bit, and I have some suggestions:

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.
Vay Mnemon 16 Jun, 2020 @ 3:42am 
Ah, I failed to mention that- It WAS using Jump Drives AND the Titan bubble. Still, 3000 days.
spectre199 15 Jun, 2020 @ 8:28pm 
I like the idea of this mod, pretty good
Maniac  [author] 15 Jun, 2020 @ 2:03pm 
@Mad-Hamlet
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.
Maniac  [author] 15 Jun, 2020 @ 2:03pm 
@democles_ol:
(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.
Vay Mnemon 15 Jun, 2020 @ 12:22pm 
Oh right, a list of the engines tested: Jump Drives I-IV, Hyperspace drives i-III, no psionic drives.
Vay Mnemon 15 Jun, 2020 @ 12:21pm 
Note: Researched Jump Drives from other mods, even those with 90% reduction in jump charge suffer FULL penalties. It doesn't matter the level or power, 3000 days every time.

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.
Grendain 14 Jun, 2020 @ 8:24am 
I prefer Vodyani and Unfallen. But the Vaulters are really great gameplay dinamics, i approve.
democles_pl 14 Jun, 2020 @ 2:19am 
PART 2


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
democles_pl 14 Jun, 2020 @ 2:19am 
PART 1

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.

Noahb1401 13 Jun, 2020 @ 6:09pm 
thanks
Maniac  [author] 12 Jun, 2020 @ 6:01pm 
It's part of my Pinterest Portraits mod. Zolya, the leader portrait, is portrait #48 right now.
Noahb1401 12 Jun, 2020 @ 5:41pm 
How did you get the vaulter species portrait and pops?
democles_pl 12 Jun, 2020 @ 3:02am 
Right thanks! I missed the bit explaining that
Maniac  [author] 12 Jun, 2020 @ 1:27am 
@Syphilis: if you're talking about gateways outside your home system, I can't help you. They appear fine to me. If you're talking about the initial one in your home system, I am aware of the missing graphic. Unfortunately I don't know what's causing this. I just copy-pasted the code from Paradox' gateway origin, so I don't understand why it wouldn't show the graphic.

@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.
democles_pl 12 Jun, 2020 @ 1:16am 
Ah cool, yeah I figured out the disapearing seed ship when it happened again XD
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?
Syphilis 11 Jun, 2020 @ 10:58pm 
I am having a situation where the megastructures for the gates arent appearing. Its giving the folder box of glitchy doom.
Maniac  [author] 11 Jun, 2020 @ 4:51pm 
Small update:
- 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.
paulo 11 Jun, 2020 @ 2:35pm 
"Colossy"?! Are you serious??? No offense, but this must be the dumbest name ever given to a ship in Stellaris.
Maniac  [author] 11 Jun, 2020 @ 5:29am 
The Colossy only reappears if the colony founded was the first one in the system, and if the system doesn't have a gateway yet. The reason is I want to Colossy to be used to settle new systems. I don't want it to be used to settle an infinite number of Habitats in the same system at no cost.
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.
democles_pl 11 Jun, 2020 @ 4:53am 
Thanks!.... also one last thing to bother you with XD My repeatable colony ship disapeared after 3 colonies, is that normal? The description made it seem infinitely repeatable
Maniac  [author] 11 Jun, 2020 @ 2:58am 
1) Non-gestalt empires also get a penalty for colonies in systems without a gateway.
2) If by "power drain" you mean energy shortage, there is nothing special in this mod that would cause this.
democles_pl 11 Jun, 2020 @ 2:49am 
Ah cool! Thanks for the quick reply.
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?
Maniac  [author] 11 Jun, 2020 @ 2:02am 
Yeah that's caused by this mod. It'll be removed when you finish a gateway and/or on a yearly check after finishing a gateway. I'll probably add a nice text string and an icon when I'm in a productive mood. ;-)
Maritisa 11 Jun, 2020 @ 1:29am 
If I had to wager a guess, sounds possible. Try building a gateway there and see if it goes away.
democles_pl 11 Jun, 2020 @ 12:52am 
Hi! Enjoying the idea behind your mod but I'm coming up with a weird thing and I have no idea if it's coming from your mod or another.

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?
SteelCrow 10 Jun, 2020 @ 6:39pm 
Woah, that's a lot to come up with, kudos.
Maniac  [author] 10 Jun, 2020 @ 1:23pm 
I wanted to remember easily which one of the ship was the colonizer ship. I also wanted to pay homage to my inspiration the Argosy of Endless Space2. So I just slapped the "col" from "colonizer" on the osy/ossy of Argosy. Don't ask me how to pronounce it though. ;-)
henry 10 Jun, 2020 @ 1:00pm 
Colossy? that doesn't sound right to me haha, cool mod though
Maritisa 10 Jun, 2020 @ 10:40am 
There's not many, but Better Travel tinkers with them iirc.
Maniac  [author] 10 Jun, 2020 @ 5:15am 
I did a mini-update to my Pinterest Portraits mod, adding the Zolya portrait used in the screenshots here. It's portrait #48.
Maniac  [author] 10 Jun, 2020 @ 4:42am 
Are there many mods which overwrite hyper drives?
Maritisa 10 Jun, 2020 @ 3:49am 
I'll gladly be playing with this when it doesn't overwrite hyperdrive files haha.
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.
Maniac  [author] 9 Jun, 2020 @ 2:55pm 
Ah yes that would work. :-)
TurtleShroom 9 Jun, 2020 @ 2:41pm 
That's easy.

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.
Maniac  [author] 9 Jun, 2020 @ 1:44pm 
Hi TurtleShroom,
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.
TurtleShroom 9 Jun, 2020 @ 12:34pm 
You don't need to alter the Mega-Structure Economic Category or the Hyper Drives. Use the Country Modifiers to lower the Mega-Structure Build Cost. For the Hyper Drives, simply set the AI Weight on the latter as high as it can go and make it conditional on having your Origin.