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
Only suggestion I have is it would be cool if the models had the tentacles and face like in the game. But thats only a nice to have
We put it up against a fallen empire fleet of 570k when it was only reported as 1 and it almost completely destroyed the fleet single handed. So the actual stats don't seem to be effected its just a really weird thing.
I would love to get back to this and add what I want. But there are also over 20 other ideas I have floating around in my head and written out in a list that I am wanting to work on. And then theres the handful of projects I already have uploaded that I want to add more too.
And then I wonder what to do and instead of picking any of those, I default to playing a game instead...
PreFTL interactions would be more complicated than I can handle mentally. The origin I was working on caused me enough confusion as is. I could add a handful of fun random anomaly event but they honestly would not add much to the mod.
I remember I tried to make the game create a default design but the game just wasnt doing what it was supposed to do.
I also vaguely remember testing different variations out but I might have just triggered the event that generates them over retrofitting them... Im sorry
But I'll try to look into primitive interactions after the origin.
I never considered using the asteroid model though, thats a good idea. I might be able to set that as the spawn itself or incorporate it as its own thing we'll have to see.
I did have the idea to be able to grow spawns to moons and moons to planets with enough biomass but it hasnt been anything I've programmed in yet.
And I might have life stuff going for the next 3 days so I am expecting work to more or less take a pause for the next 3 days.
Then later players can throw more bodies at the organic lump of flesh and space rock/bone shell they made earlier to upgrade it to a full moon. Or simply make moons combat power and size based on the amount of pops used to make it so primitive is inferior anyways
Events are a pain in the butt to deal with. Although thinking about it now it might not be as complicated as I fear it may be but still.
The reason you can do it your self as a space faring race is because you have 75-100+ pops on a planet. I reason a pop unit being a billion of your citizens. And that is also something the Breathren moons required, massive billions of organic bodies.
Most primitive civs only have a few billion on a planet. Not really enough to make a moon.
At the risk of exciting Grendain, I have been working on the Origin for the past few days. But as it involves events I have gotten caught up a number of times in confusion and frustration and have had to stop.
I'll try to look into more direct/subtle primitive interactions of some sort after the origin is done but I dont like putting time frames on anything.
Shame that there is lack of Dead Space stuff for Stellaris.
I like the idea of them growing. But all that stuff.
While I did mean the use of the colossus weapon to make spawn, locking the one that makes them grow bigger to the Moons and the one that makes Spawn to Planets to facilitate this progression, an option of having an upper limit to how many times the planets can benefit from harvesting enemy ships before just popping out spawn per X number of size X ships is also a possibility.
I can totally see how programming this would be a major pain though. Making the game just store and remember all these values correctly alone, and then acting on them when necessary...
If you have already considered the idea and discarded it I won't bother you with it any more than discussing it.
Thank you for your time; answering my question and sating my curiosity.
That said I never considered them being able to "give birth" to a spawn outside of the colossus weapon.
Moons gobbling up ships and colonies until their sheer mass tier them up into equivalent planets, which then transition into making Spawn, that fly around gobbling up ships until they again tier up into moons capable of eating colonies, and start the cycle over again.
Got on pc to quickly check Warframe and seen the notification. Had to get it done right then else it wouldnt have been done till later tonight after work and life.
Your lucky I had to get on Warframe else I wouldnt have seen it till much later.
But thank you very much. I'm just glad it was simple fix
However, if you are using their origin then its unlikely the perks will show up as they are origin based. Let me see if I can fix that super quick
The original idea being you would just be moving the planet itself.
But then I felt like I'd need to make a bunch of variations depending on the planet size and resorted to the current system
Gonna see if I can put a modifier on a planet that prevents or makes it stupidly expensive for pops to move.
I know I could doit if I had a new desicion like "Prepparing for Convergence" that would put the modifier on the planet and then change the normal decisions to require that modifier.
But I'd much rather get something to enable on the start of enacting the main ones.
And a lesser issue that the fission reactor would upgrade to a fission reactor.
I linked the techs back to the vanilla ones so now the issue should be solved.
And no you misunderstand. You need the "Necrodian Spawn" design for the Spawn to actually spawn. You need the "Necrodian Moon/Planet" design for the Moon/Planet to actually spawn.
And if I understood it correctly, I need the "Necrodian Spawn" design for the Moon/Planet to actually spawn right?
I tried the other mod and it worked in fixing the number.
I never thought about moving pops off the planet... I guess I can just convert it to an instant application like Negotiating with crime lords.
@Grendain, See, thats a great idea. I have little idea or drive for dealing with the events that would be required to check and spawn and pop ups ectect.
Although I do already have the buildings in. The Red/Black Marker structures produce EC