Stellaris

Stellaris

10x Expensive Ships
17 Comments
Adriser  [author] 28 Aug @ 8:30am 
yeah the game gets a lot harder with the mod as some things like FE and crisis get ships spawned in, I just lower the difficutly a little.

Also 4.0 is eh, il probs wait a while untill they get to a stable state before I update again
Artemys Symetra 19 Jun @ 11:03am 
I've already tried to make a mod like this in the past, but I encountered three major problems:
- The AI ​​had trouble adapting
- The problem with adding a modifier from the start of the game, for example +500% cost, is that if a tech/tradition, whatever, gives you -50% cost. This tech will have a lesser impact than in the vanilla game, because instead of halving your ship cost, it will increase it by 450%. (I don't know if I was clear)
- And finally, last but not least: we need to rebalance all the dynamic events linked to the game: revolt, crisis, fallen, etc.

In short, a noble idea, but impossible in my opinion.
Torbaz 23 Jan @ 8:30pm 
thanks for this :steamthumbsup:
Adriser  [author] 2 Jan @ 4:08pm 
Ive looked into it and it will be my next step since now the mod menu is done, (but might have a few bugs left) so unless something else comes up I will slowly start to add ship class balance
Jorgin™ 10 Dec, 2024 @ 8:40am 
I don't know if this is against your idea for the mod, but it would be nice to have the option in configuration to increase the power of each ship, so each ship costs more but also is stronger
Adriser  [author] 16 Nov, 2024 @ 5:50pm 
Either you make dedicated siege Fleets that hardcounter starbases, PD/High hull DMG or you change a few files and make a local edited mod copy:

ship_(hull/armor/shield)_(add/mult) & ship_(hull/armor/shield)_regen_add_(static/perc)

Im in the middle of a semester rn so its gonna be a while before I implement all the ideas/improvments from ppl
Mr_ShadowThourne 12 Oct, 2024 @ 11:07pm 
This mod makes Starbases really f'fing strong, is there anyway to balance this out early game? s
RutraNickers 19 Jul, 2024 @ 6:15pm 
Ah, got it
Adriser  [author] 19 Jul, 2024 @ 1:30pm 
Its how Stellars handels % mods its
[base :5000]
base*( 900%-5%) =44750 not (base * 900%) - 5% = 42750 . TL;DR the tech -5%costs gets subtracted from my +900%
RutraNickers 19 Jul, 2024 @ 5:52am 
Just a noob opinion, but since you added a modifier tech, you aren't changing the vanilla base stat, so vanilla % based tech would work just like in vanilla, no? Since they work using the base value, which was not modified since your tech is just like those techs, but with a negative penalty instead of a positive one.
Adriser  [author] 17 Jul, 2024 @ 6:49am 
Yeah I could overwrite basegame thech to either give higher % mods or just more stat buffs
yeehaw 14 Jul, 2024 @ 3:01am 
doing these things with % modifiers leads to other ingame % modifiers being completely miniscule...
Adriser  [author] 12 Jul, 2024 @ 7:26am 
Ship size is linked to Topedo dmg, I am working on a event that lets you choose a few things on game start. One of them is if you want to reduce all naval cap by 50% (in effect making corvs cost 2 cap).
Cutiegorgon 11 Jul, 2024 @ 10:45pm 
I wish it also pumped up the ship size at least 3 times (meaning corvette now takes 3 command limit and so on). For the ultimate ship lag reduction
Adriser  [author] 9 Jul, 2024 @ 7:27am 
Yeah good point 100+1000 is 11 times the price, thx. For the Crisis you can use the crisis slider at the start of the game, for a "vanilla" crisis try 0.25% crisis power
Pvt. Parts 9 Jul, 2024 @ 7:05am 
This is a good idea but I think it will be unbalanced against crises and leviathans because both the AI and player will end up with far less ships than in vanilla. Perhaps enhancing the damage, hull, armor, and shield of every ship will help counteract this? Starbases would also have to be buffed so that they aren't too useless.
SandBag 9 Jul, 2024 @ 6:30am 
sorry to be that guy but in the screenshots it's actually 11x (100% + 1000% = 1100%)