Stellaris

Stellaris

Eusan Origin
Melonarche  [developer] 14 May @ 8:09am
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Good or bad, all of your opinions matter!
Can be about balanve or missing features too.
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Canm update? :(
Melonarche  [developer] 21 May @ 12:52am 
Canm as in 3.14?
Some suggestions that came to mind while playing the mod (obviously spoilers for SIGNALIS incase anyone is reading this and hasn't played it)

- perhaps the quest-line with Ariane could lead to some mid-game events akin to the Horizon Signal or Shroud Entity, where her bioresonance is threatening to tear reality apart

- instead of finding the Penrose crash site via tracking the ship, perhaps after clearing the corruption on Rotfront and Leng the Nation eventually starts picking up the magpie signal again and must follow it to prevent the disaster beginning anew (spread by the signal) and that's how they find Proxima and the crash site. This would also allow the event to be more of a mid-game crisis without being unbalanced, as you could delay the event triggering until later on when the player is more equipped to handle it

- the Artefact (from the Lily ending) could be a good relic as a reward from finishing the event

all just things I thought could be neat!
Melonarche  [developer] 25 May @ 3:02am 
A bioresonance disaster/crisis was planned, but I couldn't find a good way to add it. However, I do have some ideas on how to do it now and if I end up adding it, it'll be released alongside the Empire Update.

-For the second suggestion, that's mostly re-writing some existing events, which I doubt will happen any time soon. Writing events take a surprising lot of effort, more effort than coding. (Learning how to make a mod and coding the mod took me 10 days, event texts took months.) So yeah, I can't promise anything about that.

-The artifact is a pretty good idea! This will get added no matter what.

Finally, thanks for the suggestions! Really, these help a lot.
Last edited by Melonarche; 25 May @ 3:04am
I suggest giving the Eusan Empire the Divine Sovereign civic from the start. (civic_psionic_sovereign) It's similar to Imperial Cult but has no requirements, not even spiritualism. And it essentially doesn't take up a civic slot. It would be a nice thematic addition. I presume you decided not to make the Eusan Empire spiritualist because they might start purging their Replika pops, so this would be a sort of middle-ground where you can have some of the aesthetic of spiritualism without the ethic.
Melonarche  [developer] 3 Jul @ 1:38am 
Thanks, I'll take a look at Divine Sovereign and it could be added in the summer update.
[Vineta] I keep forgetting to mention that, but there is actually a oceanic Earth texture in the game. Earth has unique textures for all 9 default planet classes, so you can make Vineta look flooded from space. You can see that by using the default Sol system with a different planet class and/or in this video: https://www.youtube.com/watch?v=oiRQ8weGi88&t=76s

[Namelist] I also have a request for an Imperial version of the Signalis namelist that voids references to the revolution, because it's weird when the Imperial fleet is named such. Or if you lose the war continue playing as the Eusan Empire.

[Balance] I would also suggest to make the fleet a bit stronger or arrive sooner to make the origin more challenging, because the Starbase tends to skew the battle in your favour. Starting with already colonized planets in your home system is really powerful, and there should be a bigger risk associated with it. My request would be: If you had a fleet of the same size and tech as the Eusan Empire, make it a slight bit bigger to match an additional starbase with one gun attached to it. Because in none of my experiments has the battle ever been close to equal.

[Replika] A insignificant I would ask for a unique Replika trait that replaces 50% of their energy upkeep with a food upkeep. Like a reverse photosynthesis trait, because it seems very much implied in the game that Replikas do eat, just not how much.

[Question] And at last I have a question; Do you know why some mods break the Eusan Empire? A mod like Kitchen Sink, which adds adds new ethics and edits vanilla ethics, authorities and civics is fine. A mod that adds more ethics and civics slots also works, even when combined with Kitchen Sink. And then there are mods like Ethics and Civics Infinity/Classic/Bug Branch that completely break the Eusan Empire and cause it to spawn in without ethics, civics, authority or even a council. You have no responsibility to compatability with other mods, I just would like to know why some mods even when they edit the same features seem to completely break it. The game still works though, the Eusan Empire just has no identity and needs to do some reforming.
Melonarche  [developer] 5 Sep @ 2:50am 
[Vineta] I've seen that several planets have unique textures (especially Sol planets) but I never tried to give it a unique texture myself. With the video, I might add that alongside some maintenance. Thanks!

[Namelist] That would be a nice little attention to detail and I think that can be done pretty easily. Will do it in a few hours.

[Balance] Idk if I can make it tied to the player's own fleet force but decreasing the time sounds better. This is actually pretty easy but since it requires constant playtesting, it will take time, something that I really don't have this year.

[Replika] Once I am done with properly updating Eusan Origin to the latest version, I'll get to this. If this change doesn't happen in several days, it'll happen waaaaaaay later. Time problems!

[Question} Honestly, no idea. Probably because those mods change how some vanilla mechanics/civics/traits work. Other than that I have no idea about which mods Eusan Origin is compatible with, other than a few players saying it works with most other mods.
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