Stellaris

Stellaris

Advanced Weapons (2.2+, Alpha)
Will pick sniper  [vývojář] 14. lis. 2016 v 12.27
Suggestions/Bug Reports
Surely here is a better place then comments where things get inevitablly forgetten.
Naposledy upravil Will pick sniper; 14. lis. 2016 v 12.27
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Zobrazuje se 115 z 30 komentářů
Will pick sniper  [vývojář] 14. lis. 2016 v 13.17 
And here are some stuffs from Amoeba naming suggestion from comments.


1. Latin names

By "✦ Officer Hot-Pants ✦"

I - Flagellum Fuscus (Brown)
II - Flagellum Luteus (Yellow)
III - Flagellum Aurantios (Orange)
IV - Flagellum Rubeus (Red)
V - Flagellum Caeruleus (Dark Blue)
VI - Flagellum Atero (Black with mournful/unlucky connotations)




And, god, I swear someone mentioned using gemstone's name (ex. ruby instead of red) for amoeba. I think I am going that route but I just cannot find that comment and the commentor's name for this.
Hey! I just noticed that your Flagella are very fast. Their last versions are so fast it looks a little odd for me. I suggest you to increase their armor or dodge capabilities, but decrease their speed. I think it will be better. What do you think?
Naposledy upravil That Feel When; 15. lis. 2016 v 15.47
Will pick sniper  [vývojář] 15. lis. 2016 v 16.07 
That's true. More honest word would be 'ugly' rather than 'odd.'

I will tweak them a bit when I release a new update.
Check the compatibility between this mod and NSC.
Will pick sniper  [vývojář] 8. dub. 2017 v 17.12 
Thank you for remind that. It seems they made several 'new' XL weapons for their ships. I will definitely working for it.
Hi !
First thanks a lot for this thing.. It's a really good mod BUT there is one or two things i would like change but my capacity for coding he low.

I will give you my feedback after a game of more than 48h (ultra late game with other mods on a monstruous galaxy (+1000 stars) with 3 fallen empire and 18 advenced other empire.

And this happended...

Diversity of weapon, stronger damage,ok all that it's funny. But for real and god names please change your EERRPC damage please. 100% damage on hull and capacity to pass shields its just stupid guys :)

AI made ships with only this weapon and so there's absolutely 0 fun because ships have 0.2sec life time in fight (even dreadnoughts and superdreadnoughts (they took like 3 sec for destroy 11 ships like that.

My feedback opinion is:

_Reduce damage of Ivory lance (or the capacity to put just ONE by ship)

_ Reduce damage of Advanced EERPC or reduce his capacity to pass thought shilds with 0 damage deperdetion.

_ There's is too much damage on your weapon, i think for being more fun for player, space battle don't have to be ended in less 5sec IRL and 2 day IG because of weapons that one shot every ship even the biggers.

So i woulld like to ask you IF you can update this man or just take a look or just explain me how change it in your mod, because i love your mod (twins double auto canons <3 and muon disruptor <333 ^^) but thoses lasers are destroying late game for real, AI is maybe stupid but they know wich weapon takes (and they take only this weapon EERPC... so well one AI with that ok, but when it's all AI + fallen empire.. well it's like all other weapons and technologies are sh....i...t

Sorry if you didn't understand everything my english is really poor.

Anyway gg wp for your mod ;)
I kinda agree with promeneur I like the damage of the lasers and all that but they are to easy to get same with your jump drives they are amazing but they are just to easy to get when I get your first new laser after the second lance I always wait to upgrade my ship because I know that your second laser will be behind that and then the next and the next and then I already have the end game laser and thats just within a few years after the first laser.

Would it be possible for you to increase the research cost and make them more rare to appear in the research list if you don't have the correct scientist same with your jump drives
Jan 11. kvě. 2017 v 6.34 
The update to 1.6+ didn´t changed in the launcher help pls<3<3<3<3<3<3<3
Gerneally the mod is really sweet but flagella carriers seem extremely overpowered ...
What Le Promeneur said...

Nerf the ivory lances and later ppc please, 170dps with crazy range and penetration is just game breaking. You might want to raise the cooldown to get the dps on par while still getting the fluff of an instakill superweapon (if that was the intend?).
Jan 28. čvn. 2017 v 7.35 
nah
The Ivory lances kind of kill the mod for me. Destroying the LEX titans in about 2 seconds with a 200k fleet was not fun :'(
Naposledy upravil isofluff; 26. říj. 2017 v 4.29
Will pick sniper  [vývojář] 26. říj. 2017 v 12.35 
giantspacehamster původně napsal:
The Ivory lances kind of kill the mod for me. Destroying the LEX titans in about 2 seconds with a 200k fleet was not fun :'(

It is actually expected. LEX levis have been continuously nerfed for a while because players complained they just could not kill levi with their normal un-modded fleets. There was once I needed at last 1 million strength to kill Gardeners with my own mods, but now about 300~500k can kill Gardeners very easily.
Tbh, I find those high end weapons balanced. They do deal devastating damage, but the energy cost is so high that you have to make glass cannons out of your ships. Means if enemys get in range they can but quite the dent in your expensive arsenal.
Is it normal for the highest level of batteries/shields to come up WAY earlier than any other end-game tech? I unlocked (as well as the AI) Optimized shields and power sources before 100 years! Kind of made researching a lot of other stuff useless.
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