Stellaris

Stellaris

Enigmatic Technologies
Rumor 9 Jun, 2017 @ 3:41pm
"Enigmatic Technologies" Mod Thoughts and Feedback
As for June 9th, a big overhaul and re-imagining of the Mod has been released and is still on-going.

Old ways of playing the mod are now obsolete and a new dawn and reality is upon those who have played the game with this mod before.

For those who are new, it is a change on how Vanilla Stellaris can be played. You certainly can rise up to being a Loop Adherant or an Enigmatic Heir......

Either way, This discussion thread is about getting feedback and thoughts on the new changes, both current and future ones.

I thought it would be more proper than just spamming the Comment Box...

Here is my "Thoughts":

Balance wise, the changes made gives the mod a "true balance" that is in-line with Vanilla Stellaris. In terms of progression curves, it does smooth it out quite nicely with a small boost at the Mid-Tier time.

If that is the intention, then it is something that is achieved.

Personally however, this mod is used as an "enable"-er to other mods and to create, frankly, an OP Empire/Imperium that makes Fallen quake in fear and for the Crisises be a trivial matter as dominance is asserted in a titanic scale.

The progression curve is absurdly high within a small amount of time (a combined 3 mil FP within a 5 year period is my record) on the previous itteration, and somehow... that is fine due to the fact that it is how the game session is chosen to be played.

This mod has been something in my mod library for a while (started out with the No AI version) and can be considered "essential" to going the path of a Juggernaught in the Galaxy (the lore in regards to the Enigmatic Tech is always something in mind when this happens)

However, this is your mod and objectively, this does push the Mod to a more "balanced" state. If this is how you wish for the mod to be viewed, then you have my support and I encourage your efforts to go down that path.

It is just really a shame that I'll have to adjust now to losing an enable-er mod like this one.

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Showing 1-15 of 41 comments
BarbarianJoe21 9 Jun, 2017 @ 4:14pm 
I have to agree. I'm going to really miss the way this mod was before. Spartan, is there anyway you could make a seperate mod or patch that lets us keep enigmatic technologies mod the way it was before?
SlickRick 11 Jun, 2017 @ 11:08pm 
@trey_dondo789 i agree with you on this one. While i like the new direction the mod has taken i would still like to have an older version available from before the update to play out the god empire games.
Dr. Leinhart 12 Jun, 2017 @ 12:47pm 
I agree as well, having a version of this mod before the latest update would be ideal!
Rumor 12 Jun, 2017 @ 6:29pm 
Update on Thoughts:

So, decided to bite the bullet and try out the mod. Well... more like I was going down another mod's tech path using some console commands (finish_research is best friend) when somehow, someway, gotten the trigger to work for the Enigmatic tech.

Gone down the AP and gotten cryptic level.

Hadn't fully explored it yet, but I can see where it can go.

It is really fully intending to go down the path of balanced gameplay.

Some people might like it, some people might not.

Just to note a couple of things:

1 - In the cryptic line, only the Power Core and Shields are still around. No Cryptic Decoder/Encoder still or anything new.

2 - There is new ships and new weapon lines on the Cryptic line. Super awesome

3 - On the Cryptic Ships, it would be best to split the Ship sections up because the slots become too "crowded". Running 1080p mod doesn't help it either.

4 - The Descriptions are interesting, and I can see you trying to put some "lore" into the whole thing. Not really sure on the Loop/Spiral side, but it is intriguing enough. However, formatting and execution is a bit all over the place.

Will report more once I go further down, but these are my thoughts on it.
Spartan878  [developer] 18 Jun, 2017 @ 2:20am 
I have to say it is rather Flattering to read this and yes I do Plan to split up the Ship sections so that all the components are visible. And for those who like my mod before I added the perks one of my main decisions for this was that the fallen empires would not get the mod technologies when this would make no sense lore wise especially if they started using mod buildings that lore wise they should not be using and making use of techs that give more passive bonuses like reduced ship cost and build speed (I noticed this when I was using one mod were because of the techs it make the fallen empire more dangerous but still a fun challenge). But However I will plan on making a version that does not need the ascension perks. But Currently I am working on updates and fixes (Like Finally figuring out why the cryptic coders did not show up in the designer and giving my components a higher weight. And on top of that creating my own event chains with precursor empires. But with Higher level techs and components I am add more lore and less science behind them is to give a feel that although you now wield greater and greater technologies but your species understanding of them grows less and less. At the Cryptic and Spiral techs your species understands the basic principles of how they work but not fully and once I create the Celestial and Dimensional tiers your species will understand how it use it and to use the more automated means (in case of the loop convoluted means) to create more of the technologies of that level but ultimately they how no idea on why it works the way it does. And from that naivety of not knowing the consequences of using such advanced technologies will bring something dread...but that's a crisis for another bridge to burn once I get to it.
BarbarianJoe21 18 Jun, 2017 @ 10:30am 
sounds great! I do feel like the cryptic ships are a bit weaker than they should be, especially since they seem to use a disproportionate amount of small weapons, especially the dreadnought.
Rumor 18 Jun, 2017 @ 12:19pm 
Current to do list for testing:

Making an empire that composes mostly Cryptic-tier Ships and Weapons. Gotta see on how hard/easy it is to build a doom fleet that is comparable to the everyday "Doom fleets" that is made on "Imperium of OP-ness" runs.

Playing through the Adherant/Loop/Spiral/Worm tech tree. If anyone can do it and post their thoughts, it'll be good.

--------------------------------

One thing is bothering me however. As I said, I was playing through another "Imperium of OP-ness" run with the "Zenith of the Fallen Empires" mod with Enigmatic stuff as Civis and stuff.

I used "Finish_research" console cheat to go through it and somehow, gotten Enigmatic Tech. Not sure how THAT happen, considering I didn't even touch the Enigmatic Fortress (I knew where it was, it was in my territory, but didn't go through the quest line or even entered the system).

Fast forward more in-game years and I was running Cryptic tech along with the other mod's re-sized XL weapons and stuff. Decided to check out the Enigmatic Fortress. Gotten the normal announcement that I encountered it. Killed it with a 800K FP fleet. Didn't trigger the quest line. So I didn't get the Enigmatic Tech that way.

Not that I *really* care, but it just bothered me my whole play through.
BarbarianJoe21 18 Jun, 2017 @ 12:34pm 
Rumor, Ive actually made it on one save so that my entire navy is made up of cryptic ships (plus a few executor SSDs from another mod). my main complaint is that individually, the cryptic ships can be kinda lacking in firepower. they have really strong hulls, but, save for the XL weapons slots, they cant really do as much damage as you'd think highly advanced fallen empire-esque ships should be able to do.

Plus yeah the components window can be pretty crowded.
Rumor 18 Jun, 2017 @ 12:42pm 
Oh? you use the Executor Class mod too? lol. Did you try it out with the re-sized XL weapons mod? had a blast with that one. Also did it with the SW weapons too.

Do you think the problem is the lack of weapon variety (at this writing, there is only the plasma cannon, the Torpedo, and the two Lances for Cryptic on the list), lack of weapon slots, or just general lack of boosting to take them a step "above" the Fallen Empire designs?

This is about a comparison between acutal Fallen Designs vs the Cryptic Designs. Asking because the Cryptic is lore'd out as being better than the Fallen designs
BarbarianJoe21 18 Jun, 2017 @ 1:22pm 
Yeah I do use the resized XL mod! its an awesome mod, really enjoyable.

I think the problem is the lack of weapon slots, and how the cryptic ships seem to use more small slots than the other sizes. I sent a 2.1mil fleet, ENTIRELY of cryptic ships, to fight a prethoryn fleet of slightly lesser fleet power, and my fleet didnt stand a chance.

they just couldnt put enough damage downrange, especially the numerals, which I made the mistake of using a lot of. They only get one L-slot, and three S-slots.
SarikOstheim 19 Jun, 2017 @ 11:34pm 
Hey, just a note for the next update: the "improved" enigmatic power cores do not have higher, but lower values, than the original. Just as well, the enigmatic power core, but not the improved version, shows up on the "Power Station" mod that allows for a generator slot under the integral ship components. I wasn't sure if you had intentionally optimized this mod for that or not.

Edit: I stand corrected. The only ship I had a problem with on the power station was the "UberDreadnaught" mod. However, on all ships, the Improved Enigmatic Power core is still valued as less as the original. However, in the ship stations, it does have a higher value than the original station.
Last edited by SarikOstheim; 20 Jun, 2017 @ 12:10am
Rumor 20 Jun, 2017 @ 5:25am 
by "Improved Enigmatic Power Core" do you mean "Cryptic Power Core"? Because there isn't really anything in the component list as "Improved Enigmatic Power Core"
BarbarianJoe21 20 Jun, 2017 @ 9:07am 
Sarik, I think your talking about the extra components mod, the improved enigmatic power core belongs to that mod and has nothing to do with this one.
Rumor 20 Jun, 2017 @ 9:24am 
aka "Wrong Mod Discussion Thread"

gonna start another game soon enough. might get to the loop this time.

Maybe doing the "finish_research" will also yield the same results?
BarbarianJoe21 20 Jun, 2017 @ 10:12am 
yeah, even though I have more than three ascension perks, did the questline, and researched said questline's tech, It still took me forever for the enigmatic designs perk to unlock. It kept telling me I needed to research enigmatic technologies, which I had already done, so I have no idea what actually triggers being able to get that perk. I eventually manage to get it, though I have no idea how, it just randomly started working for me one day.
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