Stellaris
IronSky
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11 件のコメント
This is the exact opposite of how the Nazis would have been in space. Why don't they have double ship upkeep? We can't implement a tendency to break down, but they should have high upkeep, give them the ability to recruit child armies and essentially force them to always be fanatic xenophobe and fanatic militarist.

Plus the German economy was boggled down by terrible bureaucracy. They should have an economic malus not a bonus.
ADLER  [作成者] 14 時間前 
Build cost of 500 compared to 30 for a standard powerplant. All these changes are disproprtionately scaled, so 5 times the result, 7 times the cost... its advantage is space/slots, over time you can get more power from a colony... And you can still build you little power plant. They are meant to be the exception rather than the norm. The ships are the same, 5 corvetts do the job of 35, but cost the price of 50.

Mod works much better with 1.2 over 1.1. Things slow down & you crawl ahead unless you militarily spawn rush.
Abisha 16 時間前 
bit on the overpowered side for my taste 50 energy for a single building?.
still it's really well made nice ingame screenshots, looks all very well designed.
ADLER  [作成者] 6月23日 15時44分 
v1.03

Made mod 1.2.0 & 1.1.0 compatible.

Halved trait bonuses to add challenge.

Reduced buildings & resources on home worlds to same end.

The Helium 3 tech now needs to be researched from the engineering tree. (still granted at start up with any gold trait selection though)

You guys below can use my German Names & People mod if you want to just have the skins etc without the other changes.
ADLER  [作成者] 6月23日 11時49分 
Yip, trying that with the tech now. But in my defence, those 5 corvetts should have cost the price of 50 regular.
Maestermint 6月23日 11時14分 
After playing for a few hours I'm also going to say that it's too unbalanced. I literally stomped an entire enemy Empire with only 5 corvettes. You should make the new buildings, weapons and armor/shild types unlocked by research, something you get around mid-game.

Other than that, the mod is great, I love the namelist, the potraits, the ship skins, the building art and so on, really great job!
ADLER  [作成者] 6月23日 11時09分 
I see 1.2 is in STEAM beta now, so I shall tweak to that now.
ADLER  [作成者] 6月23日 11時05分 
I am hoping for big things with 1.2 azimov, as I feel the mid game is painful... hence this mod was aimed at galactic decimation.

I am pondering making the Helium III tech researchable, rather than a gift... that might slow down the early game also... I shall play with this & test now.
ADLER  [作成者] 6月23日 11時05分 
@Gigi van Basten

Fair call, I was tweaking with the resources earlier today, as I am not happy with them either... but you are right, it was better before I changed the mineral ballance.

I have removed that now, it is back to vannila.
The buildings... I hate having to piss around upgrading all the time, which is why I built them so, so I will leave them, but I have lowered the starting bonus on the pregenerated systems to slow things a little.

My hope was that the AI would be stronger with moe resources, but they seem to be as stupid as sector governors... so I am going to call that a failed experiment.

I have also changed the trait points buy values so the ai will use the new traits more also.

**These changes are not savegame compatible.
Gigi van Basten 6月23日 10時14分 
This mod is way to OP. Without using the custom traits, I stomped everything on insane difficulty with all AI agressive and advanced starts.

My suggestions:
-keep system resources vanilla (no loads of minerals)
-the special nazi buildings should remain pre-built on the home planet, without the possibility of building them everywhere (just like the Fallen Empires buildings)

I absolutely love the mod. However I can't play it in the current state because it feels like cheating, even if I don't even try to do so.
Maestermint 6月22日 12時22分 
I will be playing the shit out of this, should have enough feedback shortly.