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Remove pop growth modifier and replace with the reverse of the Lithoid trait (brilliant, I know):
Why don't people get them when they should?
Robots work, but biologicals don't?
Integrating new mods will be VERY TOUGH now that we can't use Irony to just do it for us (if you're not sure why we can't use Irony, message me).
Go through them and round up all effects to the nearest percent, since Stellaris doesn't recognize modifiers smaller than a percent if it's coming from an ethic.
Idk just fix it.
I changed a whole lot of this one, especially the event-system that handles planetary decay. Time to playtest it.
All I know is that I want them to be simple like the mammalian or avian traits. Other than that I'm open to suggestions.
What does it require, specifically?
When we find out, we gotta rewrite the localization to make it clear.
Pictured below, the Psi Corps building says it replaces all enforcer jobs with telepath jobs
In reality it (should) just replace the enforcer jobs given by the capital and by Precinct Houses, since it would be supremely frustrating to also make whether or not the Psi Corps is built affect enforcer jobs given by modded content (such as the scaling enforcer jobs given by the Authoritarian ethic from z Expanded). So we gotta do two things:
What that civic do?
Let's reduce ALL job output by 50% when running on bingo energy instead of a 50% penalty to minerals from jobs.
Maybe also apply a 25% penalty to all job output when running bingo minerals?
The mod "More AI Personalities" adds plenty of fun AI types, but only based off of the vanilla ethics and civics.
Update some / write more so that the whole roster of builds can be accounted for.
Change the pop housing usage to +15% (from +30%).
Change the pop amenities usage to +250% (from +150%).
Someone please double-check this, apparently it only gives you one planet instead of all 3.
ALSO: remove some of the Sarcophagus blockers so that each planet starts with 5 pops, not 1. As a balance thing. 1 pop
What's up with that?
Update requirements for happiness bonus/penalty traits so that almost all of them are incompatible with one another.
For some reason the localization for "Requires Industrialist", "Requires Ecologist", and other new ethics come up with weird names such as "Anthropocentrism" and "Ecologism" even though I rewrote the localizations myself. Halp.
I have no idea what could be causing this.
The different stratums living under a ************ don't have different political power (each of them is just multiplied by 1) even though the dictatorial authority shows that it provides unique political power modifiers to each stratum.
For some reason everyone can purge, even fanatic xenophiles.
I've checked and double-checked the code, but I can't see what's wrong.
No explanation necessary.
Apparently the pops only have a 40% habitability on their home planet.
Not quite sure what's happening, there.
Might be overlap from gas giant habitats from Planetary Diversity?
Change administrative capacity modifier to -15%.
Change empire sprawl penalty modifier to +30%.
Typo in the localization: "Fund Shipaards"
These game elements straight-up haven't been given a localization yet.
Make it compatible with the origin "Freebooters"
Apparently they resort to "Humiliate", not total war.
First of all, what is a woody metropolis? It's not a static modifier, a feature, or a blocker.
Idea: what if it was a variant of the urban district that provides less housing but increased habitability on the planet?
Ok, I don't know what exactly to fix about it, but from what I've seen others do with it Sky Battlers needs some serious debuffs.
Combat engagement range was an issue?
Yeah, this one doesn't need explaining.
Re-implement it (not the vanilla version, but the version from z Expanded).
Needs balancing, though, so the penalties don't get out-paced by the benefits by late-game.
Probably has something to do with the economic category I had to duct-tape together, like it's not pluralized when it should be or visa versa. Check the actual economic category listed under the clerk job.
It doesn't really make sense, lore-wise, to celebrate a national holiday for 10 years.
Here's what I propose: remove all of the modifiers and instead make it give you 6 months of Unity as soon as it's turned on. Then it does nothing while the timer runs out (probably need to reduce the timer, too), after which point you can activate it again. This would probably need to cost less. Requesting feedback.
This was requested and seems reasonable enough, so why not.
Integrating new mods will be VERY TOUGH now that we can't use Irony to just do it for us (if you're not sure why we can't use Irony, message me).
Consider that the planetary habitats ALSO use recycled air and hypo-allergenic, in-door environments, it shouldn't cause Void Dwellers to get icky.
For some reason every option except "Extensive" just doesn't show up in-game anymore.
The fact that lithoid empires get unique blockers on their capital often does one of the following when playing an origin that has a unique starting planet(s):
The following origins' initializers need to be updated to allow lithoid compatibility:
Apparently the origin gives jobs that need consumer goods even if you're a gestalt consciousness.
They probably need a fixed weight, so pops stop moving out of the job over and over again.
If it's not that, I have no idea what could be causing this.
Make it so unity-penalizing traits are incompatible.
Also it seriously needs a debuff.
It says there's a 0.0% shield regen bonus.
Maybe the actual bonus is smaller than a percent, in which case it can probably be buffed.
What is causing this?
For some reason they get planet & habitat designations to choose from.
Not urgent, but should be fixed.
Needs playtesting and an icon.
Change administrative capacity modifier to -20%.
Remove modifier to empire sprawl penalty.
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