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and OE just gets new sections for the fourth stage. the ui might be a pain though.
Rever to stellaris 3.14.16 version found in the betas.
i know i could play a lower difficulty and not need as much OE tech but still.
aside of that an astounding mod :) thanks
Yeah, that sounds like about the intended difficulty. Usually I have to ambush the Original Empire fleets at close range with about a 100 to 1 advantage in ship numbers, so perhaps 10+ fleets, with piercing weapons. The ambush is important because they have a huge range advantage. Even then I generally only expect to kill a few, but that is enough to get some debris I can send a cloaked science ship to research. Once you have some of their tech it becomes easier, though still hard. Importantly shields are useless against them, as they can disable shields entirely.
If you aren't an ascended empire with quite a lot of lost technology you are going to have a bad time one way or another.
I don't know about them getting crisis bonuses. They are definitely a crisis, that in the lore all the Fallen Empires allied together at the height of their civilization were barely able to defeat. So set expectations at that level, not at normal crisis balance levels.
That is NOT balanced at all!
That is literally impossible!
I was playing on normal because that's what the mod menu recommended.
The only one lower was listed as vanilla.
I don't see how anyone can think this is fair or balanced in any way.
What I described was accurate.
The only way I can see this somehow being different for you guys is if the original empire is affected by end game crisis settings, other mods crisis modifiers, etc.
Is it?
It's been awhile since I played ZOFE, but I decided to give it another go with this being the central mod of my current list.
There were some bugs, but nothing too serious.
However when the Original Empire showed up, I found out that they are COMPLETELY impossible to beat. (on normal mode)
I had 6 full end game fleets, equipped with tier 6, 7 and 8 tech, including equips from this mod.
However, when I went to fight one of the Original Empire's fleet weaker fleets, it killed ALL my fleets in 5 to 10 days, with NO losses on their side!
When I look at the equipment they have, it's no wonder; they have INSANELY OVERPOWERED equipment!
It's not tier 10 or something reasonable like that, but rather tier 30 or so in stats.
I HIGHLY recommend you do a balance pass on their stuff and nerf it with a jackhammer!
It is NOT fun to play against an enemy you have NO chance against!
The original empire ruined the game.
1. Resort worlds aren't able to take the Paradise Creation decision
2. Is it possible to add compatibility with planetary diversity? At the very least it seems Paradise Creation doesn't work with PD planet classes, which makes gaia worlds (PD splits them into dry/wet/cold) unable to be turned into utopian worlds. There is a workaround of just changing the planet type with commands to pc_gaia, but it would be neat to have.
You have to replace in the "potential" section of zofe_living_standards.txt:
has_trait = trait_machine_unit
to
AND = {
from = { is_individual_machine = no }
has_trait = trait_machine_unit
}
Any idea of how to fix this would be greatly appricated.
Current value:
supported_version="3.12.*"
Should be:
supported_version="v3.12.*"
However, some other mods aren't compatible with the Merger of Rules, such as Stellaris Evolved (among others). So be careful with the mods you're running in order to avoid incomptability issues.
When it brings up the menu to change your ship style it should have an option to keep your current one.