Stellaris

Stellaris

+Stellaris Evolved Classic
50 則留言
Potato 2021 年 6 月 12 日 下午 5:20 
The mod served us well dude. Thank you
Djohaal  [作者] 2021 年 6 月 12 日 下午 3:00 
Sadly with the transition to planets not having tiles and the whole new resource system I haven't found a workable way to adapt this to the newer iterations of stellaris. I consider this mod obsolete given how the game evolved.
Stavbearer 2021 年 4 月 20 日 下午 5:07 
Ingis bingis I entreat the mod gods to do a thing
Potato 2018 年 9 月 12 日 上午 6:45 
Well this is fucking dead
Grace of Thule 2018 年 3 月 25 日 上午 4:38 
Can we see an update?
Potato 2018 年 2 月 16 日 下午 6:28 
It's been 80 years...
Dr.Vaфе!ь 2018 年 1 月 12 日 上午 11:01 
Ehhh...I nedh..an update..dying
H4shX 2017 年 11 月 12 日 上午 9:27 
@Djohaal - Is it possible for us at SRT, to include and maintain your Mod/s or aspects of them as part of our Union Project?
Bambaro 2017 年 11 月 5 日 下午 6:45 
this mod renewed and refreshed stellaris for me i have exsperiance codding and 3d moddeling so if someone could point me to a moding tutorial id love to learn and help bring it up to date and even rework things so the mod will fit better into the curent version of stellaris
Your Local Democracy Officer 2017 年 10 月 13 日 下午 8:14 
@Djohaal Hope you feel better soon. Always sucks to get burnout
Djohaal  [作者] 2017 年 10 月 13 日 下午 6:57 
I know how frustrating it can be for a mod to not update., but due to some burnout I decided to take a break from modding stellaris. This specifc mod won't be updated any soon since i had a better rework pretty much done but pending release. I'll gladly welcome someone as co-author if they feel like helping mantaining the mods.
PalmsAreSweaty 2017 年 10 月 12 日 上午 12:25 
Yeah at this point....this mod is breaking my game.....PLEASE PLEASE tell me guys that the author will update this?
Your Local Democracy Officer 2017 年 10 月 8 日 下午 12:22 
can't wait for the 1.8 update
PalmsAreSweaty 2017 年 10 月 6 日 下午 7:41 
CAN SOMEONE PLEASE AWNSER ME PLEAASE!!! IS THIS THE SAME EVOLVED MOD THAT GOT REMOVED SOMETIME AGO? IS THIS THE SAME AUTHOR?
Bambaro 2017 年 10 月 6 日 下午 6:02 
has anyone tried contacting the mod author himself to just ask what his plans are for this mod? cause if you ask me it looks abandon
Cat-Lunatic 2017 年 10 月 1 日 上午 8:16 
What happened to Stellaris + Evolved?
JUstme27 2017 年 9 月 30 日 下午 2:40 
what happened to the not classic mod was that taken down
Peanutcat 2017 年 9 月 27 日 上午 9:10 
Any chance for an update?
PalmsAreSweaty 2017 年 9 月 24 日 下午 10:26 
Hey guys is this the same Stellaris Evolved mod from sometime ago? Is this the same author?
N2Marine 2017 年 9 月 24 日 下午 5:47 
Is this going to get updated?
Vermoin 2017 年 9 月 24 日 上午 4:41 
What the hell happened too Stellaris+ Evolved?
cdfulling 2017 年 9 月 23 日 上午 5:55 
Are you planning on updating this to 1.8?
Nozeminer 2017 年 9 月 22 日 下午 12:22 
Could you update it to 1.8? It kinda crashes every time i start a new game while having this on. ;_;
And I can't play without it because it became essential for my games. :squirtyay:
kerrigan1603 2017 年 8 月 20 日 上午 8:08 
Hi Djiohaal, may i suggest being able to customized and choose your own icon when forming an Federation.
PalmsAreSweaty 2017 年 8 月 15 日 下午 8:18 
Is this the new edition from the previous Stellaris Evolved mod?
Djohaal  [作者] 2017 年 8 月 3 日 下午 7:52 
The AI is hopelessly stupid when handling building placement. I'm reworking the mod from scratch to hopefully account for some of those problems. Keep tuned for the next weeks
bubble baathist 2017 年 7 月 30 日 上午 4:54 
@Dante, the mod author took down the mod because he came out with a new edition
Azuraal 2017 年 7 月 29 日 上午 3:26 
@Djohaal Could you take a look on AI weights on building? AI takes some very questionable decisions like spamming industry buildings on cytadel worlds.

Also buildings that can only be built on tile with appropriate rescource should include in their potential, need for that rescource, I don't need to see all types of energy generating buldings on every citadel planet tile.
PalmsAreSweaty 2017 年 7 月 28 日 下午 8:31 
does anyone know what happened to the original mod for this? I can't seem to find the original Stellaris Evolved anymore and it broke my game...
Mlem 2017 年 7 月 27 日 下午 4:58 
Right, that's what I usually do. Food worlds, industry worlds, and science worlds.

Okay, I understand. So the vanilla research labs shouldn't be available to build if the mod is working correctly? Is there another basic research lab that doesn't require a tile-specific resource to be constructed?

I'll have to go over my modlist and see what might be conflicting.

Thanks for a great mod, by the way. It's made micromanaging planets a lot more fun and rewarding. (Despite the minor hurdles I mentioned.) :)
Djohaal  [作者] 2017 年 7 月 27 日 下午 3:50 
The science worlds are intended for centralizing reserach. You should be able to upgrade research labs in them, if the option is not showing up another mod is likely overwriting 00_buildings.txt; the current flow design with network nodes powering up the supercomputers doesn't play well with tall builds, since you need six network nodes for every supercomputer + 4 datacenter "cross". I'm still considering solutions to it. A well projected science world can output over 200 units of each kind of research. The tomb world unique resources also produce half a unit of data stream each.
Mlem 2017 年 7 月 25 日 下午 7:08 
So I'm not quite sure if it's intended, but science worlds seem to be largely useless? It seems to me that unless a planet has lots of science-specific strategic resources, it can't be utilized as a science world? Even a Citadel world has better research opportunities.

Can't build Network Nodes, Research Bueraus, or Educative Centers. The only building I can build is basic science labs. But even then I can't upgrade them because the Science Citadel doesn't count as a Citadel Capitol.

Maybe I'm intended to build Data Servers and Supercomputers, but that becomes incredibly hard when going for a tall build, given my lack of planets to build Network Nodes on. I feel like I'm missing or overlooking something here.

Any tips or hints?
Djohaal  [作者] 2017 年 7 月 25 日 下午 3:29 
New version is up. The criminal faction is more responsive to happiness changes in your empire.
tmonahan23 2017 年 7 月 25 日 上午 11:11 
What about a planet edict that will make the criminal faction pop switch to another faction. The edict will last x amount of time. Doesnt guarantee all will change but many will. This could help manage the criminal faction pop sizes. Other option is to add a new building that will keep the crime faction from increasing numbers on planets with this building.
Glirr 2017 年 7 月 20 日 上午 11:07 
ty for answer men
Djohaal  [作者] 2017 年 7 月 20 日 上午 11:06 
With current balance it never goes away fully. in a empire with 500 pops at least 100 were criminals in my game. As I said it needs work.
Glirr 2017 年 7 月 20 日 上午 9:41 
I've have maxed my happiness and set violent persecussion but the criminal faction is doesn't suppressed of my faction list
Djohaal  [作者] 2017 年 7 月 20 日 上午 8:48 
Maximizing happiness and trough the criminal persectuion polices. They usually make up an excessively large ammount of an empire's factions though. I'm still working on their balance.
Glirr 2017 年 7 月 20 日 上午 6:06 
This is a question, how to we manage criminal faction ?
Rainy Day Gamer 2017 年 7 月 19 日 下午 6:08 
I found minor bug. when ai builds cities in sector the sector dosent have enough influenc to have them run and the sector dosent build any thing that produces influence
tmonahan23 2017 年 7 月 14 日 下午 3:29 
True you could have an event for ai to pop up after colonizing planet to declare it a research or not. You can check the ind/phy/soc number and also total number of Citadel and industrial worlds. If it doesnt match the ind/phy/soc number threshold, then check if you already have 2 of each type = industrial and citadel planets.Then give flag to be used to check next time for 4 of eacg types and the research type numbers , and repeat. Im sure there is an easier and cleaner why then i stated above. If you get that solved then your good to expand more in mod without that imbalance being an issue. Good luck with tbe mod 😄
Djohaal  [作者] 2017 年 7 月 14 日 下午 1:17 
I'm not sure if we can encode such AI behavour explicitly. Maybe trough events. I lowered the treshold to prioritize research capitals it required a total planet count of either ind/phys/soc of 20 to 10.:KOh:
tmonahan23 2017 年 7 月 14 日 下午 12:33 
Fot thr ai empires not making research focus planets- would suggest having it where if ai will make next planet a research planet for every 2 industrial or 2 citadel worlds- just to keep the ai paced with the player in research points.
tmonahan23 2017 年 7 月 14 日 上午 11:40 
Cool
Djohaal  [作者] 2017 年 7 月 14 日 上午 11:21 
Nope, I didn't build it form scratch. Most of the post text was updated from the original description since it is a troughout description of the mod. If you would read the credits section you'd find out I have full authorization from the original author to continue this fork.
tmonahan23 2017 年 7 月 13 日 下午 9:02 
Now are you saying you built everything from scratch? I would just give a heads up to the orginal modder about this mod just so there is not issues and if any you guys can discuss it.
tmonahan23 2017 年 7 月 13 日 下午 9:01 
Just to give you heads up that the ai isn't very good at selecting planets for the research focus planets... one issue with this older version was because the amount of phy/soc/ind tech points were low which can impact late game and balance.
Djohaal  [作者] 2017 年 7 月 13 日 下午 6:06 
Currently no support is available with the newer stellairs + evolved. It rebuilds the basegame from ground up. This version is identical to stellaris + evolved that was available until late june.
Rohzdear 2017 年 7 月 13 日 下午 5:57 
Oh and how many features does this version and the other one share.
Thumbs up for your work!
Rohzdear 2017 年 7 月 13 日 下午 5:57 
Ok... Interesting. I did like this version as well, maybe even a little bit more.
Can you confirm which patches made for the other version will work for this one?