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Kriege7

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Posts posted by Kriege7

  1. Alliance of Independent Systems (Elite: Dangerous)

     

    AllianceIndependentSystems.thumb.jpg.68f1f0c543b7a0f0518d40cac6ee4c56.jpg

     

    Ship Prefix: ADS

    Name Lists: Human (UNE)

    Star Name: Alioth

    Star System: Random Unary II

    Advisor Voice: Original

    Ruler Title: Prime Minister

    Ruler Name: Edmond Mahon

     

    (Astronomical Emblems mod required for Alliance symbol)

  2. Ferengi Trade Alliance (Star Trek)

     

    FerengiTradeAlliance.thumb.jpg.fc86069046f5d25f8838d29593497fe9.jpg

     

    Ship Prefix: FTS

    Name Lists: Humanoid 2

    Star Name: Ventarus Idrilon

    Star System: Random Unary I

    Advisor Voice: Materialist

    Ruler Title: Grand Nagus

    Ruler Name: Ganak Vigon

     

    (Astronomical Emblems mod required for Ferengi symbol)

    (Planetary Diversity mod required for Mangrove world; can use Tropical as substitute)

  3. San'Shyuum Sacred Covenant (Halo)

     

    SanShyuumSacredCovenant.thumb.jpg.6cee9bffeee42b3a7fdafe1898a00c65.jpg

     

    Ship Prefix: SCS

    Name Lists: Humanoid 1

    Star Name: Qol'Lest

    Star System: Random Unary I

    Advisor Voice: Authoritarian/Xenophobe/Spiritualist (Player's Choice)

    Ruler Title: High Prophet/Matriarch

    Ruler Name: Darmull

     

    (Astronomical Emblems mod required for Covenant symbol)

  4. Salarian Union (Mass Effect)

     

    SalarianUnion.thumb.jpg.9f8f68317fe49ab57a4f80c6a0492fea.jpg

     

    Ship Prefix: SUS

    Name Lists: Reptilian 2

    Star Name: Pranas

    Star System: Random Binary II

    Advisor Voice: Materialist

    Ruler Title: Grand Dalastrass/Grand Dalastro

    Heir Title: Dalatrass/Dalastro

    (Salarians are canonically Matriarchal so for Stellaris I had to make up the Dalastro title for male rulers)

    Ruler Name: Moz Xiza

     

    (Astronomical Emblems mod required for Salarian symbol)

  5. Hey everyone! Just thought I'd set up a page where we can post some of our own created empires to fill up the AI slots in our Stellaris games and make them more interesting. Most of the empires I'll be posting myself will be mostly based on popular Sci-fi franchises. The template for posting your empire can be as follows:

     

    Example:

     

    Empire Name: Galactic Vogon Directorate (Hitchhiker's Guide to the Galaxy) 

    Empire Picture: (taken from empire selection screen)

    VogonDirectorate.thumb.jpg.5cce68cb649d6a14fac18d9172768853.jpg

     

    Ship Prefix: VSS

    Name Lists: Mammalian 4

    Star Name: Voge

    Star System: Random

    Advisor Voice: Original 

    Ruler Title: Chairman/Chairwoman

    Ruler Name: Skeg, son of Vurp

     

  6. The game still works with all the mods we're using, though I haven't played our game since the update yet

     

    EDIT: Just logged into our game.

    Astronomical Emblem pack and Downscaled Ships work;

    Flags: Emblems & Backgrounds and Real Space 3.3 do not.

     

    So yeah, we may need to start over as our current game is now broken (Some stars may no longer appear rendering those systems unable to be built in)...

    • Like 1
  7. As for the 2.4 update, the only mod that doesn't seem to be working is the "Flags: Emblems & Backgrounds" mod... even though it says it's "2.4 compatible."

  8. @KalianVan @Phoenix @Vedian Just so you guys know, that pretty Christmas display of stars to the right of the Devourers is me. Also, including myself, there are up to 5 megacorps in our game... complete BS... 

     

    P.S. You guys need to do something about those Ravagers...

     

     

    P.P.S. Also... with the latest Stellaris update, I'm not sure if we'll be able to continue this one unless the mods can get updated or something...

  9. TestedDistance.thumb.jpg.0bfda254700a3831acc33b3666e08200.jpg

     

    After an argument had been made in a recent Stellaris game session, I've decided to run a little experiment disprove a claim that had been made about the mod as well as try to better explain how the mod works. The claim was as follows: because the ships are smaller, they take longer to traverse from one end of a system to the other; thus taking a longer time for fleets to reach their destination. The author of the mod has stated on the mod's Steam page that it is purely a graphical mod and DOES NOT affect gameplay. As a game developer, I can attest to this; the mod only affects the visual aspects of the ship models, scaling down the model of each ship does not affect the ship's hitbox, location, fleet size, speed, or placement. Because the mod only affects scale of the visual model, and not the ship's hitbox, the ship's original speed and travel time are not affected.

     

    In my experiment, I started a new game (with Downscaled turned off) and had the starting fleet travel from Jupiter to Saturn (as shown above, they've been placed on opposite sides of the system). I then marked down the in-game travel time and then timed how long the fleet took to reach Saturn in real-time seconds (stopping the clock at "0 Days"). I saved the game and reloaded with Downscaled turn on, repeating the process.

     

    Results:

    Normal Scale

    -Travel Time: 54 Days

    -Real Time: ~40.47 Seconds

     

    Downscaled

    -Travel Time: 54 Days

    -Real Time: ~40.17 Seconds

     

    In retrospect, using a stopwatch might have been unnecessary; as the game's own internal clock states that ships arrive at their destination within the same amount of time regardless of whether the Downscaled Ships mod is active or not.

     

    Edit: I later went back and tested the same experiment with solitary ships (like the construction ship) and ended up with the same results.

    • Thanks 1
  10. Stellaris: Campaign 7.2

    Chapter 2: Sixty Years of War

     

    In the midst of three consecutive wars, territory was lost and gained. The Groot, Alari, Venice, and Templars have all banded together in a holy alliance as a response to these heinous attacks and are now in the process of converting The Rose Corporation and Empire of Gir over to their cause. A new alien federation has been discovered isolated on the other side of the forbidden territories. Meanwhile, the soulless Omni Fabricators have been devising their own response to the constant attacks by the Alliance, Ikaan, and Ferengi in the form of a new superweapon! 

     

    20190907224137_1.thumb.jpg.802144a4594824f2210f069b373b91d8.jpg

  11. I feel like I'd be able to turtle against one of them, whittle their offense down, then rush their shipyards asap. But I designed to the Arachnids to be OP, so I haven't actually fought against them yet. There was also a chance we could have gotten the Voorg Collective (Borg) as well, next time I won't set them to force spawn... 

  12. Stellaris: Game 7

    Session 1

     

    Players:

    @Kriege7

    @Vedian

    @Vikkie

     

    End of Session Status:

    EARLY GAME CRISIS!

    20190824213455_1.thumb.jpg.39232feb47688857806529200b8d3453.jpg

     

    Well... Game 7 had a rocky start. Vedian ended up sandwiched between a Fanatical Purifier and the horrifying Arachnid Swarm and dropped out. Arachnid Swarm began devouring Vedian's empire. Recommend starting over as Game 7.2 with Tech set to x0.75.

     

    @KalianVan @ShogunTaira @Phoenix @Vedian @Deluxe @Vikkie @Matatomi

    • Like 1

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