-
Posts
414 -
Joined
Content Type
Profiles
Forums
Gallery
Events
Posts posted by Kriege7
-
-
Ferengi Trade Alliance (Star Trek)
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)
-
-
San'Shyuum Sacred Covenant (Halo)
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)
-
-
Salarian Union (Mass Effect)
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)
-
-
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)
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
-
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)...
- 1
-
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."
-
@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...
-
In a lore sense, losing one's individuality (via "borging") is worse than death.
-
If I understand you correctly, you're talking about the cybernetic ascension path, which from my understanding does not require all of its citizens to become cybernetic.
-
Nobody wants to relive the Second Renaissance episodes from the Animatrix or be on the receiving end of the Borg.
-
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.
- 1
-
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!
-
@KalianVan Who is hosting the next session?
-
Well I found out who lives in that void on the right side of the galaxy, unfortunately (or fortunately I guess) they're not as bad as they could be...
-
People play with Unions turned off? How do you tell who's in league with who?
-
-
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...
-
Stellaris: Game 7
Session 1
Players:
End of Session Status:
EARLY GAME CRISIS!
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
- 1
-
-
You really only ever need one anyway
-
Aww man... only one holo-theatre per planet? Good thing I've only ever used one per planet...
- 1
Sample Empires to Populate Your AI...
in Stellaris
Posted
Alliance of Independent Systems (Elite: Dangerous)
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)