Aplos Aplos

[MOD] Stars

[MOD] Stars

For interstellar military companies in multistar maps

http://stars.zz.mu

834,393 views 263 replies
Reply #177 Top

Hey Aplos, are you by an chance working on a version for 1.31?

Reply #178 Top

2.5 is released:

  • New research chains for interstellar & interplanetary phasetravel speed (from slow to fast). Lengthened chains for many research fields. Additional defense, population capacity, vehicle speed and science rate researches. Increased quantity of stage levels with an emphasis on weaponry.
  • Additional & reorganized planet & star types. Very diverse planets in price of development, size, profit.
  • All starbases are movable & populated.
  • Balanced Pirates (irritating but not catastrophic). Prolonged break time between pirate quests for suiting multiplayer conditions. Pirates can do interstellar phase jumps.
  • New various maps with more realistic planetary systems.
  • New Titan ship for every faction.
  • New Subversion vehicles for every faction.
  • Rescaled ship sizes (from tiny to giant).
  • New weapon and ability effects.
  • New types of militia.
  • New ambient music.

:D

Reply #179 Top

Nice man!

Nnow I can finally start playing Sins again, great job! :D

Reply #180 Top

:drool:

Reply #181 Top

I love this mod ! :grin:   I just wish it had like 1 or 2 extra races.. Is there a mod with another race I can play with this that won't unbalance the game ?

Reply #182 Top

Yeah, I'd like it too.... Why wouldn't You start negotiations with some modders about race transferring to Stars? What Race would You like to see in the MOD? I think one extra race is enough.

I'd like to see:

Spiky race from Black Sun

Xin from Invasion

Norlamins with some Replicator's ships from Maelstorm

Probably, some races from Sci-Fi Universes: Cylons but with another fictional filling etc...

Reply #183 Top

Quoting Aplos, reply 182
Yeah, I'd like it too.... Why wouldn't You start negotiations with some modders about race transferring to Stars? What Race would You like to see in the MOD? I think one extra race is enough.

I'd like to see:

Spiky race from Black Sun

Xin from Invasion

Norlamins with some Replicator's ships from Maelstorm

Probably, some races from Sci-Fi Universes: Cylons but with another fictional filling etc...

 

Definetely the Xin from Invasion!

Reply #184 Top

new race huh... well if i could have my way every mod would include the Galactic Empire, nothing is quite as fun IMO as teching up to a Super Star Destroyer :)

Reply #185 Top

few questions here since i didnt find it on teh Stars website. or anywhre else for that matter.

Colony ships.... am i missing smething or do i have to have a Capital ship?

I know this mod is based around multi star maps and travel, so in order to appreaciate this mod the way it was meant to be played.... i want to know can i play random maps? or do i need to use your maps at all times.

Is it pointless to use this mod with single star maps, or even multistar RANDOM maps... how should i play it? i generally play on single star maps with around 50-60 planets. although i never finish a game becasue at a certain point i KNOW im going to win.

I cant do large maps becasue anyting over 60 planets starts to get laggy, or maby its becasue in large maps i have alot of AI players.

 

Reply #186 Top

Honestly, and I don't know the design intent, but I wouldn't recommend playing on random maps at all.  You sound like you enjoy a similar playstyle to my own, and I was sorely disappointed with this mod until I tried the custom maps, which play very well.  The main problem I encountered in random maps is the economy... with the updated resource exchange rates (and whatever else, I don't know the full extent of the changes), the massive fluctuations in resource exchange mixed with the constantly high costs of exchanging resources for anything effectively handicap your economy for a long time in the game.  It slows the game's pace hugely, isn't satisfying at all, and generally removed any fun I was having with it.  The adjustments work out far better on the custom maps, where the multiple star systems and much more invested research trees significantly adjust the gameplay. 

Reply #187 Top

Recently updated to 1.33 after buying a new pc.. can someone confirm this works with 1.33? Didn't have much time to test it .. :D

 

Reply #188 Top

It should seems how 1.33 just updated the multiplayer things.

Reply #189 Top

Quoting Ryat, reply 188
It should seems how 1.33 just updated the multiplayer things.

 

Alright thanks for the info Ryat.

Reply #190 Top

I really liked the researchable engine upgrades but the self-repairing militia starbases and colony ship fighter launchers still make initial expansion extremely slow to the point of insanity.  Self-repairing militia bases and all the drone launcher ships just bog it down way too much at the start.  I'd rather not spend several days stuck at my home planet every time I start a new game.  :annoyed:

Reply #191 Top

Awesome mod, I really like these huge maps to fight over. A few bugs found though; at-least I think they are.

Vasari (npc) was using TEC ships and bases, is this intended?

Space constructors sometimes freeze when building starbases/defences- build to around 40+ points and stop.

I'm currently playing TEC and also noticed the AI (own fleet) sometimes fight by themselves on other targets than you select (bug)?

 

Anyway, having lots of fun with this mod, and it seems to work fine with 1.34 diplomacy update.

Reply #192 Top

Aloha!

Vasari (npc) was using TEC ships and bases, is this intended?

Seems its Minor Player  http://yourmemory1.narod.ru/concepts.html#anchor_concepts

 

Space constructors sometimes freeze when building starbases/defences- build to around 40+ points and stop.

I'm currently playing TEC and also noticed the AI (own fleet) sometimes fight by themselves on other targets than you select (bug)?

Mod doesn't affect such things.

|-) keep getting lots of fun!

 

Reply #193 Top

Quoting Peter1x9, reply 190
I really liked the researchable engine upgrades but the self-repairing militia starbases and colony ship fighter launchers still make initial expansion extremely slow to the point of insanity.  Self-repairing militia bases and all the drone launcher ships just bog it down way too much at the start.  I'd rather not spend several days stuck at my home planet every time I start a new game. 

In "GalaxyScenarioDef"

Change:

planetItemsTemplate
templateName "Stars_ROVERS_FWL_LowChance"
subTemplates 0
groups 1
group
condition
type "NoPlanetOwnerWithChance"
param "0.1" (10%)
owner "RandomMilitia"
colonizeChance 0
items 1
item "Rovers:Frigate:ConstructorFWL"
planetItemsTemplate
templateName "Stars_ROVERS_FWL_MediumChance"
subTemplates 0
groups 1
group
condition
type "NoPlanetOwnerWithChance"
param "0.5" (50%) - chance of FWL Stations appearence, so lower it
owner "RandomMilitia"
colonizeChance 0
items 1
item "Rovers:Frigate:ConstructorFWL"

 Aloha!

Reply #194 Top

It was Stars_ROVERS_FRIGATE_OrbitalStation that was the problem.  They are just way too overpowered.  They have selfrepair, spit out endless waves of drones and spawn at almost every planet.  After completely removing them, the mod is easily one of my favorites now.  

I still keep the other militia station that's actually one of the TEC capital ships (great workaround to the stupid minidump when you try to give a militia captial ships btw) since they only spawn at the low probability minor faction planets.  I like having them around to change things up a bit.  I just didn't like an overpowered militia station spawning at almost every planet.

Reply #195 Top

2.51 released

  • New research chains for interstellar & interplanetary phasetravel speed (from slow to fast). Lengthened chains for many research fields. Additional defense, population capacity, vehicle speed and science rate researches. Increased quantity of stage levels with an emphasis on weaponry. Doctrines that guide research efforts.
  • Additional & reorganized planet & star types. Very diverse planets in price of development, size, profit.
  • All starbases are movable & populated.
  • Balanced Pirates (irritating but not catastrophic). Prolonged break time between pirate quests for suiting multiplayer conditions. Pirates can do interstellar phase jumps.
  • New various maps with more realistic planetary systems.
  • New Titan ship for every faction.
  • New Subversion vehicle for every faction.
  • Rescaled ship sizes (from tiny to giant).
  • New weapon and ability effects.
  • New types of militia.
  • New ambient music.

NEW: Doctrines (science), Pirate Star Base, Biological Weapon (siege ability that lowers enemy planet population for a long time)

\o/

Reply #196 Top

Will have to check it out.

Reply #197 Top

I really like the new version.  The militias seem more manageable and I only ran into that annoying militia starbase at a few of the planets now.  The doctrines are a nice new addition to the research as well. 

One of the things I noticed with this mod is that I'm always running out of crystal and metal.  It may just be due to all the extra research items, but it seems to me like the extraction rates are lower than in default sins. 

Reply #198 Top

Quoting Peter1x9, reply 197
I really like the new version.  The militias seem more manageable and I only ran into that annoying militia starbase at a few of the planets now.  The doctrines are a nice new addition to the research as well. 

One of the things I noticed with this mod is that I'm always running out of crystal and metal.  It may just be due to all the extra research items, but it seems to me like the extraction rates are lower than in default sins. 

The Star Base - is Pirate Autpost, instead of guns and frigates (to increase performance...), extraction rate is the same

Reply #199 Top

can someone tell me exactly what this mod is? I've header that it has deep space roaming, graphics overhaul, and several other things, so what is it?

Reply #200 Top

In my opinion this game combines its graphic/music changes to create a more serene game, a more "aesthetic" experience...