Stellaris

Stellaris

OMEGA: 0.7 Stable ALPHA Release
45 Comments
Arphar 16 Aug @ 3:55am 
> It was like 3-4 long freezes then normal again?
Exactly, with a few days between each. Typically happens once every few decades.
I'll keep watch on it and try to run the command if possible.
Xerxes  [author] 16 Aug @ 2:47am 
If you get another freeze, try "scriptprofiler" in console commands while playing, then send me the 2"script_profiling" files in C:\Users\"YourName"\Documents\Paradox Interactive\Stellaris\logs before closing the game.

those show exactly which event lagged out, making the fix easy.
Xerxes  [author] 16 Aug @ 2:09am 
Worst case I can nuke that code its not super important, just annoying to debug.
Xerxes  [author] 16 Aug @ 2:09am 
Its not your RAM, thats normal usage since Windows overallocates everything thats available.

Im 90% thats a problem with a pathfinding script I run for AI.
Fixed a lag like that already but they are pretty sloppily designed since I made them very early in development and documentation on behavior is pretty sparse.
Im 99.9% sure I can fix that just need to go through code again.
It was like 3-4 long freezes then normal again?
Arphar 15 Aug @ 4:01pm 
How much Ram does this usually consume?
I had some extremely long freezes and turns out stellaris was consuming about 25GB of ram (so essentially all of it)
Xerxes  [author] 13 Aug @ 10:30am 
It seems they require 5k subscribers on a released mod for partner rights, I will apply for a discord channel once that threshold is reached.
Xerxes  [author] 13 Aug @ 10:22am 
I do not, was not aware you could get channels for that, will try to set one up.
jayro_ 13 Aug @ 10:03am 
do you have a channel in the modding den/ a discord server for this mod where i could follow development/maybe help with testing?
Xerxes  [author] 26 Jul @ 5:15am 
Alright, just did a test. Theres some misalignment on leader portraits for fleets and planets but otherwise youre good to go.
Xerxes  [author] 26 Jul @ 5:00am 
I will integrate dynamic UI sometime in the future, It may be compatible already but UI modding is very sensitive and it may just crash the game or badly misalign parts of the UI due to the various custom Interfaces I have built.
KeinNiemand 26 Jul @ 3:07am 
Is thisncompatible with UI Overhaul Dynamic? If not it really needs a compatibilty patch, I can't play with UIOD.
Xerxes  [author] 15 Jul @ 6:29am 
Since Rigidity is based on a root its severity increase per Card should slow down as tech is advanced, just like removing 1000 minerals via resource exhaustion has about the same effect as the next 5000 and so on.
Xerxes  [author] 14 Jul @ 11:32am 
Ah dang, right, I had to transfer some modifiers from buildings onto colony types and forgot they dont support country types which is used to source population size.
I did just think of a more direct way of sourcing it, will fix momentarily.
Arphar 14 Jul @ 11:25am 
Oh it looks like I missed the ^2 in the formula.

Looking at this, the formula seems quite severe, especially regarding empire size.
However one thing that marks me is what looks to be a lack of effectiveness of Research Speed and Research Rigidity Dividers research, with themselves increasing Research Rigidity.

For example, at the start of the game, researching a Generic +research speed technology card for a branch typically does nothing, and then also damages the other branches' research speed. Same, but a bit worse for Research Rigidity reduction.
I feel like this trend keeps up all throughout the game, although to a lesser extent.

Is this design supposed to highlight the importance of the Research Fluidification edicts?
I'm not sure what to think of them, I usually have a bit of trouble to run them due to stockpile desintegration, although I suppose it would not truly be a problem were I a bit wider and thus with more income and storage (and empire size) and whatnot.
Arphar 14 Jul @ 10:07am 
I was looking at the Research Info country modifier, and noticed that the formula talked about Effective Empire Size, however the type of empire size used to calculate it seems to be instead based on the Total empire size.

For example, i my case, my Total Empire Size is 636, my Functional Empire Size is 324, and thus my Effective Empire Size is 0.74.
However, the Empire Size used by the Rigidity formula is 0.54, which is not my Effective Empire Size.

On another note, it looks as though Populations are not counted anymore for Total Empire Size, only planets are.
Arphar 14 Jul @ 9:44am 
Alright thanks, it seems like I missed it after checking
Xerxes  [author] 14 Jul @ 9:27am 
@Arphar

Its in the "Country Storage" game concept, I'll move it into a more prominent position for easier visibility.
Xerxes  [author] 14 Jul @ 9:23am 
K,

-I fixed the "Traditions Available" popup by increasing cost during the manual lockout period.
-Mod wasnt updated to 540 days at the time I wrote the message, it is now.
-Statecraft and Aptitude are from Paragon which is not integrated yet, I have disabled them now but I do not recommend using Paragons since I have not yet done any review of its code and how it integrates.
-You now get a country modifier which counts down the amount of Days until you can pick a new Tradition.

Thanks for your Feedback.
Arphar 14 Jul @ 9:20am 
I was wondering since it's not explained anywhere, what is Logistics?
It serves as a component to calculate accessbility, seemingly based on resource income or stockpile, but is seems there isn't any description of the mechanics or calculations of this component.
Demonchild 14 Jul @ 6:13am 
~Xerxes the issue has not changed with the new update.

I start a new game.

Right at the start it tells me "New Tradition Available".

Open traditions screen, select new tradition tree, in this case I am selecting Minerals.

Game still says "New Traditions Available" in the popup. As you start with enough unity for multiple unlocks,

Open tradition tree once more. Everything in the currently selected tree is greyed out. So open tradition selecting window, everything but Statecraft and Aptitude are greyed out.

Can unlock either or both fine and spend unity in either tree to make unlocks. But original tree remains greyed out.

The other trees than these two only open up after time has elapsed and you can unlock one part of the tree only, in the time period. (540 days but the message still says 900)

Leaving you locked into using these tree to get rid of the message.
Xerxes  [author] 14 Jul @ 3:27am 
-On Minerals:
Negative Income at gamestart is somewhat common with OMEGA since starting systems are highly randomized and economic costs/upkeep quite high.

In such a case, the Orbital Extraction System offers you the ability to specialize your production towards whatever resource is most needed at the moment.

I added an additional usage note on the mod main description based on your feedback since I realize this is very much not obvious to a new player.

Also, if you start on an "Alpine World" you will likely have pretty strong mineral deposits to exploit.
Xerxes  [author] 14 Jul @ 3:27am 
@Demonchild, Thank you for trying out the mod and your Feedback.

-On Traditions:
Traditions have a repicking cooldown of 900 Days (I lowered this to 540 just now since its a bit high) to prevent cheesy war related strategies.

The trigger fail display for this was not properly integrated on day 0(Fixed this) so you probably missed it, otherwise the time gating is shown when hovering the non-pickable tradition.

You will also get an automatic message when another tradition pick becomes available.
Xerxes  [author] 14 Jul @ 2:40am 
Nice catch on the fluidification edict, I forgot that "0 Days" is equal to infinite since I have a framework in place to timegate picking fluidification edicts which I am not using, with it being 0 the flag is instead added infinitely, removing pickability.

Its fixed in this updated, Use "Effect remove_country_flag = OMEGA_edict_technology_research_fluidification_lockout_flag" if you wanna remove it manually within an active save.
Xerxes  [author] 14 Jul @ 2:12am 
Some vanilla modifiers are still a bit unclean because of this, giving a tiny boost when picked early, I will use flagging later to make everything only activate during the yearly pulse.
Ultimately thats a compromise I need to make to make the "Government Development" system operate cleanly.

Also, the modifier does only take the duration until the next yearly pulse which can be 1-12 months to apply, but colonies need an additional year for the "Next Cycle Access" to become usable.
This is because colony production depends on various "unknown" modifiers which are calculated during the yearly pulse, this forces me to either show inaccurate numbers for production values since I cannot predict exact economic dependencies of a complete cycle or split production into 2 parts, which is what i went with since I value legibility above immediate integration.
Xerxes  [author] 14 Jul @ 2:04am 
@Arphar

Yes, I checked, your confusion stems from the delayed modifier integration with colonial economy.

In previous iterations traditions provided only "Government Development" Modifiers which made the strongly delayed integration more obvious since they would get integrated with planets at the same time the yearly government calculation is performed, I added the mirroring normal modifier only later in development to soften scaling while giving more direct power.

I coooould theoretically add manual recalculation when a relevant tradition or ascension perk is picked but most modifiers already depend on custom integration during the yearly pulse for their actual impact.

Also, you may have noticed that your "Effective Unity Stockpile" does not decrease when picking a tradition since it only updates during the yearly pulse, this prevents meta strategy from needing to pick traditions very close to the yearly pulse to maximized power.
Demonchild 13 Jul @ 4:20pm 
Traditions appear to be broken. Select mineral as first one, it still tells me at the top that i have stuff to spend in there. But cant select any of the options. Can open new tradition trees but only 2 are not greyed out. Used commands to add points to see if that fixed the issue and no, still only the two tree to pick from, can complete them and still everything else greyed out and still cant do anything with first tree purchased.

All seems very harsh that as a robot race I started at -80 mineral income with all planetary districts already full so no way to fix it.

Overall though looks like a very interesting mod and will keep trying top play it as each update for it comes out. Everything is very different.
Arphar 13 Jul @ 2:21pm 
On the subject of the Disfunctional Access to Energy, it must have been my mistake in measuring, as I haven't been able to recreate it, although I have noticed that it does not take 1 year tick to apply, but instead 2 ticks, hence the misconception.

I've been playing a bit more and starting to get a feel for Orbital Deposits and so on, which is pretty nice.

One thing I noticed is that Tech Fluidification seem to have a perpetual cooldown.
I don't know why that is, the timed flag shouldn't last very long at 0 days, but yet seems to be perpetual. Changing the value from a scipted_value reference to an actual 0 did the trick but that's still pretty weird.
Xerxes  [author] 13 Jul @ 1:04pm 
Oh yeah thats weird, will fix it tomorrow shouldn't be too difficult. I use some custom event scripting for initialization which interacts with starting pops, I think I know where this happened.
Xerxes  [author] 13 Jul @ 1:02pm 
by replaced do you mean functionally deleted and overwritten or another species is selected for growth?
Xerxes  [author] 13 Jul @ 1:00pm 
I didn't know lifeseeded starting planets do not count as homeworlds, that is very useful information, will fix it asap.

Cant comment on a potentially disfunctional job access of energy, should be little more than a misplaced scope to fix since it was working previously.

Thanks again for your great Feedback, really helps me out.
Arphar 13 Jul @ 9:16am 
Also it looks as though some job access modifiers are seldom working.

For example the "Extreme Voltage" tradition pick did neither illustrate the increased access on the energy formula or in my bank account even after a year tick had passed
Arphar 13 Jul @ 4:55am 
I've been trying to play with the Life Seeded origin, and keep noticing my starting species getting replace by another.

I've taken a peek at the code to try to correct it, and noticed there are a few references to is_homeworld = yes or some scoping to home_planet, thus preventing the starting planet to have some of these effects if they are not your home planet.
For example Life Seeded wound up retaining blockers, and changing is_homeworld for is_capital and home_planet to capital_scope fixed these among others.

Although it has not helped with my main species being replaced, I'm not sure why that is.
Xerxes  [author] 12 Jul @ 1:30pm 
@Arphar, Continued:

-On Resource Exhaustion:
Yes, I am hoping to flatten economic growth potential somewhat to prevent runaway power explosions by the leading empires.

Comparatively, colonial deposits are generally smaller in their total empirewide volume relative to orbital(system) deposits.

Colonial deposits are easier to exploit thanks to the atmosphere an whatnot, exhausting rather quickly, while orbital deposits, being harder to exploit and larger in total volume will allow more production longterm with a steeper investment curve.

Remember to ascend your systems for improved longterm gain of stable development.
Xerxes  [author] 12 Jul @ 1:30pm 
@Arphar, Continued:


-On Orbital Districts:
"Input" for "Systems" is created by the "Orbital District", it represents the classic sci-fi spaceport deepspace export economy, I suppose I will make this visually clearer in some way to avoid confusion.
"Orbital Districts" also increase the colonies "Trade Value" so you should always build at least 1 to maintain connection of the local economy with your empires trade network.


-On Governors:
I definitely set their Base Skill Level scaling too low, my head was somewhere else at the time, will fix.
Xerxes  [author] 12 Jul @ 1:13pm 
@Arphar, Thank you for playing the Mod and your Feedback.

-On Crime:
You have a keen eye, the current Crime Formula was finalized when planets had vastly lower Input Economy, creating a bit too much Crime, I will take a look at it in the next update.

Functionally speaking, Crime is supposed to always exist, since it is reduced by "Colonial Fortification" which suffers NO decay beside "Crimefighting" demands, it will eventually shrink to manageable levels on even the most prosperous planet as long as hostile "Orbital Bombardment" action is avoided, this should take a long time though and "Crime" itself is not that dangerous to planets in terms of modifiers, also vanilla events for it have been disabled so dont worry about going beyond 50%.
Arphar 12 Jul @ 9:03am 
Very interesting TC for stellaris, I've played with it a bit and tried to wrestle the beast, and I have a few questions.

How to combat crime? Been struggling a lot despite putting what i feel like is a lot of time into making garrisons to reduce it, but to no avail past a certain point.

About Orbital Districts, what exactly do they produce? From the icon I believe it might be Degradable Orbital thingy, but I'm not sure since it's not mentioned anywhere else.

What grants the "Input" stat for System Deposit?

And also about leaders, it seems like Governors' colony skills are seldom worth anything, for example with a level 15 Governor granting about 1.5% boosts in a few categories.

I've quite liked playing with it, but it does also feel very tough with resource exhaustion reducing income over time alongside soft resource caps making you lose resources if you have too much, meaning you're usually on a timer to get things done (I didn't really realise that last game lol).
Xerxes  [author] 11 Jul @ 10:40am 
@NiccyGoob
Ty for the kind words.
I always wanted to design a space 4x but its kinda impossible to do by yourself so I am very happy with the Tools Paradox provides me with despite their oddities.
The Vaudeville Villain 11 Jul @ 10:06am 
As a fellow modder, I applaud you.
I hope you've not gone insane, mate - takes a special kind of person to do that, espc. seeing the inherent beautiful yet disastrous jank of Stellaris coding.
It looks beautiful, but due to my reliance and current considerations (modmaking), I can't test it out.
All around, amazing work. This may be the type of mod to get PDX interested.
Xerxes  [author] 10 Jul @ 1:11pm 
New version with halved Card Point Cost is now live.

I also wanted to mention that you may not have seen the priority system regarding "Orbital Extraction", by default at gamestart your country will have very low "25-50%" priority in research and "100-200%" priority for basic resources to prevent early economic collapse.

Once your early game economy is stable you can adjust research priority by a few hundred percent and get many hundred additional points from Income.

The button for this is at the very bottom of the slider on the left of your screen.
Xerxes  [author] 10 Jul @ 1:05pm 
Yes, I did not mean it like that.
Early game research will return in full once I've stabilized population growth patterns and tinkered with Rigidity + added some special integration with Zro/Living_Metal/Nanites.
The current slow early teching is caused by my expectation of economic growth to be a bit more explosive within the next few patches, passively improving ability to research without changing too much about the research system itself.
argroww 10 Jul @ 12:56pm 
Oh no. I respect the efforts you're going to here with this mod, but research unnecessary in early game? that just killed my interest entirely. Working through tech trees is one of the reasons why I love games like Stellaris.
Xerxes  [author] 10 Jul @ 1:28am 
The custom "Rigidity" system I built for tech is not yet perfectly tuned which is why I set the Tech unlock floor at a somewhat high level to strike a balance between dynamic research slowdown and base point cost but I will refine the relationship at some point in the future for a cleaner growth pattern.
Xerxes  [author] 10 Jul @ 1:16am 
@argroww
On Research:
Research progression, I admit, is still somewhat incongruent due to various scaling considerations.
In response to your concerns I halved all point cost for live so you wont be stuck as much in the early game, still, since OMEGA does away with all Economy critical Technology Unlocks you do not actually need to research any cards in the early game, with dynamic production alignments you can forego any and all technological development during the first 25 years and focus entirely on expansion.
Research is meant to primarly benefit your country during the Mid and Late Game when worlds are settled and borders are static.
Xerxes  [author] 10 Jul @ 1:16am 
@argroww, Thanks for trying out the mod.

I realize this was not communicated clearly enough so I added an additional description to "Technical Information".

Basically, stockpiling resources improves their availability to the countries economic planners, in the case of "Influence", all of its production is entirely dependent on the Size of your current "Unity" Stockpile.

If you want to increase your influence production you will have to not spend any Unity for some time, as your Stockpile grows it will naturally generate an increasing amount of Influence.
And do not employ too many leaders, their influence upkeep rises exponentially, also upgraded starbases are quite expensive influence wise.
argroww 9 Jul @ 3:10pm 
Gave this a go for about 20 in-game years. I kinda like it as it massively slows down the early game, but still gives enough to do to make that time interesting. However research seems too slow, in that 20 years I only unlocked 2 technologies.

There's a lot of new stuff added in (which I would expect from a TC) but it does result in a huge learning curve trying to figure out what all the new values actually mean.

Sadly what ultimately killed it is that I was losing influence at a rate that stopped me doing anything and I couldn't figure out what I needed to do to increase my influence. Although the super slow research didn't help either.

Not sure how much of the above is due to it being Alpha, or intentional....or that I forgot to disable any of the forbidden DLCs (not that I have many of them) I also did read the tooltips, but there's an awful lot to take in so perhaps didn't understand or properly read some of the tips.