Stellaris

Dieses Thema im Forum "Spieleforum" wurde erstellt von Nimlod, 7. August 2015.

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Eigener Thread für Star Trek: Infinite? (3 Tage Umfrage)

Diese Umfrage wurde geschlossen: 28. Oktober 2023
  1. "Make it so!"

    9 Stimme(n)
    60,0%
  2. "NO....NOOOO!" *zerschlägt Vitrine*

    6 Stimme(n)
    40,0%
  1. Cemuvi

    Cemuvi
    Registriert seit:
    19. April 2019
    Beiträge:
    61
    Nur blöd, wenn der Galaktische Markt fokusiert werden soll. Habe herausgefunden, wenn man allgemein den Galaktischen Markt einführen will, muss man den danach nochmal als Fokus einreichen, damit er auch noch gegründet wird. Nur bedauerlicherweise kann man nur 1 Fokus gleichzeitig vorschlagen.

    Ich hatte kurz davor den Fokus auf den Kahn gesetzt, waren auch viele dafür und der Erlass war somit auf Warteplatz 2 von 7 oder so. Nachdem aber der Galaktische Markt als allgemeiner Erlass eröffnet werden soll, wurde der kahn Fokus einfach gelöscht und dafür wurde Fokus: Gründung des Galaktischen Markts vorgeschlagen.. Das ist leider ein sehr sehr nerviger Bug oder doch ein Feature?

    Am Ende hatte der Kahn 5 ganze AI Reiche übernommen...somit gab es nur noch 8 andere Reiche.
     
    TValok gefällt das.
  2. Massive Massage

    Massive Massage
    Registriert seit:
    31. Juli 2001
    Beiträge:
    4.298
    Olli Kahn, der alte Titan :ugly:
     
  3. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Verbesserungen an Föderationen mit dem nächsten Update
    https://forum.paradoxplaza.com/foru...178-federal-improvements-ui-and-more.1387243/

    Man wird Gefallen einsetzen können um das Abstimmungsverhalten von Föderationsmitgliedern zu beeinflussen.
    [​IMG]

    Es soll auch transparenter sein warum Mitglieder so abstimmen wie sie es tun und die Civics und Ethics eines Mitglied sollen mehr Einfluss haben. Beispielsweise stimmen militaristische Imperien, Federation Builder und Honorbound Warriors eher zu die Föderationsflotte zu vergrößern

    Auch wird es schwer Gesetze zu ändern wenn der Zusammenhalt zu niedrig ist
    [​IMG]

    Wenn über einen Krieg abgestimmt wird, wird auch angezeigt was das Kriegsziel und mit wem der Gegner verbündet ist.
    [​IMG]

    Wenn eine Abstimmung durch ist wird dir angezeigt wer dafür gestimmt hat
    [​IMG]
    Auch bekommt man ein Popup wenn man die Föderation auflevelt
    [​IMG]

    In 2.7 wird es auch Föderationsweite Events geben bei denen jedes Mitglied beitragen kann oder unter umständen auch versuchen kann mehr zu bekommen als die Anderen was den Zusammenhalt drückt.
    [​IMG]

    Bei den Origins hat man die Föderationsstarts so geändert das es unwahrscheinlicher ist das man durch die anderen Mitglieder von anderen Systemen abgeschnitten ist.
     
    TValok gefällt das.
  4. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Neues Forum bei Paradox? :parzival:
     
  5. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Ja, haben gestern den ganzen Tag lang umgestellt.
     
  6. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
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    DD zum 4 jähirgem (Ist das echt schon so lange her?)
    https://forum.paradoxplaza.com/foru...179-4th-anniversary-2-7-wells-update.1388636/

    Das Wells Update kommt nächste Woche Dienstag (12.05)

    [​IMG]

    4 Jahre Stellaris. Ein Kleiner Rückblich was bisher erreicht wurde

    • Neue Anomalien zum erforschen
    • Die Galaxiegenerierung mehrmals angepasst
    • Archeologie hinzugefügt
    • Relikte eingebaut
    • Leviathane erschaffen
    • Das Wirtschaftssystem geändert
    • Civics eingefügt
    • Traditionen und Ascension Perks eingebaut
    • Viele neue Portraits
    • Sternenbasen umgebaut um mit ihnen Systeme zu beanspruchen
    • Schwarm und Maschienenintelligenzen eingebaut
    • Immer größere Schiffe ermöglicht
    • Föderationen überarbeitet
    • Galaktische Gemeinschaft eingebaut
    • Neue diplomatische Aktionen eingebaut
    • Die Enklaven hinzugefügt
    • Kampf mehrmals überarbeitet und XL Waffen hinzugefügt
    • Neue Megastrukturen eingebaut
    • Und vieles mehr....
    Hier die Patchnotes für 2.7
    #################################################################
    ######################### VERSION 2.7.1 ###########################
    #################################################################

    ######################
    # 2.7.1 "Wells" Free Features
    ######################

    * Federation votes show the voting method in the voting popup. Law votes also show the current law of that category.
    * The Galactic Community will occasionally send strongly worded letters to empires that are in Breach of Galactic Law, giving them an opportunity to make all adjustments necessary with a single bureaucratic stroke.
    * 70+ Original Audio Assets Remastered
    ** New Ship Designer sounds with more variations.
    ** Loads of new ambient planet reveals.
    ** Mono to Stereo Upgrade of legacy sounds.
    ** Technical fixes on several sound effects
    * Added Extended Shifts edicts which increases worker and slave output at the cost of happiness.
    * Added Industrial Subsidies edict, which increases consumer goods output of artisan jobs, at the cost of energy upkeep. It is unlocked by Global Production Strategy tech.
    * Added Forge Subsidies edict, which increases alloy output of metallurgist jobs, at the cost of energy upkeep. It is unlocked by Global Production Strategy tech.
    * Added Extended Shifts edict which increases worker output at the cost of worker happiness. It is unlocked by Workplace Motivators domination tradition.
    * Added Drone Overdrive edict for gestalt empires that is unlocked by the Drone Networks domination tradition.
    * Added Evacuation Protocols edict which is available to Doomsday origin empires.
    * Implemented Slave Trade Resolutions.
    * Which peace offer is possible must now be scripted per war goal type.
    * Added accessibility settings for Multiplayer chat.
    * Added new VFX and SFX for “Space Storms”, which can appear randomly from the mid-game onwards.
    * Added new VFXs and SFXs for Nebulas.
    * Added new VFX and SFX Crisis Systems.
    * Added new VFX and SFX for consecrated planets.
    * Added a galaxy generation option to completely disable Xeno Compatibility.
    * Added some Envoy related events.
    * Added new Hive Mind name list.
    * Added a joint operation event chain for Galactic Unions and Research Co-operatives.
    * Added a joint operation event chain for Research Co-operatives.
    * Added a joint operation event chain for Hegemony Federations.
    * Added a joint operation event chain for Trade Leagues.
    * Added event chain for joint military exercises for a militarist federation.
    * Habitats no longer require removing mining or research stations and can be built directly on top of them. Habitats built above nanite deposits now retain the nanite production. Habitats built above Zro, Dark Matter, Living Metal, or Nanite deposits are now treated as research habitats.
    * Added a home system each for Tiyanki and Space Amoebas.
    * Added several events to spawn amoebas and during the game.
    * Added the Tiyanki Conservation Act resolution to the Galactic Community
    * Added the Tiyanki Pest Control resolution to the Galactic Community
    * Added a Space Amoeba Protection Act galactic resolution, letting all countries peacefully coexist with space amoebas (or face the consequences).
    * Added a new Tiyanki Hatchling type and randomized Tiyanki fleet compositions
    * New Tiyanki fleets can now spawn from their home system
    * Added a new roaming Space Cloud
    * Added a pirate fleet which may also spawn in the late game, raiding systems for basic resources.
    * Added turbulent nebula systems where ship systems are impaired
    * Remnants Origin is now unlocked by owning either Ancient Relics or Federations (does not require both)
    * Orbital Habitats now have reduced tech and construction requirements, and start with 4 districts. Two additional tiers of Habitat technology have been added, which unlock planetary decisions to expand the size of your habitats. Advanced Habitats can also support basic housing buildings. The Voidborne Ascension Perk has been changed to give each of your Advanced Habitats 2 additional building slots, add the new Habitat technologies as research options, and permit the construction of advanced housing buildings on Advanced Habitats. Void Dwellers now begin with their capital Habitat upgraded to be an Advanced Habitat, and have Habitat Expansion available as an engineering research option.
    * Mining Drones can now occasionally expand to nearby unclaimed systems.
    * Crystals can now occasionally spawn a single ship that seeks out far away asteroids to crash into and spawn new crystals.
    * Made it possible for edicts to be running perpetually until turned off.
    * There is now an edict capacity, and going over it means a hit on empire sprawl.
    * Praise be! A new set of resolutions have been added to the Galactic Community that uphold the Divinity of Life. We expect the righteous empires of the Community to support this cause.
    * Favors can now be used to convince your federation allies to accept your law proposal.
    * Added Expanded Breeding Program edict, that is unlocked by the Gene Crops tech

    ######################
    # Balance
    ######################

    * Encourage Planetary Growth decision has been removed from the game
    * Food Policies removed from game, and Nutritional Plenitude has been changed into an Edict, now unlocked by the Gene Crops tech
    * Healthcare Campaign, Drone Campaign (hive) and Drone Campaign (machine) have been removed from the game.
    * Inward Perfection civic effect on growth speed reduces from +20% to +10%.
    * Inward Perfection civic now also increases edict cap by +1.
    * AI Empires are more willing to conform to Galactic Law.
    * Greater than Ourselves now moves pops more regularly and more often.
    * Adopting Diplomacy traditions no longer increases pop growth from immigration, but unlocks the Diplomatic Grants edict instead.
    * Farming Subsidies edict is now unlocked by Food Processing tech instead of Eco Simulation.
    * Databank Uplinks discovery tradition now also unlocks Research Subsidies edict.
    * Adopting Discovery traditions now also unlocks Map the Stars edict.
    * Gestalt Crystal Mining, Gas Extracting, and Mote Harvesting drones are now classified as miners like their non-gestalt counterparts. (This does not alter drones working in synthetic special resource production jobs).
    * Increased the duration and research boost for rewards from joint operation "Dismembered Cloud" (Galactic Union & Research Co-operative).
    * Cut the size of rebel armies spawned when revolts take place by a third.
    * Nerfed the randiness induced by event-spawned mushroom spores so that the planet no longer turns into a pop factory.
    * Added some help for the AI to not die as badly when Doomsday happens.
    * Galactic Community Senate debate time has been reduced to 4 years.
    * The cooldown on declaring a resolution an Emergency Measure has been increased to 20 years.
    * Increased the chance of getting the Lesser Messenger arc site.
    * You no longer need to demolish mining or research stations to build Dyson Spheres or Matter Decompressors, they will automatically remove those upon completion.
    * Wenkwort Artem is no longer a viable candidate for the Ecumenopolis project if you accept custodianship of its (unpaved) paradise.
    * Hive Minds will now treat hive-minded pops that aren't of their species as full members of the hive, meaning that they must be given full citizenship and can no longer be enslaved or purged.
    * Weak pops are now more likely to embrace pacifist ethics.
    * Marauder successor state civics now have an effect (+15% naval cap and +10% ship fire rate, respectively).* Space Clouds are now individually far more powerful but no longer spawn in fleets
    * Added empire modifier effects for empire's that propose Resolutions, depending on whether the Resolution passes or fails.
    * Killing Tiyanki now yields energy and exotic gases but upsets xenophile empires

    ######################
    # Stability & Performance
    ######################

    * Fixing CTD that happened during finishing the joint operations special project.
    * Automatically create a save when receiving a hotjoin request.
    * Fixed OOS on hotjoin due to zombie pops.
    * Significantly reduced the impact of assimilating species on the length of the yearly tick.
    * Fixed a possible OOS on hotjoin when a new resolution has been passed.
    * Fixed tooltip in planet view colonization tab not clearing between updates and just adding lines each update until it CTDs
    * Disabled threaded polling of events on linux during startup since it may cause CTD due to race conditions in X
    * Safed up some code that should prevent a CTD from happening when accidentally being able to open an extra "downgrade" popup.
    * Fixed a freeze when loading a savegame and encountering impossible government configurations.
    * Fix OOS with species when growing half-species.
    * Fixed technology status being read incorrectly, causing OOS.
    * Fixed a couple of OOS happening on hotjoin (PLANET_MODIFIERS and pretty much all modifiers)
    * Fixed an oos related to faction approval.

    ######################
    # UI
    ######################

    * Clicking on a topbar resource selects it when opening the market view.
    * Fixed some overflowing texts in different languages.
    * Improvements to declare war vote to show enemy and potential enemies.
    * Added a scrollbar to the advisor voices tab.
    * Tweaked habitat names and renamed the old orbital station core.
    * Made the position between tabs in planet view consistent so they don't move when changing tabs.
    * Increased the height of the portrait window in the planet view for the governor so that it does not get cut off.
    * Switched the ship size icons for Gardening Drones and various drakes for more appropriate ones.
    * Improved Ethics tooltips in factions screen.
    * Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.
    * Improved AI acceptance tooltips when attempting to change a federation law.
    * More appropriate event pics used for Feral Overload.
    * Edicts have more clearly disabled checkboxes when you cannot interact with them. Also added a tooltip for clarity.

    ######################
    # AI
    ######################

    * AI will always use the best available template when modifying a species (to avoid creating hundreds of species with just a few pops each).
    * AI takes edict cap into consideration The AI now takes the edict cap into consideration when deciding which edicts to enact. The AI will always try to be at the edict cap, prioritizing removing exceeding edicts over adding new ones.
    * Updated AI economic plans to support subplans, also made it so that if the AI finishes a plan early it can take a plan ahead of time.
    * Ensure military AI doesn’t try to merge Federation fleets with regular ones.
    * Improved AI weightings for various Gestalt resource-producing jobs to factor species traits into the weightings.
    * AI has more granularity while considering federation laws.
    * Align AI evaluation code between ask to join and invite to federation. (Hopefully fixing the issue where AI Nation continuously asks to join a Federation).
    * Fixed economic AI computation of admin cap (and subplans in general)
    * Improve AI economic plan logging
    * Military AI should issue orders to orbit in the current system when waiting for others to regroup.

    ######################
    # Modding
    ######################

    * Abandoned Terraforming Equipment is now less likely to break in hilarious ways when people mod in new planet classes.
    * Made auto open an attribute on the message type to control if a message is gonna remain an alert or show a popup on creation.
    * added flag "regenerates_when_disabled" to ship design. It is set to true by default.
    * Added any/every/random/count_envoy scope
    * Added trigger has_envoy_task = { task = harm_relations/improve_relations/galactic_community/federation (optional: who = country) }
    * Added more debug information (AI weights, scopes) for event options.
    * Added localisation command GetGovernmentName.
    * Added is_leader_age trigger
    * Added any_pop_faction scope change
    * Added has_envoy_cooldown = yes/no
    * Added envoy_location_country scope change (for the country where an envoy is improving/harming relations at)
    * Added fleet trigger can_access_system = <system>
    * You can now used triggered option names ("name = { trigger = { <triggers> } text = localisation }" rather than just "name = localisation")
    * Made the tooltip for add_deposit effect show the full information for what the deposit does when used on a colonisable planet
    * Added system-scope trigger has_system_trade_value >= 25
    * Added effect country_list_tooltip = { limit = { triggers = yes } }, which will print a list of the countries that fulfill those conditions, and similar lists for owned planets, pop factions, leaders and fleets.
    * Added has_completed_special_project / has_failed_special_project = <special project> triggers, for when you have several projects in an ongoing event chain.
    * Added complete_special_project effect
    * Added country_modifier to deposits.
    * Added on_colony_5_year_pulse on_action (fires for each planet every 5 years (counting up from colonisation date)
    * unassign_leader will now work on envoys too
    * Added set_cooldown effect to lock a leader in its current position for a specified number of days
    * Allow script to set a title for event diplo windows not tied to a country (diplomatic_title)
    * orbital_station scope now exists, scoping to any station in orbit of a planet
    * Added has_current_purge trigger, checking if any pop on the scoped planet is being purged
    * Added random/every/any/count_rival_country and _federation_ally scopes, also count_playable_country
    * Added sector_capital scope change (usable from sector scope)
    * Turned observation_outpost_owner into a proper scope, so exists = observation_outpost_owner will now work
    * Renamed every_pop to every_galaxy_pop so as to make clear what it does and avoid disastrous misunderstandings!
    * Improved the tooltip for various count_x triggers
    * Added trigger is_sector_capital and effect set_sector_capital
    * Added trigger has_sector_focus and effect set_sector_focus
    * Added effect set_colony_type to set the colony designation
    * Improved intermod compatibility with planet classes and districts: Added district_set tag in planet classes and uses_district_set trigger to check that. Note: Mods adding habitable planet classes will need to add this tag to their planets.
    * Added num_housing trigger
    * Added planetary_resource_compare trigger to check the production/upkeep/balance of a specified resource on a planet
    * Added "=yes" and "=no" to the "has_government" trigger to expand its usefulness and detect countries without government.
    * Added triggers is_forced_friendly and is_forced_neutral to check if the country has been forced to be neutral or friendly to another via set_faction_hostility. (is_hostile already covers if they are set to hostile).
    * Added effects to start and end truces. Starting can be done with either a country or a war as target.
    * every_owned_ship now works in both country and fleet scope (referring to every ship in the fleet in the latter). Also added count_owned_ship, making count_fleet_ships and count_owned_ships obsolete.
    * has_modifier trigger now works in megastructure scope
    * "log" in triggers now works in all scopes, not just a select few
    * AI weight for federation laws is now used to properly build a value instead of just compare to a threshold
    * The tooltip = { } effect now works in every scope
    * Made set/check/etc_variable work in many more scopes than they used to
    * calc_true_if now accepts all logical parameters instead of simply assuming >=
    * assign_leader can now be used to assign governors to sectors.
    * Added forced_add_civic and forced_remove_civic effects.
    * Fixed effect create_research_station so it now does what it’s meant to.
    * Erosion Explosion Exposed: Entities now have erosion_in and erosion_out values set in shaders that are tied to creation and destruction of the entity, look at the new system effects for reference.
    * Added command line arguments "-rng_seed" and "-rng_position" to force a specific seed/position when starting (or loading) a game.
    * Added slot_restriction attribute to ship component templates for preventing components to be used for a certain slot template.

    ######################
    # Bugfixes
    ######################
    * Fixed minor problem with options being greyed out in the Golden Rule Federation Challenge.
    * Events about interdimensional trade increasing or decreasing now have a tooltip describing their effects.
    * Added a location to the Drums of War event, so that you don't need to search for the Great Khan
    * Enclave and Marauder species now have habitat habitability preferences.
    * Random effects should display correctly in tooltip even if scope changes are hidden.
    * Fixed from scope in on_cancel in special projects
    * Unrelated ambient objects are no longer nuked when restoring a ruined Mega Shipyard.
    * Fix if more than one planet is missing at the beginning of On the Shoulders of Giants Origin.
    * Fixed issues with the formation of the Non-Aligned League where countries that were rivals of or at war with existing members would be added, leading to various bugs.
    * The Non-Aligned League is now a defensive rather than aggressor party in the War in Heaven
    * Updated the description of the Trade League benefit.
    * Fixed so Juggernauts can now be followed properly.
    * Rudimentary Robots are now spawned only when the planet finishes colonisation, solving a number of UI and gameplay issues caused by having pops on the planet during the colonisation process.
    * Fixed a case where attacking certain neutral fleets e.g. tiyanki could cause them to not turn hostile to you.
    * Tooltip for the breach icon in galactic community now includes info on which resolutions the country is in breach of, and which modifiers are being applied to it.
    * Added better information for federation votes.
    * Fixed an issue where if multiple countries started with the Scion origin with 0 preset Fallen Empires in multiplayer, one country might end up lacking a Fallen Empire overlord.
    * Fixed the bug where Envoys could become faction leaders.
    * Fixed a bug where changing planet owner (i.e. through revolts) didn't release slaves on the market.
    * When voting in the galactic community, favors no longer apply if you are both voting for the same side. Also, you can no longer call in favors from empires voting for the same side.
    * Kicking an Empire from a Federation now triggers a truce.
    * Fixed a minor loc error in a primitive observation event.
    * Prosperous Unification will now give exactly 4 extra start pops in exactly every case.
    * Being Lithoid is now a reason to want to serve in soldier jobs
    * There is now a Void Dweller version of the Sol System that can be manually picked by the Player on the Creation screen.
    * Fixed context switch tooltip creation erroneously reporting invalid switches.
    * The results of the Psionic Federation election are now announced after 60 days rather than 10 days, giving you time to react in multiplayer.
    * You will no longer get rewarded for defeating the Prethoryn if you merely crush the vanguard but the main force is yet to arrive.
    * Slaves of xenophobic Fallen Empires will no longer start without a planetary habitability trait.
    * Fallen Empire fleets now have admirals.
    * Galactic Focuses relating to the War in Heaven will now all only last for as long as the War in Heaven lasts
    * Fixed various irregularities that could happen if you started the Zroni precursor chain later in the game: The arc sites are now spawned closer, in systems that you are more likely to be able to access, and definitely not next to a fallen empire.
    * In the Time Loop event, the research station is now removed when the planet loses its deposit.
    * The Memorex now appears on your capital, not your home world (which might have been destroyed in the meantime...)
    * Sentinels events now check if you have resources before giving you the option to spend them.
    * Fixed a bug where playing Shoulders of Giants in multiplayer with multiple people picking the origin would lead to you getting the arc sites multiple times.
    * The event "Eat or be Eaten" now establishes communication with an empire with all the normal messages and content being triggered.
    * The slaves of the xenophobe Fallen Empire can no longer be robots with biological traits.
    * Factions now need at least 5 pops to have their ethos before they can be spawned.
    * Imperialist faction loyalty boost "Leviathan Slayer" will no longer disappear if all leviathans are dead, i.e. people won't suddenly have collective amnesia about the terrible horrors they have just freed the galaxy from.
    * Variants of a country's founder species should now be allowed to have different rights.
    * The title of various diplomatic events is no longer "?"
    * Fixed an error with the Gateway Construction tech weight that made it almost always appear as soon as its prerequisites were met.
    * The "Relic Activation Alert" is no longer shown when you can't afford to activate a relic.
    * Ships start in orbit around the starbase (for real, this time).
    * The Galactic Focus to resolve the War in Heaven is now resolved if one of the combatants defeats the other.
    * envoy_events.16 will no longer improve relations with unlikely suspects such as the Caravansary Coalition.
    * Fixed the bug when the policy in breach alert hasn't been updated in UI properly.
    * The "Claim" CB for Conquest wars now mention that you have x claims on the enemy and their allies, to reduce the confusion in the case where you have claimed one of the defenders, but none the one you are actually attempting to declare the war on. (You must declare the Conquest war on a target which you have claims on.)
    * Fixed so that the Space Storm negative modifier went away once the event was over.
    * You can no longer select Void Dweller Sol without the Voidborn origin.
    * Changed default auto open on diplo messages to be minimized for player ones and popup for others (3rd party messages).
    * Don't show "lasts until" for Edicts that have no end date.
    * Use correct tooltip for edict checkbox when active
    * Divinity of Life resolutions no longer incorrectly trigger breach events from the Rules of War line.
    * The Dessanu systems are now set to correctly collect resources from space. Also, their planets' population is up to 30 from 8 (presumably 8 was the pre-Megacorp figure) and now have buildings on them.
    * It is now possible to remove the last shipyard from star bases.
    * Brought the way pops ethics chances are displayed and the way they are calculated when chosen in sync.
    * Ensure modifiers were properly calculated before calculating Ethics attraction when creating original pops in empires.
    * Planet modifier Safety Checked Alien Factory now adds 15% to local building costs rather than +25% to local edicts cost (local edicts no longer exist).
    * Proposing a resolution now requires you to confirm the selection in a pop up.
    * The planet modifier "Shroud Deviance" now has a proper modifier icon rather than a placeholder.
    * The Enigmatic Fortress will no longer spawn on choke points.
    * Fix Empire without a name and civics created due to revolt.
    * Fixed Prikki Ti, Nomads, Machine Uprisings and Awoken Robots sometimes not establishing communications.
    * Space storms and other modifiers on systems are listed as environmental effects when inside the system.
    * Fixed an error in which the Bemat Thalassocracy species adjective was not properly assigned during setup, and so would not appear in some options texts.
    * The enigmatic fortress doesn't regen once it's been disabled anymore
    * Adding some invasion weight to non edible pops for swarm AI so it just do not ignore planets with just robots.
    * Fixed missing localisation for class-T Brown Dwarf stars.
    * Fixed numerous incorrect script tags, where names would fail to show in pirate.155 (communicae from the Bemat Thalassocracy). Also fixed the event location.
    * The menu ambient sound cuts at the right time (on the loading screen).
    * The pool of candidates for oligarchic elections is selected correctly.

    Im Forum werden auch die neuen Trigger fürs Midden erklärt.
     
    acer palmatum gefällt das.
  7. Emet

    Emet
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    Jop, ist schon 4 Jahre her. :user::eek:
     
  8. Tenko

    Tenko
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    Steinfurt
    Die Zeit rennt :schwitz:
     
  9. beagletank

    beagletank
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    Beste Änderung. Dann herrscht hoffentlich wieder etwas Übersicht.
     
  10. Zele Peter Neururer des GSPB. Nur ohne Porsche.

    Zele
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    Funktioniert die Kolonie-Auto-Verwaltung bei eucxh? Bei mir tut sich da gar nichts^^ Bin ein wenig verwirrt....
     
  11. TValok

    TValok
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    9. Dezember 2014
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    473
    Das klänge ja erstmal nach einer Verbesserung - nach dem Ruin den mir das mal eingebracht hat, habe ich das nie wieder benutzt ^^
     
  12. Zele Peter Neururer des GSPB. Nur ohne Porsche.

    Zele
    Registriert seit:
    13. Dezember 2003
    Beiträge:
    25.068
    Möglich, aber mich überfordert es aktuell ein wenig, komme nicht klar mit dem ganzen Kram rund um Distrikte etc....
     
  13. Emet

    Emet
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    am Rhein
  14. Akuma From Helli Kommentar-Moderator

    Akuma
    Registriert seit:
    21. November 2006
    Beiträge:
    37.145
    Ort:
    Far far away
    Mein RIG:
    CPU:
    AMD Ryzen 7 5800X3D 3.40GHz
    Grafikkarte:
    MSI GeForce RTX 3070 VENTUS GP OC DDR6 8GB
    Motherboard:
    Gigabyte B550 AORUS PRO AM4
    RAM:
    32GB G.Skill Aegis DDR4-3200 DIMM CL16
    Laufwerke:
    Viele
    Gehäuse:
    650 Watt be quiet! Straight Power 11 Modular 80+ Gold
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    3x
    Ich find den tweet dadrunter sehr interessant:
    :ugly:

    Auch wenn ich mir wünschen würde da Sie nicht alle Nase lang das Gameplay um 190 Grad übern haufen werfen würden, dann würd ich vielleicht die restl. DLC holen und mal wieder zocken :ugly:
     
  15. MuSu nässt sich ein

    MuSu
    Registriert seit:
    29. August 2009
    Beiträge:
    21.467
    Ort:
    H-Town
    Mein RIG:
    CPU:
    I bims, dem ZehBU
    Grafikkarte:
    I bims, dem Graffickkadde
    Motherboard:
    I bims, dem Motorbot
    RAM:
    I bims, dem Rame
    Laufwerke:
    I bims, dem Laufwegger
    Soundkarte:
    I bims, dem Saukadde
    Gehäuse:
    I bims, dem Gedöse
    Maus und Tastatur:
    I bims, dem Schadtsi und Dasdadoor
    Betriebssystem:
    I bims, dem Beschbielsisddem
    Monitor:
    I bims, dem Moddinor
    @Jadekristall : will den anderen thread nicht mit offtopic belästigen:
    Warum sind die Void Dwellers op? Kumpel hatte große Schwierigkeiten mit denen auf einen grünen Zweig zu kommen
     
  16. Miriquidi ehemals OERST :wahn:

    Miriquidi
    Registriert seit:
    23. August 2006
    Beiträge:
    4.264
    Kann mir jemand sagen was es mit den "visual improvements" auf sich hat?
     
  17. Emet

    Emet
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    am Rhein
    Hintergründe für die Sternensystem, unter anderem.
     
    Miriquidi gefällt das.
  18. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
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    10.809
    So wie ich es mitgekriegt habe weil man mit denen 3x schnelleres Bevölkerungswachstum hat als andere (3 Habitate -> 3 Pops wachsen gleichzeitig) und Bevölkerung ist in Stellaris die wichtigste Ressource.

    Und sobald man mit Migrationsabkommen oder Eroberung eine andere Spezies in seinem Reich hat kann man auch ganz normal Planeten besiedeln.
     
    Zuletzt bearbeitet: 14. Mai 2020
    MuSu gefällt das.
  19. Ixalmaris gesperrter Benutzer

    Ixalmaris
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    10.809
    Mal ein anderes DD.


    In den nächsten Wochen wird es ein Experiment geben wie man die Übersicht von DLCs behält (und auch sieht welche DLCs man kaufen kann und was diese bringen)
    Dafür werden die Spieler in Gruppen aufgeteilt welche jeweils ein anderes Hauptmenü mit einem anderen Format sehen. Auch bei der Erschaffung von Nationen kann es je nach Gruppe Unterschiede geben. Spielerisch bleibt alles gleich.

    Und ja, es wird auch weiter an Stellaris entwickelt. Dieses DLC Experimente laufen nebenher.

    Einen kleinen Teaser gibt es dennoch:
    [​IMG]
     
    acer palmatum gefällt das.
  20. OldestVisitor gesperrter Benutzer

    OldestVisitor
    Registriert seit:
    3. August 2004
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    3.802
    Nur mal zum Verständnis. Warum kauft man sich als Zocker einen Laptop? Weniger Komport geht ja nicht
     
  21. fleischerfaust

    fleischerfaust
    Registriert seit:
    3. August 2011
    Beiträge:
    1.559
    Immer dieses Gatekeeping....
    Wirelessmaus und Couch ist für manche komfortabler als ein Schreibtisch. Und ich bin des öfteren unterwegs, da ist ein Desktop-gaming PC mit 1000 LED's und Racer-X-drölfzig-5000 gaming Chair eher unpraktisch.
     
    Zuletzt bearbeitet: 14. Mai 2020
    Islar gefällt das.
  22. Tenko

    Tenko
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    1.189
    Ort:
    Steinfurt
    Oder wenn man viel unterwegs ist und selten zu Hause, hab deswegen auch schon 2 teurere Laptops erworben.
     
  23. Lurtz lost

    Lurtz
    Registriert seit:
    22. Juli 2005
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    99.909
    Wurde das Tutorial eigentlich mal aktualisiert oder ist das immer noch auf dem Releasestand des Spiels?
     
  24. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
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    10.809
    2.7.2 Beta Patch

    #################################################################
    ######################### VERSION 2.7.2 ###########################
    #################################################################

    ######################
    # Stability & Performance
    ######################

    * Crashfix related to animated GUIs.
    * Fixed pops checking factions daily, which was the cause of the performance issues.

    ######################
    # AI
    ######################

    * Fixed a bug when AI won't upgrade starbases if already reached max cap for starbases

    ######################
    # Bugfixes
    ######################

    * Fixed _grey_grey_grey_grey... Text.
    * If you pacify space crystals, roaming space crystal fleets will be neutral to you.
    * The final results event for the Trade League Join Operation now reliably fires.
    * You can no longer select energy or resources you don't have access to through the top bar.
    * Removed error spam due to invalid contact location with empires that have no capital. A contact location will now more reliably be found.
    * Fixed a little check to exclude non-psychic Pops from the job entirely.
    * Killing the Tiyanki Matriarch now only displeases the Galactic Community if the Tiyanki Conservation Act has actually passed.
    * Tweaked a few snags.
    * Dynamic flags should now make Shoulders of Giants Arc Sites "belong" to its respective user.
    * Secessionist rebellions can now only happen on a planet if at least one pop has happiness.
    * Added colony_event flag - and the removal of it at the end.
    * Fixed so that a smaller type of the same threat pops up if it's early in the game.
    * Fixed a case where the Great Khan could be both dead and not dead at the same time.
    * Fixed so the correct flag gets placed when allowing slaves again, after they’ve been banned by the galactic community.
    * Marauders contact project is now removed from the situation log if you manage to contact them through other means.

    Bei den großen Umbauten hat man es glaube ich immer wieder mal angepasst. Ob es was taugt weiß ich nicht.
     
  25. tacSTAR

    tacSTAR
    Registriert seit:
    29. Dezember 2011
    Beiträge:
    6.472
    Ort:
    Köln
    Wurde immer mal wieder erweitert und aktualisiert.
    Insgesamt schafft es aber Stellaris sehr gut während der Runde alle Mechaniken nach und nach einzuführen und nicht zu überfordern finde ich (viele Mechaniken werden für alle Parteien erst im Laufe freigeschaltet durch Technologien etc.).
     
  26. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Der 2.7.2 Patch ist draußen.
    https://forum.paradoxplaza.com/forum/threads/dev-team-2-7-2-patch-released-checksum-60bf.1393591/

    Der Bug das die KI in Föderationen ohne Abstimmung Krieg erklären kann ist wohl nicht gefixt worden
    #################################################################
    ######################### VERSION 2.7.2 ###########################
    #################################################################

    ######################
    # Stability & Performance
    ######################

    * Crashfix related to animated GUIs.
    * Fixed pops checking factions daily, which was the cause of the performance issues.
    * Crashfix for a weird special case when opening the resettlement screen

    ######################
    # AI
    ######################

    * Fixed a bug when AI won't upgrade starbases if already reached max cap for starbases
    * The AI is more willing to lower federation centralization if they are the federation president. They now care about if Cohesion and Monthly Cohesion are negative.

    ######################
    # Bugfixes
    ######################

    * Fixed _grey_grey_grey_grey... Text.
    * If you pacify space crystals, roaming space crystal fleets will be neutral to you.
    * The final results event for the Trade League Join Operation now reliably fires.
    * You can no longer select energy or resources you don't have access to through the top bar.
    * Removed error spam due to invalid contact location with empires that have no capital. A contact location will now more reliably be found.
    * No matter how hard they try, non-psionic pops are now barred from the Telepath job.
    * Killing the Tiyanki Matriarch now only displeases the Galactic Community if the Tiyanki Conservation Act has actually passed.
    * Tweaked a few snags.
    * Dynamic flags should now make Shoulders of Giants Arc Sites "belong" to its respective user.
    * Secessionist rebellions can now only happen on a planet if at least one pop has happiness.
    * Added colony_event flag - and the removal of it at the end.
    * Fixed so that a smaller type of the same threat pops up if it's early in the game.
    * Fixed a case where the Great Khan could be both dead and not dead at the same time.
    * Fixed so the correct flag gets placed when allowing slaves again, after they’ve been banned by the galactic community.
    * Marauders contact project is now removed from the situation log if you manage to contact them through other means.
    * Armageddon stance once again create tomb world
    * Your anomalies will POP once again!
     
  27. OldestVisitor gesperrter Benutzer

    OldestVisitor
    Registriert seit:
    3. August 2004
    Beiträge:
    3.802
    Mich würde interessieren,

    - ob ihr eine deutsche Seite kennt die die Schleierpaktmöglichkeiten anständig erklärt (hab eine Seite auf englisch gefunden aber die ist nicht sehr präzise)
    - was haltet ihr davon, ich finde die negativen Auswirkungen überwiegen den positiven Boni
     
  28. SolemnStatement

    SolemnStatement
    Registriert seit:
    8. Mai 2012
    Beiträge:
    11.047
    Habe nun die ersten Stunden durch und bin nach wie vor überfordert. Mir ist das irgendwie alles zu viel. :ugly:

    da hat man nun die Grundlagen einiger Mechaniken verstanden und dann entdeckt man noch 10 neues :eek:

    Mal schauen, ob ich zu dem Spiel noch mal einen Draht finde oder nicht.
     
  29. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
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    am Rhein
    Bleibt dran, es lohnt sich. :yes:
     
  30. Tenko

    Tenko
    Registriert seit:
    14. Januar 2019
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    1.189
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    Steinfurt
    Was rotiert bei euch eigentlich an Mods?
     
  31. Emet

    Emet
    Registriert seit:
    14. August 2007
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    8.537
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    am Rhein
    Für das Original Spiel? Keines.

    Wenn Mods, dann Total Conversions.
     
  32. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.728
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Haben wieder die Glavius AI Mod reingehauen, was die KI macht ist sonst nicht auszuhalten.
     
    Tenko gefällt das.
  33. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.728
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
  34. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
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    Meddlfranken (tatsächlich)
    Ich habe weit über 100 Mods am Laufen. Die von Alpha Ash z.B. sind sehr gut, laufen aber leider nicht mit denen von Planet Diversity zusammen. Da muss man sich schweren Herzens entscheiden.

    Ansonsten primär Mods die mehr Planetentypen, mehr Boni/Mali auf Planeten, mehr Spezies, mehr Schiffstypen, mehr Offiziere, bessere Offiziere (Legendary Leader), mehr Traits, einfach mehr mehr mehr geben. :D

    Achja und nach jedem Update des Spiels läuft es mit Mods erstmal nicht. Und es kann eine ziemlicher "Arschschmerz" sein herauszufinden an welchem Mod es liegt. Vor allem geht mit der Anzahl der Mods irgendwann auch die Ladezeit massiv nach oben. :ugly:
     
    Tenko gefällt das.
  35. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.728
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Mach doch bitte mal eine Top 10 inkl. Links wenn möglich. Bis auf AI spiele ich Stellaris ja immer nur "pur" (abgesehen von der Star Trek Mod).
     
  36. acer palmatum

    acer palmatum
    Registriert seit:
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    Meddlfranken (tatsächlich)
    Ich gucke heute abend mal fix in den Launcher. Letztens noch gespielt, die genannten sollten dann auch aktuell lauffähig sein. ;)

    €:

    Stellaris List EXtender - SLEX

    https://steamcommunity.com/sharedfiles/filedetails/?id=2054717582

    Crisis Manager - Player Crisis Pack [Unofficial]

    https://steamcommunity.com/sharedfiles/filedetails/?id=2038762775

    Crisis Manager - Total War Pack [Unofficial]

    https://steamcommunity.com/sharedfiles/filedetails/?id=2038763403

    Unlimited Precursors

    https://steamcommunity.com/sharedfiles/filedetails/?id=2053604876

    Build Pirate Ships

    https://steamcommunity.com/sharedfiles/filedetails/?id=2076286965

    Propaganda and Espionage

    https://steamcommunity.com/sharedfiles/filedetails/?id=2097903490

    !Larger Sectors

    https://steamcommunity.com/sharedfiles/filedetails/?id=1638256334

    SE - Humanoid

    https://steamcommunity.com/sharedfiles/filedetails/?id=2097152337

    AlphaMod 2.7

    https://steamcommunity.com/sharedfiles/filedetails/?id=2094161442

    Homeworld Ethics (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2101974733

    Neutral Zone (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2102041056

    Banned! (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2100817684

    Admirals Stellaris

    https://steamcommunity.com/sharedfiles/filedetails/?id=1907554908

    Ruler Agenda and Traits

    https://steamcommunity.com/sharedfiles/filedetails/?id=1310174680

    Upper Limits V2.7+

    https://steamcommunity.com/sharedfiles/filedetails/?id=2093843736

    AlphaMod: Fanatical (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2098615216

    The Utopian Dream (2.7

    https://steamcommunity.com/sharedfiles/filedetails/?id=2101081607

    AlphaMod: Traditional Thinking (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2099095398

    Hands of State (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2101409722

    Gods & Guardians (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2102467122

    Real Space 3.6


    https://steamcommunity.com/sharedfiles/filedetails/?id=937289339

    Real Space 3.5 Hotfix for Stellaris v2.7.1

    https://steamcommunity.com/sharedfiles/filedetails/?id=2104501271


    ~ StarNet AI

    https://steamcommunity.com/sharedfiles/filedetails/?id=1712760331

    ! Starnet for NSC2

    https://steamcommunity.com/sharedfiles/filedetails/?id=1720760712

    Planetary Curios

    https://steamcommunity.com/sharedfiles/filedetails/?id=1867143071

    Expansion Station

    https://steamcommunity.com/sharedfiles/filedetails/?id=1813829162

    Ziaskehorn: an Ancient Relics Story

    https://steamcommunity.com/sharedfiles/filedetails/?id=1771058495

    Legendary Worlds 2.3

    https://steamcommunity.com/sharedfiles/filedetails/?id=1373224279

    Admiral Level Skills

    https://steamcommunity.com/sharedfiles/filedetails/?id=953888861

    Governor Level Extended

    https://steamcommunity.com/sharedfiles/filedetails/?id=1761353630

    Faster Ship Experience [2.7]

    https://steamcommunity.com/sharedfiles/filedetails/?id=1597730243

    Tiny Outliner v2

    https://steamcommunity.com/sharedfiles/filedetails/?id=1610578060

    Galaxy Bank

    https://steamcommunity.com/sharedfiles/filedetails/?id=1600704596

    Bigger Colonies

    https://steamcommunity.com/sharedfiles/filedetails/?id=1584361127

    Bigger Planet View

    https://steamcommunity.com/sharedfiles/filedetails/?id=1587178040

    Pirate Waves 3

    https://steamcommunity.com/sharedfiles/filedetails/?id=1320353502

    Monster Waves 4

    https://steamcommunity.com/sharedfiles/filedetails/?id=1317326847

    (-NSC2 Season 5-)

    https://steamcommunity.com/sharedfiles/filedetails/?id=683230077
     
    Zuletzt bearbeitet: 2. Juni 2020
    spike2109 und Tenko gefällt das.
  37. Emet

    Emet
    Registriert seit:
    14. August 2007
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    8.537
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    am Rhein
    What the Heck. :topmodel:
     
  38. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
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    Meddlfranken (tatsächlich)
    Ja bidde? :ugly:

    Ich habe aktuell 83 Mods aktiviert und im Launcher aber über 250. Die halt noch nicht nachgezogen wurden. Ungemoddet habe ich Stellaris glaube ich nur 1 oder 2x 2015 gespielt. :ugly:²
     
  39. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.728
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Und kannste die 83 auf ne Top 10 reduzieren? Welche sind für dich essentiell, ohne welche würdest du nie wieder starten wollen?
     
  40. acer palmatum

    acer palmatum
    Registriert seit:
    15. November 2006
    Beiträge:
    19.149
    Ort:
    Meddlfranken (tatsächlich)
    Das kommt halt drauf an was man in Stellaris will.

    Pirate/Monster Waves sorgt z.B. dafür das in unbeanspruchten Systemen in einem Rhythmus von 1 Monat bis 3 Jahre Piraten/Monster in einstellbarer Stärke spawnen. Will nicht jeder.

    NSC2 Season 5 gibt einem mehr Schiffstypen (u.a. drei Kreuzerklassen, Kreuzer, Angriffskreuzer und Kampfkreuzer).

    Ziaskehorn: an Ancient Relics Story gibt ein neues Event/Ausgrabung mit einem Relict am Ende.



    Du musst Dir die Mods schon selber anschauen um zu entscheiden was für Dich passt.

    Aber alles vom Alpha Mod (Modder AlphaAsh) ist auf jeden Fall zu empfehlen. Das wäre:

    AlphaMod 2.7

    https://steamcommunity.com/sharedfiles/filedetails/?id=2094161442

    Homeworld Ethics (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2101974733

    Neutral Zone (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2102041056

    Banned! (2.7)


    https://steamcommunity.com/sharedfiles/filedetails/?id=2100817684

    Upper Limits V2.7+

    https://steamcommunity.com/sharedfiles/filedetails/?id=2093843736

    AlphaMod: Fanatical (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2098615216

    The Utopian Dream (2.7

    https://steamcommunity.com/sharedfiles/filedetails/?id=2101081607

    AlphaMod: Traditional Thinking (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2099095398

    Hands of State (2.7)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2101409722

    Gods & Guardians (2.7)

    dieser Teil (glaube ich zumindest, bin auf Arbeit und kann nicht schauen).

    Ansonsten kann man im Workshop doch gut filtern.

    €: Achja, die meisten Mods sind auf englisch, ohne deutsche Übersetzung. Wenn man Stellaris also unbedingt auf Deutsch spielen muss kann man 90+% der Mods vergessen. :teach:
     
    Zuletzt bearbeitet: 3. Juni 2020
    Tenko gefällt das.
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