Star Trek Infinities will bring you a complete total conversion for stellaris!

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Greetings all,

You're probably thinking, What's this? Do my eyes deceive me? Not all all, friends. What you see is true. An Infinities update is indeed upon us!

In fact, an update isn't the only thing upon us - the Klingons are coming!

technological terror

Looking for par'mach in all the right places


That's right - the Klingons are the most recent addition to the list of major factions that now have complete ship and building list for the Enterprise Era. The Klingons are ready to rock. They're ready to rumble. They're ready to do it Klingon-style...

Focus, Orion! Focus!

It has indeed been a while since we posted an update for Infinities. We apologise for the wait. In truth a lot has been going on behind the scenes, especially since the release of Stellaris' Utopia expansion. Integrating Utopia and its many new features into the mod proved a challenge, and required something of a rebuild of the mod. Also, a great amount of work has been going into smaller factions, which will be entirely playable. Combined with our real lives being rather busy at the moment, no one has had the time to put together an update, until now. Thanks for staying with us.

To that end, Gul-Dukat and The Loef himself have once again combined their efforts into putting together a comprehensive video update, showcasing the current state of Star Trek Infinities. In it they go into detail about the Klingon faction and some of their unique features, and discuss the differentiation between major factions, minor factions and micro factions within the Star Trek universe that will be featured in the Infinities mod. More will follow comparatively soon. Enjoy!


Once again, thanks for sticking with us and we hope you'll continue with us on the Infinities journey. Let us know what you think below - we're eager to hear what you have to say. As always, we appreciate your support and we'll try to do better with more frequent updates from now on.

Til next time, stay classy. Or don't.
- OrionSlaver

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Comments  (0 - 10 of 374)
OhNoesBunnies!
OhNoesBunnies!

*Noisily squeams n' jumps up and down!*

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Flexen
Flexen

From Sins to Stellaris, following this great team on its journey...
The Stellaris devs should be grateful, without you guys there wouldn't be Stellaris on my PC. Looking forward boldly where no man has gone before

btw. is the AFT commander in too?

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OrionSlaver Creator
OrionSlaver

There is much AFT in this project.

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Flexen
Flexen

AFTer all i'm glad to hear that

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OrionSlaver Creator
OrionSlaver

It's never an AFTerthought with us.

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Bluebelle11
Bluebelle11

when is the next update coming out?

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OrionSlaver Creator
OrionSlaver

lol - I'm sorry, I know I keep saying this, but it won't be too long. Basically whenever someone gets around to it.

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SgtStrike
SgtStrike

You know I never buy a game thinking, "what good mods will I be able to play on this?" Until now, i've been looking at stellaris for quite a while now and after seeing this awesome looking mod I now own stellaris!
After playing a little bit of the vanilla game I can see why you picked this game for this mod, they fit so well, although i'm sure i'm not alone on this when I say that I would absolutely love an enterprise era TC for sins! Just because its a great game for all out war without managing hundreds of other things in the background. That being said though I am really looking forward to playing this mod, thanks guys for the hard work you are putting into this mod :)

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Herr_Von_Kuchen
Herr_Von_Kuchen

Will individual ships be more important in this mod like they are in the Star Trek New Horizons mod? I love that feature of the mod, but rather dislike the new ship designer they added.

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OrionSlaver Creator
OrionSlaver

Hey there Kuchen. Personally I'm not familiar with how the New Horizons mod works as I haven't played it, so I can't attest to how our ship balancing will compare to theirs. All I can compare it to is the stock game.

We're balancing our mod so that Infinities fleets don't mimic the 'deathball' style gameplay of stock Stellaris. Each faction will have various strengths and weaknesses, and each ship will have a use. Combat will not simply be decided by numbers as is mostly the case in the stock game.

In short, to answer your question - yes, your ships will be more important in Infinities than in the stock game.

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Herr_Von_Kuchen
Herr_Von_Kuchen

Ok, cool. One other question. Sorry for the wall of text. :P

Have you guys found a way to make turtling and playing tall viable options? In the vanilla game defense stations are worthless, and if you go tall and stick to only a few planets, you get swamped by someone who went wide and has the resources to build endless fleets of low tech ships, which you can't compete with, because the bonuses you get from higher techs don't make up the difference.

Weapons techs barely increase the weapons effectiveness but jack up the price, so your more advanced ships are only slightly stronger, but significantly more expensive(which is moronic game design and I can't believe this got past testing).

Resource generator techs also barely increase the amount of resources you get(I believe it only increases by 1 per tech), so while you may have tier 4 mines and the person playing wide only has tier 2, the person playing wide will have 2 or 3 times as many mines as you, and you just can't compete.

Because of these and other issues, whoever manages to grab the most territory wins pretty much every time. This is my biggest problem with this game, and has made me lose interest and stop playing.

Again, sorry for the long post, but I feel like not a lot of people seem to notice this issue. :(

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Hobbs203
Hobbs203

We're already looking into the strength of defence stations to fit more into the Trek universe where a starbase can hold of a Klingon armada, so fleet strengths of those will be looked at for sure.

The idea of buffing smaller empires is actually really interesting and might make for a good research tree/event chain choice. Perhaps you trade off total core systems to have a bigger resource gather or something. Will have to have a play with that to see what works.

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Herr_Von_Kuchen
Herr_Von_Kuchen

Eh, core systems are limited enough as it is. I think a better system would be bonuses for having no sectors. That would give small empires a buff, as well as give them a reason to stay small if they wanted to keep getting the bonuses.

The way the game is balanced right now is wide empires get more resources, but tall empires advance through the tech tree faster. So really, to make playing tall an option, the upgrades you get from higher techs need to be better. High tier weapons need to be significantly more powerful than low tier weapons, but not massively more expensive like they are now. Tall, tech-focused empires will never be able to make as many ships as wide empires, but the ships they do make should be powerful enough to make up the difference.

And resource generators need to increase in effectiveness more per tier than they do now. Right now mineral mines go +1->+2->+3->+4->+5->+8, and that last tier can only be built on your capital. They should go more like +1->+2->+4->+6->+8->+10, so that each upgrade is much more valuable.

On the subject of defense stations, may I make a suggestion? To give them the firepower to compete with entire fleets, instead of giving them a ridiculous amount of weapon slots, how about making station-only weapon slots? These could mount regular weapons of all sizes, but buffed significantly so they have longer range, fire faster, and hit harder. This would simulate the fact that those stations would have the power supply needed to use heavier, more powerful versions of standard weapons.

Again, sorry for the wall of text. :P

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Herr_Von_Kuchen
Herr_Von_Kuchen

It has occurred to me that you could just give defense stations a modifier that gives their weapons more damage and range, and makes them fire faster. That would be a much easier way to do it. Ignore that last paragraph. :P

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