Multistar oriented, realistic stellar systems, Solar System map, infinite science, additional vessels, deeper strategical experience

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[MOD] General Gameplay (Games : Sins of a Solar Empire: Rebellion : Mods : Stars : Forum : DISCUSSIONS : [MOD] General Gameplay) Locked
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Oct 5 2011 Anchor

I'd like to get a feedback of the "Stars" gameplay perception, weather it's too slow, expencive or may be vice versa.

Oct 5 2011 Anchor

If you manage to lock down an entire system you can be making huge bank with the trade and tax. Maybe weaken the economic options but provide other alternatives? Since the capital ships are so cheap as well I can pump out capital armies and roll through a system and take it for myself one piece at a time unhindered. I make so much money and do so much research that I'm miles ahead of most of the AI who themselves have problems trying to even hold planets, regardless of their ability to hold systems.

Maybe increase costs for research boost, decrease costs for all research, and extend time on all normal research items, just some random ideas.

Thank you for the mod though, definitely has shot some life into the game for me just exploring the maps and the new ideas.

Edited by: theshodan

Oct 6 2011 Anchor

And were You playing Mod maps, or not? And from Unfair difficulty level AI opponents become science & management competitive, may be You used something below?
As mod was designed for specific map style, vast Sins maps sometimes make gameplay ridiculous :)
Thanks for response.

Oct 10 2011 Anchor

I played the Stars maps that were listed. I think i tried the last 6 player Sol map, Teona, and some of the other 6 player maps. On the Sol map, since theres so many stars, trade is somewhat overpowered since the systems are small and it funnels a ridiculous amount of trade ships. Meanwhile in the Lora map if you can rush for the Nesea system and hold down the sun there you can basically take over the whole system at your own pace. Lots of ways to funnel any kind of traffic, including enemy movement in most maps due to the star based travel. I do make these conclusions without fully knowing the maps however.
To get to the topic of economy, theres a definite and intelligently paced balance for infrastructure vs expansion. In the very large maps though it seems systems become almost disposable, when I started making mass sums of cash all I would do is just expand to worlds and reinforce them just to hold enemies, not even touching on infrastructure. The more expensive infrastructure options start to look gimmicky almost.
I'll throw out some bad ideas here but bring in an ability maybe for one of the races to have increased population generation at the cost of a temporary autocast ability that reduces that world's maximum health for Vasari, ability to buy a group of colony ships instantly for TEC without factory, etc. At the moment I would say the expansion vs infrastructure pace is almost too perfect in that everything follows that routine, so some minor abilities could go a long way of adding more character to races no matter how minor those effects are. Right now the differences in pacing per map are "do I know this system has dud planets and when is the soonest I can lock down an important star lane". Hence minor abilities can tip that balance in that decision for any race.

Nov 22 2011 Anchor

theshodan wrote:
...
I'll throw out some bad ideas here but bring in an ability maybe for one of the races to have increased population generation at the cost of a temporary autocast ability that reduces that world's maximum health for Vasari, ability to buy a group of colony ships instantly for TEC without factory, etc. At the moment I would say the expansion vs infrastructure pace is almost too perfect in that everything follows that routine, so some minor abilities could go a long way of adding more character to races no matter how minor those effects are. Right now the differences in pacing per map are "do I know this system has dud planets and when is the soonest I can lock down an important star lane". Hence minor abilities can tip that balance in that decision for any race.


Thanks for review. I agree, when the opponent is weak (can't predict you) it's boring, probably You need to go online?

As for abilities, unfortunately there is no percent modifier of planet health, only fixed (Yo may change max heath by some constant value, but it's not suitable) so... you need more siege ships...

Jan 31 2012 Anchor

I have an idea for a new superweapon for all factions but i'm not sure whether it would work in game.

It's similar to the novalith and vostura cannons in that it damages planets, orbital structures and ships but this acts on a larger scale.

You fire it at a star within a system and it causes all planets within that system to be hit by radiation from the star itself, the further a colonisable planetoid is the less damage is dealt, if a colony is destroyed then similarly to the novalith it makes that planet uncolonisable for a period of time.

To balance this i had the idea that you could have it require upkeep like fleets whilst also costing credits, crystal and metal to fire, after it has fired it also has a large cooldown time. As well as all of that it requires a large build cost and at least 18 research structures are needed to unlock it in the tech tree.

It isn't intended to wipe out a star system instantaneously, rather weaken it for easy capture.

Feel free to tell me if it's a bad idea.

Feb 19 2012 Anchor

Here are some ideas:
It would be nice if all ships except capital and titans when engaged in batle were moving insted off standing still.
New class of ships were the titan can fit with this ships: dreadnought, warsun (never seen a mod with this type of ship), destroyer (never seen a mod with this type of ship) titan.
New building for buinding this new class of ships
New races for the game (replicator, nephilin, norlamin, predator, plague ...)
New sun types
New planet types
And your idea of a super wepon is good

For warsun and destroyer ships refer to twilight imperium board game

Nov 26 2012 Anchor

Aplos

My thanks for all the effort, you have made the best soase mod by far in my estimation. Mind you I preffer a large map and strategically deep environment.

The many phase lane model negates the old "bottleneck" strategy that dominates other mods.

Tech development in this mod is revolutionary. I appreciate the need to focus in a limited area to achieve specific goals.

You have well balanced early, mid and late game evolution. This is a problem in many mods, where the early game is slow and late game is drowning in resources.

Things I would add...

specific minesweeping technology or ship ability, perhaps an e-warfare destroyer that swept mines and interfeered with missile targeting...

Bring back dead asteroids ! they are gone in galaxy forge 2.6, and are a necessity in map design. The forge lists the item, but there is no dead asteroid entity file, so selecting it gets you random asteroid 1-5. I have a few large and well balanced maps designed specifically for stars 2.3 if you would like to play something you didn't make yourself.... I'd love to play them in 2.6, but the change in dead asteroids radically alters the logistics of the map. I tried to canniballize STARS_BODY_ASTEROID_DEAD. entity from 2.3 and adding it to the gameinfo, glaxyscenario, entitylist, etc... but all I wind yup with is a mini dump. My modding skills are limited it is true... any pointers on how to gewt that done?

Increase exp. costs for capital ships. They level up a little quickly, so i would say a 50% increase should do it.

All in all, it is an amazing game experience you have shared with the soase community, so once more i'd like to give you my thanks.

Regards
Stoneskills



Alright...

i've downloades stars 2.522, and refit my maps to suit it. Good times if you like a deep strategic environment. The prime map is an 8 player Sol Civil War for single or multiplayer. 175 specific system planets, moons, and asterouids,all named and portrayed as close to reality as galaxy forge will allow. I have played iot through several times and it keeps a good game balance from start to finish. I'd like some others to playtest it. So... anyone interested ? and if so where can I go to post the damn thing?

Regards...

Stoneskills

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