I prefer a heavily modded game, as I have found a lot of the mods to add a great deal.
What Mods are the mos popular and what Mods do you all recommend?
What Mods are the mos popular and what Mods do you all recommend?
I talked with aphaash. He said he will develop further.
So I misunderstood. I meant the adding alphamod in mod menu where you can configure some options, such as shanty buildings.I said I'd consider integrating some of AlphaMod's settings into Auto improve buildings. That's a bit of a jump you made there.
I'm changing my mind every other hour about whether I am or aren't and how much. I'm currently limiting myself to tweaks as I play. Whether any of that gets published, still undecided. I'm waiting to see if PDX improve their QA and their relationship with modders of Stellaris.
Never mind, he's whining after each patch and back to mods anyway.
I recently got the Ruler Level System. It gives some more personality to your rulers. I highly recommend it.
Also any portrait or race mod done by Silfae is a must in my book!
On steam?
I'm almost done compiling my own set of mods (50+) plus a balance mod as a Steam collection, if you're interested.
I'm very picky. I don't like mods that throw balance way off, add too much micro for my taste (most ship class mods, AlphaMod), have lots of incompatibilities (again, ship class mods/AlphaMod), or have a performance/stability hit in big galaxies (like the civilian traffic ones). For example, I'm nerfing (or maybe disabling) debris salvage in my balance mod to stop empires leapfrogging over many techs with a good ship parts mod, and I'm adding a flat multiplier to fleet size/cost (maybe 0.75x?) to A: Indirectly buff fallen empires/crisis events to compensate for the higher tech tiers and B: reduce late game crashing in big galaxies.
Yeah. It seems more unrealistic with some of the mods though.
There's some tech, for example, that requires you to dump a ton of research into prerequisite, dangerous biological experimentation. That makes some other empires hate you. If you research it, and one empire declares war over it, they'll just salvage that ridiculously hazardous bio-gun you just discovered off the 1 corvette you lost and use the very thing they went to war over in their own ships, without any diplomatic repercussions or risk of it backfiring.
In my opinion, it is better to be dealt with by adding is_reverse_engineerable = no line to that technology, than disabling debris as a general mechanics.Yeah. It seems more unrealistic with some of the mods though.
There's some tech, for example, that requires you to dump a ton of research into prerequisite, dangerous biological experimentation. That makes some other empires hate you. If you research it, and one empire declares war over it, they'll just salvage that ridiculously hazardous bio-gun you just discovered off the 1 corvette you lost and use the very thing they went to war over in their own ships, without any diplomatic repercussions or risk of it backfiring.