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LE GUIN MOD REWORK

It was a long time since i last wrote something about this mod. It was caused by some lack of available time, but mostly I was just waiting for a new update as I didn’t want to rebuild everything from scratch each time new update is released. Regularly reading dev diaries showed that I was right.

Le Guin update have got Stellaris almost to a new brand game. A lot of new features — reworked economy with new supply chains, planet management without tile system, pop jobs, trade, megacorporations and branch offices, changes to sectors and much, much more stuff have completely changed this game. I don’t want to discuss some issues or advantages of all this new stuff (there’re already a lot of topics on boards), instead of this I’d like to focus on how to adapt and update this mod according to new gameplay.

So, the main goal is to recreate and improve what I’ve made in the last version before LG2.2 release. However, a list of last minor and major changes have a serious impact on mod mechanics and gameplay (like new sector behavior), forcing me to find a new methods and to make a bit more detailed disclosures of some new concepts and approaches:

SECTORS
Well, this seems like a one of the key topics according to hypetrain around it. I can understand the displeasure about sector creation behavior but can’t totally agree with that, as most of the people haven’t studied the modding aspects and possibilities so they don’t see the other side. From my (modding) point of view — this side could be pretty flexible and potentially allows us to significantly improve sectors’ behavior, shape and gameplay.

At first, I’m going to fix the sector shapes making them larger — it’s really simple and requires two rows changing. But along with this I want to define a good logic for sector border mechanics, i.e. how sectors are created, what sector system has to drop in, what is sector maximum size and so on. In other words, I want to make a predictable, but automatic mechanics operating with sector borders — I’ve found myself approving the ideas to make sectors more like administrative units, based on space topography, accessibility, not heavily defined by player. In combination of other political sides of my mod it really makes sense. But, for sure, I’m going to add some possibilities of manual control like redefining sector size, relocating sector capital or transferring systems between sectors. I don’t know exactly are devs going to give back the possibility to redraw sectors like it was before 2.2, but seems that it’s against their plans, so I want this feature to be minimally implemented in my mod.

The other big thing is Sector GUI, the management screen allowing to see summary of entire sector, divided by specific categories: economics, population, warfare and so on. I have to rework it and align to a new update, though. As now there are a lot of new stuff like jobs, new resources and industries, stability, crime etc which have to be shown there.

Not ready to tell how I’m going to implement sector fleets now, but I hope I find some solutions for it. What I want to say now — I do really want to implement some kind of patrolling mechanics for sector fleets protecting your trade roads within sector space, this seems to be a very helpful feature.

Also, to re-add some minor features like Sector Capitals, sector-wide focuses or edicts, some related stuff with governors and so on.

FACTIONS
In general, the concept is still the same — each established sector might have it’s own political faction, representing this region on empire’s level. I have to rework a bit existing demands, to rebalance faction attraction and some minor stuff. Later this factions could be a part of Senate concept, but this is for further releases.

Faction will react on some your decisions among own demands, like transferring systems between sector or relocating capitals etc. Also, there will be a similar faction for core sector, but with some specific demands and issues.

I’m thinking about the maleficent faction attracting people from the worlds with some degree of crime. The concept isn’t totally completed, so I’d be very helpful for any suggestions.

Of course, I have plenty of ideas, new and old, but I’m going to tell about them a bit later. So, stay connected! :)

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