Stellaris

Stellaris

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Nation of Witch
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80.620 MB
6 Jan, 2024 @ 5:05am
23 Sep @ 5:51am
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Nation of Witch

Description
What if a witch species appear in Stellairs? Although it seems that magic is not as powerful as the mechanical technology, genetic technology, psionic, and other anime colleagues in this interstellar era, it doesn't matter. After all, that's nothing funnier than a oversized witch hat.

mod content:
-witch species and magician traits
-Magic tradition tree
-3 magic origins and extra civics
-2 new npc enclave
-7 witch paragons

It's recommanded to play with Elaina Advisor Type and Magitek Ship Sets mods.
Most of the portrait materials used in this mod are from PIxiv. If you do not want your work to be used in this mod, please contact us to delete it.

Version for v3.14: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3477963628
Popular Discussions View All (1)
1
27 May @ 3:49am
Legacy port of 3.14 Please
Zoranye
112 Comments
同一个热  [author] 1 Oct @ 5:33am 
These help a lot. Due to the lack of testers, many localization errors are difficult to detect, so your feedback is really important.
Song 30 Sep @ 6:19pm 
I hope you're doing well.

I have a couple bugs for you post update, and I hope it's helpful.



First couple are in the English Localization folder.

in "trait_modifier_l_english.yml"

line 30

leader_trait_magic_ability_1: "Ability of Magic I"

That last character should be capital letter i, instead of a straight line, for roman numeral 1. This can be confusing because of fonts, but using the letter will get it to display properly instead of the current question mark.

in "goverment_l_english.yml"

line 40

civic_magical_plants_effects: "- Allow to build §YMagical Plants§! army"

the current dash symbol after open quotes isn't registering, and should be replaced with a new one.



Last one I have is in the common > government > civics folder.

in "00_magical_civics.txt"

line 201

planet_farmers_produces_mult = 0.1

isn't registering.

replacing it with:

planet_jobs_food_produces_mult = 0.1

will give you the effect you probably want.
MudkipGamerMGI 6 Sep @ 6:34pm 
Oh, mb, I assumed the logo was an in-game animated portraits lol
同一个热  [author] 5 Sep @ 8:02pm 
Sorry, I don't have the skills to create animated portraits
MudkipGamerMGI 5 Sep @ 8:39am 
Is there a mod that just adds the animated witch portraits?
Song 31 Aug @ 9:06pm 
Thank you for the quick response and updated version. <3

Those units are now spawning as planetary defenders. Thank you again!

Also for implementing the Magic Ability trait!
同一个热  [author] 31 Aug @ 2:15am 
Well, it 's obviously a bug. I have found it early but I think seldom players will choose this civic, so I do not fix it immediately :) Sorry for that
Song 31 Aug @ 12:18am 
I really love your mod!

Decided to try the Living Plants civic.

There seems to be an issue with the army units that deal no damage, flowers and trees, they don’t actually spawn after being produced. The shooters and bombs work, though! How am I going to kill space zombies without gold, trade, and defense?
同一个热  [author] 11 Aug @ 4:14am 
确实是3.x乃至2.x版本的设计思路,本质上还是物种包
by free 10 Aug @ 8:21pm 
没什么明显的特点,数值和机制都比较原始。魔法飞升还和其他互斥,各个支点关联很弱,也没有对应飞升槽。科技给的建筑作用微乎其微。唯一亮点是立绘很好看。大抵继承了P社的设计精髓。