Stellaris

Stellaris

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WP's Planet View (4.1)
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11.804 MB
18. čvc. 2024 v 18.51
6. říj. v 8.45
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WP's Planet View (4.1)

V 1 kolekci od uživatele WP 🥔
My Mods: Extra Info & Old Versions
8 položek
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Introduction:
This is my planet viewer mod. It is very large (designed for 1440p, though fits into 1080p) and has an emphasis on art / flavour and storytelling. I haven't been satisfied with the planet viewer since the removal of tiles, where considerable flavour was traded off for a rather charmless approach. So I made this!



Major Features:

Full-Scale Vanilla Icons/Assets:
- A lot of great artwork made by Paradox gets shrunk below it's true resolution in the Vanilla UI.
- In this mod that has been undone and you'll see everything at the highest size, such as tiles, leaders, buildings, district art. All sorts.

Side-View Art:
- Displays a new view of the environment on the surface of your planets.
- Leveraged significantly in my "New Worlds" planet variety mod.

Better Buildings View:
- Construct buildings on the actual planet once more, instead of floating in empty UI.



Designation Emblems:
- 80 New animated designation emblems to show off your colony types.
- One for every type supported by Vanilla (unique on ring-worlds, habitats, primitives, etc.)



Reworked Population Screen:
- I've expanded the screen to get much more space to view your populations.
- With a strata open the UI actually looks a lot like the old tile UI.

New Army Screen:
- I love armies and this screen was a real pet project for me.
- Forces now do battle on art for your actual planets environment.
- Restructured layout, going for a 3D effect
- Bigger, clearer army icons at the same resolution as those seen in the console edition.

Visible Stars & Coloured Lights:
- See the local star (including binary and trinary) in the sky above your cities.
- Planets are now bathed in a light that matches the local star.
- For eg. the big scary class-M systems will cast worlds in red light.
- Some stars cast white light, some blue, some purple, you get the picture.
- Affects ALL planets, not just colonies (for example molten worlds have different colours based on the system they're in.)



Dynamic Class Text:
- Planet class text now changes if your colony is a moon or not, as well as the weather.
- For e.g you can find a "Jungle Moon" or an "Arid Moon" or an "Ocean Moon".

Weather Effects:
- There are several weather effects: Rainy, Stormy, Snowy, Blizzard, Dusty, Foggy.
- Once you have researched the vanilla "Weather Control Systems" technology you can customise the weather of your worlds.
- Affecting the weather of the world will update it's class name (Tundra Fog World, Ocean Storm World, etc)
- This is purely cosmetic, has no affect or interaction with game-play/habitability rules (yes, even if you make it rain on a desert.)

Ecology View:
- Planets now have a wilderness view - showing dominant ecological activity happening on the surface.
- Examples include "Titanic Life", "Migrating Forests", the existence of pre-sapient life, as well as high devastation or terra-forming habitat loss.
- Includes support for my other mod Dangerous Wildlife Expanded (For example "Raptor Worlds" or "Mammoth Worlds"). Alien Pets Expanded will have more (when it releases).



Colony Age:
- You can now see how old a colony is.
- Planets now gain titles based on how long people have been living there, from "Young Worlds" to "Ancient" and something special for Fallen Empires.
- Advanced Empires gain potentially hundreds of years of a head start on you. Get the sense of being a newcomer in an already developed galaxy!

My Recommendations:
  • New Worlds, an expansion to this mod made by me! The two projects were built at the same time as each-other, for each-other. And to toot my own horn here, "New Worlds" is very very good.
  • UI Overhaul Dynamic for an excellent UI clean up. It's fully compatible, just load my mod below (after) it.
  • Grab a building icons mod! Buildings are awesome. There are lots to choose from.
  • Chinese translation
  • Italian translation
  • Russian translation
  • DarkUI Submod!
  • Check the discussion thread below for more building slots!!!!

Thanks:
Thanks to the members of the Stellaris modding den for their support and listening to my ramblings in the gui channel this past month.
In particular thank you to Orrie who play-tested the mod a little and gave me compatibility advice, and Joker who has been helping me with art for the 4.1 update.

[discord.gg]
Populární diskuze Zobrazit vše (5)
8
16. srp. v 5.37
The Future / Cut Content
WP 🥔
8
2
před 53 minutami
Compatibility / Technical / Known Issues
WP 🥔
6
13. kvě. v 2.41
Building Slot mods
Fenrisúlfr
Počet komentářů: 573
Astesia1437 před 1 hodinou 
Crash in chinese environment
Fenrisúlfr před 2 hodinami 
@WP, i do mean specialization slots
WP 🥔  [autor] před 4 hodinami 
@Fenris
Do you mean "Specialisation Slots"?

I believe this mod will support those too, no patch needed, as long as the mod providing the city district with the excessive zones provides it's own gui for them. But that would be on their end.
Fenrisúlfr před 5 hodinami 
@WP, i was referring to the number of district slots (as some mods make the city district have 4 specializations
WP 🥔  [autor] před 6 hodinami 
@Fenrisulfr
More districts are 100% enabled, you just scroll the district list.
顺其自然2319 před 11 hodinami 
oh really, this mod crashes in chinese environment
Wangfeng před 12 hodinami 
After my testing, I found that your mod for some reason doesn't work in a Chinese environment (Chinese localization). It's very strange.
Fenrisúlfr před 15 hodinami 
sadly i don't think more districts would be enabled, but building slots are supported
Skaeren před 15 hodinami 
As someone mentioned BPVR is a mod that changes number if slots, districts, etc. The mod author set it up so that you can choose the number of additional city slots, district slots and number of districts, hence why there are -technically- four mods needed.

Basically, any chance you'll support more than the default number of slots, because, honestly, this UI is fucking beautiful!

I started a new game to see it myself, and spent like 10 minutes just staring at how gorgeous the UI is. This is absolutely something that Paradox //NEED// to implement in base game (as well as giving us more slots in general, because their new 6/3 layout makes tall builds really challenging)
EJR před 22 hodinami 
@WP Posted some screenshots in the "Known Issues" discussion thread for this mod