Stellaris

Stellaris

The Fallen
99 Comments
DamnTurk 3 May, 2024 @ 1:41pm 
2024 update mayhaps?
ranma100 11 Nov, 2023 @ 4:14pm 
Works with 3.9
zaramo 31 Jul, 2023 @ 2:13am 
Just found this mod. Looks interesting, hopefully it will get a update, would like to add to my playset
Flashmeister 5 Jun, 2022 @ 3:11pm 
@ranma100 perfect
ranma100 8 Mar, 2022 @ 3:18pm 
Seems to work with 3.3
Flashmeister 5 Feb, 2022 @ 8:58am 
@ranma100 still works past 3.0?
ranma100 27 Sep, 2021 @ 7:33pm 
Looks like it works with LEM.
Supplicant 22 Apr, 2021 @ 11:21am 
does this work on 3.0?
ranma100 18 Jul, 2020 @ 12:20am 
Seems to work just fine.
Flashmeister 17 Jul, 2020 @ 2:26pm 
what about 2.7?
TurtleShroom 25 Mar, 2020 @ 2:54pm 
@Alphaclj

Yes.
Trivial. 15 Feb, 2020 @ 3:28am 
Still works on 2.5?
TurtleShroom 25 Sep, 2019 @ 1:14pm 
Psst: your Archaeological Sites have had a bug for years. When they spawn on custom Planets with few or no other Deposits, up to twenty-five of them can (and will) show up in their place. I have seen this when I have ordered the "EFFECT REROLL_PLANET" command on, for instance, a Giga-Structures Alloy Forge World.

There needs to be a cap on the size of your Archaeological Sites. I would suggest two or three.
TurtleShroom 12 Sep, 2019 @ 1:12pm 
I second the other men here. Making this into an Ancient Relics system with an Archeological Site would be BASED .
SadisticNemesis 8 Jul, 2019 @ 5:26am 
Any eta?
Bepiss 26 Jun, 2019 @ 7:29am 
Sounds dope as FUUUU* How far are you from full 2.3 release?
luna  [author] 15 Jun, 2019 @ 9:13pm 
The new update shouldn't conflict with the mod as is, due to the mod's archaeology being a planetary feature. I will be working on an update asap! Sorry everyone for the delay, I was away from the computer for a bit there and as such I am a bit late to the Ancient Relics DLC, for now I am going to play the DLC and see the direction I want to take this in.
Sipherion 12 Jun, 2019 @ 9:27pm 
will there be an update?
ranma100 1 Jun, 2019 @ 9:57pm 
Is the new update going to conflict with this mod? Since it has archaeology.
luna  [author] 14 Apr, 2019 @ 8:47am 
@Tozz that is strange it should fire off upon discovering a barren planet, I am currently working on an update but its slow going with a bunch of other stuff going on in life. I will try to update it for this week to up the %chance spawn of the event.
Tozz 26 Mar, 2019 @ 1:51am 
used this for like my last 10 games cause i love fallen empires/precursors and have never got the event. Should I just uninstall and not bother with it? Or will the next update fix this issue?
CaptainKampfkeks 8 Mar, 2019 @ 11:47am 
@LordZ they give a job when colonized. The events pop up when the job is worked.
LordZ 8 Mar, 2019 @ 4:59am 
ive seen these archaeological sites on planets but how do i use them? i cant seem to do anything with them
luna  [author] 8 Mar, 2019 @ 3:15am 
@LordZ there is a random event that triggers upon surveying a barren planet, it's a chance % you may get it or you may not get it. There are also archaeological sites that can pop up on a planet.

@WERWOLF-SS should be save compatible I've tested it a few times except some of the newer stuff I have included is created on game start so those parts won't be possible in a save.
WolvesofZiu 5 Mar, 2019 @ 1:38pm 
Does this work with save games?
LordZ 25 Feb, 2019 @ 10:18am 
am i missing something here? i have it installed but how do i get the event? :(
Journeyman Prime 28 Jan, 2019 @ 9:28pm 
What do you guys have to say about this mod? Is it a good story pack? Should I get it?
AlienGeek 1 Jan, 2019 @ 12:39pm 
There is still one missing:
[14:22:44][trigger_impl.cpp:798]: Script Error: Invalid context switch[owner], file: events/the_fallen_random_archaeology_events.txt line: 277, Scope:
starchitec 25 Dec, 2018 @ 8:30am 
Enjoying this so far. minor quibble, localization for mod_job__tf_archaeologist_add has an extra _ in it so it isnt working.
AlienGeek 24 Dec, 2018 @ 5:29am 
I think you need to add:
has_owner = yes
in all triggers in the file the_fallen_random_archaeology_events
else the event will trigger for the AI also...
luna  [author] 23 Dec, 2018 @ 8:48pm 
@Nikal

I just saw this error and will try to look into it when I'm back at home (just away for the holidays for the next few days). I don't believe it should affect gameplay other than possibly messing up one event. But if it does let me know as I cant test atm.

@brutus_61

Thanks! I kind of ran into the mod as a small story to get better at modding but without too much of a plan which has changed as I have more figured out in terms of progression of story so expect the events' localization files to be improved in the next while, while I also try to place the megacorp government style into the narrative. I appreciate the kind words!
brutus_61 23 Dec, 2018 @ 2:42pm 
Hay just want to say I love your mod and keep up the good work.
Nikal 20 Dec, 2018 @ 3:21pm 
Heads up, I'm getting this error log print:
https://pastebin.com/raw/TNYJA9XK

Sorry I couldn't test further; there might be some error from another mod mixed in. I kind of don't wanna abandon my current game... :steambored:
Raksha 20 Dec, 2018 @ 1:04pm 
ty and cheers mate
luna  [author] 20 Dec, 2018 @ 5:31am 
@Raksha
@AkraticCritic

I fixed the issues that you two experienced.
Raksha 20 Dec, 2018 @ 1:38am 
ty for the quick response mate. ill wait for the update then.

on another note, dont take this as an offense, but i found some of the writing kinda lackluster . if u want to i could revise some of the event popups. like i would just change some little things like syntax etc, then send the texts back to u and u could see for urself if u like what i did or not. pm me if ur interested.
luna  [author] 20 Dec, 2018 @ 1:11am 
@Raksha I am aware of it and I will have a fix when I get home to upload, until then you can use console command to remove the deposit.
Raksha 20 Dec, 2018 @ 12:51am 
archeological site is spamming the same event nonstop (unity/science rewards). modifiers keep stacking up on the same planet
AkraticCritic 19 Dec, 2018 @ 8:18pm 
Great thanks :) I removed the deposit via console as a workaround and that stopped the popup spam
luna  [author] 19 Dec, 2018 @ 7:41pm 
@AkraticCritic

Thanks for the heads up I will definitely be looking into this. I believe I missed a trigger. As for the fact that it spawned 2 I had initially wasn't sure if I wanted it to spawn as a deposit or as a chance deposit upon colonization. Unfortunately I won't be able to fix it tonight, but I will have a fix for you first thing in the morning.
AkraticCritic 19 Dec, 2018 @ 7:21pm 
@kiwusek I found a gaia world that already had an archaeological site on it, settled it and another one spawned so the planet now has 2 sites. I'm now getting the 'Ruined Science Installation' popup every couple of months or so.
https://pasteboard.co/HSxNGTs.jpg
luna  [author] 17 Dec, 2018 @ 6:36pm 
@ Lizard Luminosity

Change Notes have been added

@ranma100

This is saved game compatible, although just giving you a heads up that the new deposit (Archaeological Site which adds the Archaeologist Job) is added through an event at when colonization is complete (which has a % chance of happening). So depending on how far along you are in your save game you would be missing out on the chance for some of your planets of having Archaeological Sites. Likewise the main story line is also based on an anomaly (so if in your save game you have no more surveyable planets you won't get the event chain). Having the mod on should not break your save games so you can put it on and forget it.
ranma100 17 Dec, 2018 @ 4:58pm 
Will this work in a saved game or do I need to start a new game to use it?
Lizard Luminosity 17 Dec, 2018 @ 2:16pm 
Can you please put what you changed into the change notes? I like being able to read what changes in a mod with each update.
luna  [author] 10 Dec, 2018 @ 12:01pm 
@Kami I don't believe the compatibility should be affected as I haven't mucked around much in the pops/buildings/tile blocker side of things. Perhaps one planetary modifier I have in there will be broken (non-main quest event).

I will be updating it this week (exam time so a bit slowed down atm).
Kami 7 Dec, 2018 @ 9:28am 
Does this require an update or can I just change the compatibility to get rid of the red !
WolvesofZiu 4 Dec, 2018 @ 8:16pm 
When will this be ready and how hard will it be?
luna  [author] 20 Nov, 2018 @ 6:18am 
Addendum, I usually play with a large quantity of stars, normal density, but not too many empires. As I enjoy the playstyle of a wondrous and unexplored galaxy much later into the game (a la Star Trek).
luna  [author] 20 Nov, 2018 @ 6:16am 
@w.girl27

I am really sorry about that I have gotten a bit busy with school so the mod is a bit on a slower pace, it is a known issue btw. I will be looking into it again/posting the code to the discord because I am unable to recreate the issue on default hyperlane density.

Wait quick question I just realised how many stars do you play with? As it just hit me, depending on how far along the game you are, the conditions for "owner" might be what is the cause of this. That is to say, the mod calls for the star to be unowned for the spawn to happen. So what I may now be suspecting is on low star count maps, the map may get filled up with empires before the event chain is triggered, leaving no available star systems for the coordinates to spawn in.
w.girl27 19 Nov, 2018 @ 11:12am 
hey i love your mod but it keeps onlu spawning one coordinate for the wild goose chase quest ive even tried upping hyperlanew density but nothing works