Stellaris

Stellaris

(Deprecated) Legendaries Extended
64 Comments
//MX` 14 Mar, 2024 @ 2:14pm 
I still use this with the new legendaries mod for this added content.
Radenmar 30 Apr, 2023 @ 9:51am 
Any update for the the next version ? It"s a shame if not, that mod was super great.
johnplan1235 17 Mar, 2023 @ 12:04pm 
what about for 3.7 will it work for that?
kinngrimm 5 Jan, 2023 @ 10:30am 
As stated by thx1134games LW is currently being updated, after he is done, will you update your mod too?
Lord Doc 1 Dec, 2022 @ 6:46am 
does this work with the 3.6 version?
greensniperhat 7 Nov, 2022 @ 2:21am 
This.GetName seems to be bugged rn, this is probably what caused the missing names.
greensniperhat 7 Nov, 2022 @ 1:29am 
planet name bug is with legendary worlds, I'm afraid - I had this mod disabled and legendary worlds on and the missing name is there.
Walker 9 Oct, 2022 @ 9:32am 
does this work with latest patch?
barricadedpurifier 30 Sep, 2022 @ 7:16pm 
Load order?
Khalltlag 23 Sep, 2022 @ 7:37am 
can you update the mod for 3.5?
Lordfil 15 Sep, 2022 @ 7:43am 
hi, im noticing one bug coming up with your mod: the names of the planets disapear... how can i fix that?
Seig 14 Aug, 2022 @ 10:29am 
Is there a trick to clearing the undead world? The blockers always return before the final decision can be enacted.
FallinDred 12 Jul, 2022 @ 4:44am 
legendary gaia worlds are not able to construct gaia world specific buildings
FallinDred 10 Jul, 2022 @ 9:39pm 
my planets and planets of other empires lose their names if they start with ancient buildings or build the ancient colony foundations. still a fantastic mod though!!
bossRCIman 29 Jun, 2022 @ 3:09am 
I am not sure whether this properly belongs on this or on the other legendary worlds page, but whatever. It seems the add a legendary district decision does not count a legendary utopia as a legendary world, at least if you did the decision that gives pillagers of utopia empire modifiers, meaning the option will be in decision, but forever inaccessible as you don't get industrial districts on utopias.
Fohcs 20 Jun, 2022 @ 8:24pm 
To rename you planets open the console command and type in guibounds Then slowly move your courser over the name box and when you get close to the left edge you can see the very tiny red line that shows the name field and click it. What happens is the name is set to nothing and the gui box that you use to click on to change the name is only as long as the name so with it being empty its tiny.

The name disappearing has to do with set_name = "legw_color_ancient_colony" in lege_events file. Its trying to make the name orange but 3.4 changed how names and localizations work so it ends up wiping it out.

You can add a # in front of the offending line to comment it out and save to stop it from happening again. So make it look like #set_name = "legw_color_ancient_colony"
UTPriest 14 Jun, 2022 @ 7:44pm 
Same issue with the name disappearing. Any notions on why or a workaround?
Blagden 6 Jun, 2022 @ 3:17pm 
When I terriform a planet to be a Legendary Gaia it often, but not always, removes the name and I can't find where to click on the lack of name to give the planet a name again. Other then that, great job.
TheDarkScale 19 May, 2022 @ 3:53pm 
i've got the same issue that Uthur has
MrRoAdd 10 May, 2022 @ 2:49am 
It also happens in a similar manner with the stellaris evolved elysiums. They are kinda of a step between habitats and ring worlds, and get captured by the `is_artificial` check. It also allows adding those deposits for habitats (and the districts they unlock) to elysiums but the districts cannot be built on em since the district checks specifiically for ring world or habitat i think.
AlienFromBeyond 6 May, 2022 @ 8:34am 
It's not that they count as ring worlds, but that the planet classes from it have "is_artificial = yes" for some stupid reason, and since your decisions merely look to see if a planet is artificial and not a habitat they are shown. I imagine many habitable structures from other mods have a poor interaction as a result.
༒Wanheda༒  [author] 6 May, 2022 @ 6:21am 
you might be right, there is a flag that prevents legendaries, guess i ll add it to decisions. i wonder why aspr worlds are counted as "ring worlds" but whatever :)
H11DN-D4NG3R 6 May, 2022 @ 5:20am 
Lovely mod tho
H11DN-D4NG3R 6 May, 2022 @ 5:20am 
I think this or base is ''slighty'' incompat(nothing breaking) with APSR: Anomalies, Planetary and Space Resources. On their unique/ancient worlds. you can do stuff like ''dismantle a section, create a space/automated arcology site. Launch Research Satalite. and apply artificial radiation focus point''.
AlienFromBeyond 5 May, 2022 @ 11:00pm 
I seem to be unable to use the "Upgrade legendary Districts" decision that the "Improved Legendary Districts" tech says it unlocks. I looked at the files and the decision seems to want the planet to have a "leg_district" modifier, but not a single one of my planets has such a modifier from my searching. What the heck is this for?
adecoy95 29 Apr, 2022 @ 10:20pm 
@sandermatt a bit offtopic from this mod but giga recently added frame world that does what you want, of course if you do that you wont benefit from a lot of the cool districts and legendary worlds this mod uses!! keep that in mind
༒Wanheda༒  [author] 28 Apr, 2022 @ 1:52pm 
the game itself was not meant to be single planet i think :) you can transfer your capital to somewhere, build everything and then transfer it back.
and yes buildable pop controller jobs would lead to unlimited pop growth which seems bad :)
Sandermatt 28 Apr, 2022 @ 1:47pm 
I would like to play a game where I stay on one planet and build it up as high as possible (colonizing some planets to unlock techs is ok, I will just use one droid and not settle pops there) and I am wondering a bit if lifeseeded, ringworld or ancient origin would be best. What do you think?
Sandermatt 28 Apr, 2022 @ 1:43pm 
Thanks for responding so much and so quickly. Another thing. I see that in the ancient origin, the monument has a population controller job, but not when I build the building myself. Is that intended?
༒Wanheda༒  [author] 28 Apr, 2022 @ 1:22pm 
the capital world is not
Sandermatt 28 Apr, 2022 @ 11:03am 
Ok, I am playing lifeseeded, is this (gaia world) a special planet not eligible for the legendary district?
༒Wanheda༒  [author] 28 Apr, 2022 @ 3:16am 
@Sandermatt - there are rare technoglies to research for building ancients buildings (even on almost any planet). you need to have at least one ancient building in your empire for the techs to come up. the legendary add district tech is very strict and allows to add a district only a normal planet.

@kaufmans111 - what does not work on planetray diversity worlds? they are in no way excluded for this mod.
kaufmans111 27 Apr, 2022 @ 8:35pm 
will you make them work on planetary diversity worlds?
Sandermatt 27 Apr, 2022 @ 8:31pm 
Will I be able to build ancient buildings on normal planets? If yes, how would I do that?

I researched the technology for the legendary district decision, but it has not shown up. Do I lack pre-requisites, or could it be some compatibility issue?
༒Wanheda༒  [author] 27 Apr, 2022 @ 2:50am 
it is a not an overall upgrade like the legendary parts, but it can be very good, depending on techs you have and put into it. e.g. if you have like +x % shields or armor its a very strong part, but even from level 3 techs it beats its normal countership.
on paper it is always weaker, because stellaris counts the weapon strengh way more as everything else if it comes to shown military power.
adecoy95 26 Apr, 2022 @ 5:32pm 
the fortified gunship does not seem very good, is it supposed to be a upgrade? it seems like a sidegrade, which does not seem worth the cost increase
༒Wanheda༒  [author] 26 Apr, 2022 @ 10:57am 
i only know that there exist modifiers for ship costs and for upgrade costs. in this mod i have only a +15% to ship costs, no more. no idea other than checking your shipyards for buffs shown in the game (shown on the ship you want to build in there). also the game can sometimes go crazy when u had like more as 100% reduced anything, but that was mostly fixed, at least i couldnt find any example anymore.
NULL★Sparkle 26 Apr, 2022 @ 5:12am 
If it helps, I also have a bunch of other modifiers reducing the build costs tho.
NULL★Sparkle 26 Apr, 2022 @ 5:11am 
@Wanheda

I don't suppose you know any way to determine what modifiers are affecting the upgrade costs?
༒Wanheda༒  [author] 26 Apr, 2022 @ 1:36am 
when i upgrade a basic destroyer from lvl 1 everything into only legendary/new ship parts with lvl 5 techs i pay no more than 800. that is much, but not near millions and not realistic ingame to upgrade a lvl 1 to a mastership.
must be some conflict with other mods. in my whole stellaris hours i even never had more than 500k alloys and nothing ever that costs more than 50k alloys maybe :) you basically must have an multiplier for ship costs or upgrade costs somewhere. if the build new ships costs are ok (should be maxed about double the normal ships) something affects your upgrade costs.
NULL★Sparkle 25 Apr, 2022 @ 6:24pm 
@Wanheda

Don't think so, no. Because the fleets with the most light ships had the most insane upgrade costs.

I.e. one of those with like, 70 destroyers had a upgrade cost of > 4 mil alloys.
The battleship fleets were fine IIRC.

I.e. 2: A fleet with like, 5 crusiers had > 1 mil alloys, but the upgrade cost, per cruiser (when I checked) was like, 220k alloys each.
༒Wanheda༒  [author] 25 Apr, 2022 @ 5:24am 
did you have the "immense" upgrade costs on battleships as well?
NULL★Sparkle 25 Apr, 2022 @ 3:41am 
@Wanheda

I tried commenting out the modifiers that increase the ship costs and my upgrade costs are now relatively sane. (down from several million alloys for a fleet of dozens of cruisers)

Something is wierd with the upgrade costs and the ship cost modifiers...
༒Wanheda༒  [author] 24 Apr, 2022 @ 1:15pm 
i dont play hive / mech empires at all, i use them just for testing such things, therefore i can only tell for a "standard" mech empire it worked.

@KiTA the shipyard pattern code technolgies make the listed ships by 15% more expensive overall (exactly as stated on the tech). if you use some of the newer (esp. advanced ones) a ship could cost twice as much in comparison. so if you have 8k ships i think thats fine ... if you only have a fleet of 8k strength, i cant help you i am afraid. beause even with patterns and advanced parts i never payed more than 10k alloy upgrade costs for fleets around 100k strength.
Blagden 24 Apr, 2022 @ 12:21pm 
No mods that should affect blockers when colonizing. Can still build the building, didn't see it at first. Rogue Servitor is the machine intelligence civic that has you using bio-trophies for unity. Probably just some weird interference with some other mod, that's usually what it is. Thanks for making this.
KiTA 24 Apr, 2022 @ 11:28am 
Odd question, is there something odd with the math calculation for upgrading ships after you've taken the Shipyard Pattern Code rare/hidden techs?

I have an 8k large stack of somewhat basic ships and to upgrade them to... basically the same ships (like, swap out a T3 laser for a T2 laser) it's demanding over 120,000 alloys. To build an identical stack of ships it would be around 12k alloys -- and it seems to break the calculations for the "this ship costs X, new ship costs Y, make the user pay Y-X to upgrade" thing, too.
༒Wanheda༒  [author] 24 Apr, 2022 @ 8:59am 
do you have any tech/mod that removes blockers when colonizing? still the overloaded world lives with its own building, which you should be able to build anyways, no matter if blockers are gone. i have bonus in for all robotic jobs, thats a plain standard buff - i dont know why it shouldnt work on "any" robots. i also dont know exactly what rogue servator is, a mech empire?
Blagden 23 Apr, 2022 @ 11:25am 
Not sure if it is from this one or the base, but I got a legendary overloaded world that doesn't seem to be functioning. IIRC it had some special blockers before I colonized it but all the blockers went away when colonized. The +50% robot productivity also does not seem to be working (rogue servator civilization).
Bedge 20 Apr, 2022 @ 1:52pm 
ok thx :p
༒Wanheda༒  [author] 20 Apr, 2022 @ 1:17pm 
i could also give you tons of hints, but that would spoil too much here