Stellaris

Stellaris

Imperium of Mankind Shipset for Stellaris Biogen + NSC3
74 Comments
Ammo Donkey 22 Aug @ 12:09am 
Do you need to use NSC3 with this or does it also work with vanilla?
Lm416 8 Aug @ 2:50pm 
Thanks for the quick response, and fair enough
Kung-Fu Panda  [author] 8 Aug @ 1:30am 
No. I just updated the classification from the last version. This isn't my mod, and I'm not anywhere near an experienced modder
Lm416 7 Aug @ 10:36pm 
Amazing mod, but do you have any plans to make the titan/battleship/dreadknought/flagship textures any more distinct from each other? After seeing all the previous ships get progressively larger with unique textures I was hoping for something other than completely identical stuff. I understand if not, the textures are gorgeous enough as is and I'm sure it was a lot of work to make this.
Vinsvon 7 Aug @ 9:05am 
I can confirm that deleting graphical_culture file fixes the issue of shipset being labeled as biological. I dont believe that will break anything in the background. But please correct me if im wrong. Hope this helps
tilarium 29 Jul @ 1:43am 
Doing just a quick look, it's because Age of Indomitus also has a gothic_01 graphical culture which hasn't been updated yet to the corrected structure needed and their graphical_culture file is overwriting the one from this. Getting ready to leave for work and can't test it myself but try changing the load order. If that fails, try deleting the graphical culture file from Age of Indomitus
Lordlandraider 29 Jul @ 1:12am 
Can confirm. Age of Indomitus causes this shipset to be labeled as biological. Shows up as biological when mod is above or below Age of Indomitus, with only these two mods enabled. Swapping load order does not change outcome. The remainder of my list of mods has it categorized properly.
Kung-Fu Panda  [author] 27 Jul @ 7:43pm 
I use Age of Indomitus with this mod. Try putting the shipset beneath Age of Indomitus
Ventris 27 Jul @ 12:31pm 
Managed to find the problem, there are some issues with Age of Indomitus mod and it causes the shipset to be in biological
link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3133787332&searchtext=age+of+indomitus
Ventris 27 Jul @ 12:08pm 
Hey I tried fixes mentioned in discussions and it keeps showing up in biological section, anyone got another possible fix?
DocHolliday 25 Jul @ 11:44pm 
np that's understandable! Thanks for letting me know.
Kung-Fu Panda  [author] 25 Jul @ 7:34pm 
No problem. I'm not confident enough to actively modify the modification beyond the very small patch I applied to properly classify the Shipset.
DocHolliday 25 Jul @ 3:26am 
Thanks for the patch either way!
DocHolliday 25 Jul @ 3:26am 
The flagship is no where near big enough, would be cool if you could make it bigger.
lolic_lol 1 Jul @ 12:15pm 
Yes, it's because of conflict with outdated The Merger of Rules mod.
T-82 1 Jul @ 9:19am 
I have just build an orbital ring with this shipset active and nothing crashed.
lolic_lol 30 Jun @ 10:30am 
Or maybe it's just another mod conflict.
lolic_lol 29 Jun @ 8:46am 
No, the game crashes even without system scaling. Always when building a ring world, even without mods. This mod is broken.
lolic_lol 27 Jun @ 9:50pm 
Unfortunately, the game crashes when building a ring world with patches for real space & scaling. It seems that this shipset somehow affects the ring world.
E 24 Jun @ 6:49am 
@T-82 I agree, I love this mod, but the starbases are just bad imo
T-82 24 Jun @ 6:07am 
What happened with old starbase model?
The mod, used to have starbase models based on upgrade status. Now it uses ugly asteroid city model just like regular habitat on all upgrade stages.
Playing vanilia - without NSC
E 23 Jun @ 8:38am 
You don't need NSC to play with the mod @fpk100 @It's UwU
fpk100 19 Jun @ 8:43am 
is NSC3 required for this? Ive never used a shipset mod so i dont know for sure but as far as i can tell it doesnt add any framework needed for this, only new ships that i dont necessarily want yet since im rather new. Same question for the UI overhaul, i find the normal one alright so does the mod not work without it?
Csulu 10 Jun @ 11:49am 
Does this add Tech?
It's UwU 6 Jun @ 1:18pm 
can i launch this by it self. or do i need NSC3?
Kung-Fu Panda  [author] 1 Jun @ 5:20am 
read the thread, please. if you're still experiencing issues. Vezdano very kindly added an addendum to my own fixes.
ChaosBlaster 1 Jun @ 4:43am 
If possible, is there a way to make the ships normal and not Bio? I can't access the Cruisers or anything unless it's a Titan
Mr'Sejd 1 Jun @ 4:05am 
does it work without nsc?
Der Tobi 29 May @ 4:45am 
Why I can only use WH40k ships as Bio version and not normal steel?
niccodigge 23 May @ 1:34am 
@microcosm lmao yeah comments between hours, couldnt write a wall of text too
MKKOKO 22 May @ 3:05pm 
I remember that Star Castle has different models with upgrades. Could you update it?:steamhappy:
elPANTERA 20 May @ 6:24am 
"The artwork looks like a Warhammer 40K Rogue Trader ship......"

You do realize that every "nation" in WH40K has their own template that they follow so they all are "pretty much the same".

Been playing tabletop WH40K and BFG (Battlefleet Gothic, tabletop game) for decades.
Old Ben 19 May @ 7:08pm 
The artwork looks like a Warhammer 40K Rogue Trader ship......
Rabbi Shekkelblat 19 May @ 5:31pm 
Schizophrenia
Zeizei Pumpum 19 May @ 2:30pm 
Bro chillll why so many comments from niccodigge
Davemacdog 19 May @ 2:12pm 
doesn't work for me :steamsad:
Microcosm 19 May @ 6:55am 
Bro just start a discussion why tf are there so many comments
niccodigge 19 May @ 5:50am 
and for all people having the same problem of mine, there is another mod called "we are the imperial navy" which works and dont require NCS3
niccodigge 19 May @ 5:48am 
can you spost the mod folder in the common steamapp folder? i saw that even deactivating the mod, a "gothic" bio ship, with mammalin model, is this there available, ill try delete the mod folder and resubscribe it
niccodigge 19 May @ 5:34am 
yeah basically same bug as the first guys, ships counts as biological
niccodigge 19 May @ 4:08am 
ok i noticed somethnbg what could help, tried again to start eith the mod, there are no ships but i saw that food is 400 and not 200 as usual AND building stations that require minerals, now require food, as said, same empire, just added the ship
oh and in the empire cretation meu, on ship, there are 2 kinds og the same (yours) ships, but one is under "Gothic" and the other is "imperial"

may it be the load order? from bottom is UI expanded, NSC3, thsi mod and then Indomitus
niccodigge 19 May @ 3:22am 
nope, still nothing...
niccodigge 19 May @ 2:42am 
also wtf i see you updated the mod today, but the launcher still see it as 4.0.9., ill try to download the mod again
niccodigge 19 May @ 2:40am 
do you use the 4.0.9 or the lastest stellaris version?
niccodigge 19 May @ 2:38am 
i just tried again, nothing, i refreshed the mods on the launcher, activated the mod, and i started the game and there are no ships nor the technology!
Kung-Fu Panda  [author] 19 May @ 2:28am 
That's what I used it with! It's such a fun fit! I just refreshed my Stellaris completely and tested this version of the Mod and it worked a treat!
niccodigge 19 May @ 2:24am 
thanks you, btw no, i had not the old version, i bought stellaris few days ago, i used the mod with 40k Age of Indomitus
Kung-Fu Panda  [author] 19 May @ 1:58am 
It *should* work. What I uploaded to the Steam Workshop was perfectly functional. If you are having trouble getting the Mod to work, and have used the previous version of the Shipset, please ensure you have deleted it by both Unsubscribing, and then finding the old mod in the Workshop folder under the page ID '2079926133'.

ALSO, go into your Stellaris Launcher, 'All Installed Mods', and click the 'Reload Installed Mods' button in the top right of the launcher.
Crink 18 May @ 9:10pm 
does this work?
niccodigge 18 May @ 7:08pm 
the new update wont make the mod works for me, hope it comes soon, models are awesome