Stellaris

Stellaris

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System Variety - Dead world Colony Ship Start
   
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27 mei 2016 om 2:15
10 jun 2016 om 3:39
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System Variety - Dead world Colony Ship Start

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WORK IN PROGRESS. UPDATED: 10/06/2016

System Variety - Dead world: Colony Ship Start.
Customise your race to 'Colony_ship_start' like you customise it to a "Sol system start".

Start the game with a dead world and a fleet ready to take to the star

[Discontinued at the moment may be updated for 1.5 in the future]
26 opmerkingen
Macmillant  [auteur] 28 dec 2017 om 14:51 
No idea haven't played or scripted on the game for about a year. Someone could definitely take it over and copy the idea/code and get it working it wouldn't take too much work :)
OverlordMGC 27 dec 2017 om 14:33 
Still working?
Macmillant  [auteur] 27 jun 2016 om 4:35 
Thanks :P It's really only a small change from the normal if you are playing 2K galaxies... It's probably a very big change for a smaller one though.
docflamingo 27 jun 2016 om 4:20 
Just found this--very neat idea, I think I'll use this for my next play through.
Macmillant  [auteur] 16 jun 2016 om 22:01 
Yup to make them more noticable on the map. DW for the most part they don't have weapons. You are not OP at the start.
Rastro 16 jun 2016 om 15:26 
That looks like a lot of ship
Eisvisage 11 jun 2016 om 3:24 
I've got an idea on how to fix the ethos bug:
Let the game create a spaceport above your homeworld, which then builds a colony ship which is instantly completed, and two days later the spaceport will disappear again. Just a quick idea :)
Macmillant  [auteur] 10 jun 2016 om 2:09 
[Slight update]: on the triggering of events. I think it works better now.
Eisvisage 4 jun 2016 om 23:09 
Or maybe... what if your people just wanted to banish those despicable neutrals from their homeworld by sending them to Ilus, and the people with ethoses actually fled in the REAL mission to leave the destroyed homeworld? xD
Eisvisage 4 jun 2016 om 23:07 
Yeah, the homeworld is fine. But the colony ship somehow doesn't adopt the ethics of the homeworld.

The problem with the habitability of the tomb world homeworld seems to be that it counts as homeworld, and the homeworld is always 100% habitability for its species. I found this out when using the Exterminatus mod ^^