Stellaris

Stellaris

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More Events Mod
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1.561 GB
18 jul, 2016 @ 9:33
5 okt @ 1:18
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More Events Mod

Beskrivning
COMPATIBLE with Stellaris 4.1.*
Link to 3.14 version

Are you looking for more action and interesting events to show up while you are doing your day to day enslaving and conquering business? If, like us, you find the mid to late game a little lacking of interesting diversion, then you have come to the right place. This mod adds new anomalies and events to your game, focusing on spicing up the game after exploration has slowed down.

Note: There have been some slight changes to the galactic_features_events.txt

ACHIEVEMENTS WILL BE DISABLED WHEN USING THIS MOD

This mod will be constantly updated with new content for your game. All events are designed to be balanced with the events in the vanilla game.



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Mod Content
Anomalies, Events and Archaeological sites to add more variety to your gaming expierience. Additionally there are various new species portraits (used for our factions) which are also accessable for custom empires, but they will not spawn as randomly generated empires.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.

[more-events-mod.wikidot.com]
Our Wiki is still under construction. Everyone is welcome to add info to it they would expect to see there.

Fun with numbers:
Anomalies:
70 with a total of 128 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 24
Astral Rifts: 1
Primitive related events: 18
Colony level events: 13
Country level events: 17
Special system focussed events: 8
Origins: 2 (4 if you count the 2 used only as switches)
Highimpact Questlines and Crises: 12
  • Elusive Carcosa
  • Legacy of the Carcharorion
  • Food Constructor
  • Lost Emperor
  • Descended Ascendant
  • Aevum
  • Extinct Abductors
  • The Last Orila

  • Return of the Sadrell
  • Surveyor Probe
  • Broken Clock
  • Vazuran Menace

If there are ARTISTS out there who are able to produce event pics with a quality and style matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.



Bug Reports
You found a bug during your game session? Please, post it in the Bug report discussion thread so we can squish it in the next version. And if you could give us some hints on how to reproduce it, it would be also very helpful.

FAQ
Q: Is this or that event from your mod?
A: First, open your console while the event window is still there. Then type in "debugtooltip" and press enter, then close the console. Now check the tooltip when hovering your mouse over one of the event's options. It displays the event_id among other information. All of our event_ids start mit "mem_". If there's no "mem_" it's not from us.

Q: I hate these f*****g Vazurans! They are the worst crisis ever and it makes me disable this s****y mod! How do I make them go away forever!?!
A: The Vazuran Menace only has a 5% chance to occur naturally, but if you do not enjoy them at all, you can easily disable them during your game setup. Just create an AI empire with the "fainthearted backwater" origin and set it to force spawn. This will 100% prevent the Vazurans in your game.

Q: Can I activate this mod in a running save game?
A: Yes you can, but some events won´t appear in that case, as they are set at game start. Aside from this there should be no issues.

Q: My planetary shields are not correctly centered on my planets. What is wrong?
A: All shield objects are adjusted to vanilla scaling. Every mod that changes planet/system scaling will lead to our shields being off centered. If this is the case and you do not want to deactive the other mod, you'll have to deactivate our graphical shield effect in our options menu.

Real Space Users could try this compatibility fix:
Real Space System Scale/Planetary Shields Compatch 2.0


[discord.gg]



Donations

If you want to further support our work on improving the mod by adding additional art assets, please leave us a little donation. The page is set up to accept the lowest possible amount in my currency. Whatever you can spare, you'll have our thanks for it. You also won't be throwing your money into the aether either, as we have clear goals on what to do next with donated funds - visible on that page. See our latest addition (Orila, Vazuran and Neochadamus portraits) to get an idea of the quality you can expect. In the end you'll support both the mod and the artist, with whom we plan to keep on colaborating.

The Orila (+ their expansion), Vazuran and Neochadamus (paragon) portraits were funded by us. At this point we have to make a cut however as our personal funds for this project are limited as well.

Anything further will need your support. Next we want to add new species portraits for the different Broken Clock aliens (devouring swarm molluscoids, determined exterminator robots, fanatic purifier lithoids which are also meant to be available for the player species. And then there is still more we'd like to add.



Finished and implemented:
  • Neochadamus paragon portrait
  • Orila species portrait with outfits and hologram paragon portrait variation
  • Vazuran species portrait
  • Neochadamus portrait expansion for species portrait *
  • Overlord Trailer Emperor paragon portrait *
  • Orila Expansion (fitting robot portrait, hologram version for normal portraits, cybernetic variation)
  • Broken Clock molluscoid devouring swarm species portrait *
  • Broken Clock machine terminators species portrait *
  • Broken Clock lithoid purifier species portrait *
  • Rebel Yell Event - female Foxkin Paragon *
Currently worked on:
  • Sadrell/Broken Clock 4 - Better Dwarven Species Portrait - better beards and hairstyles, no tattoos, new female face, more militaristic armored clothing *
Funded and next on the plan:
    Planned, not yet funded:
    • Voggo the Great - Ancient Frog Paragon
    * funded through donations



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    Populära diskussioner Visa alla (75)
    6
    16 timmar sedan
    EDEN Protocol question
    argroww
    2,181
    6 okt @ 9:48
    KLISTRAD: Bug Reports
    Malthus
    292
    21 sep @ 16:12
    Ideas
    Malthus
    5 821 kommentarer
    Malthus  [skapare] 1 timme sedan 
    @Alven The time until they vanish can vary based on a few factors. They will disappear eventually. I am aware of the problem with the armies not embarking like they did in the past, but don't have a solution for it at the moment. Do you have a savegame prior to invading and does it load with only mem active?
    Tr33  [skapare] 2 timmar sedan 
    @Violent Beetle The rift sphere tech is gated behind the DLC, so even if you get rifts you wont be able to explore them. I wish it wasnt like this
    Alven 2 timmar sedan 
    Hi thanks for the good work with the mod, I just wanted to report that the broken clock chain might be a bit bugged. I landed armies on the planet/ringworld and after defeating the defenders the thing collapsed but the armies remain there in some sort of limbo, I can see them on the rightside panel, but I cannot select them. I remember that the armies were just going back to the ships last time I played (like 1.5 years ago). Also, it has been more than 20 years since they spawned and they have not gone back to their time, I remeber that it used to be something like 10 years in my previous plays, not sure if that is variable. I play with other mods but I don't think there is anything that should affect these things.
    Fenrisúlfr 3 timmar sedan 
    @Violent Beetle, astral rifts is a DLC only mechanic
    Violent Beetle  [skapare] 3 timmar sedan 
    Are rifts DLC-locked, or are specific rifts DLC-locked? Pretty sure nobody ever suggested dig sites needs to be gated just for being dig sites, but I guess rifts also have tech.

    Still, DLC-gating is a standard practice so I don't think it's a problem.
    Tr33  [skapare] 5 timmar sedan 
    @kayleehudson A little bit off topic, but Rifts are DLC locked. Might wanna consider it. ( Although I really want to see more rifts)
    kayleehudson 6 timmar sedan 
    @Malthus Thanks, that actually helps a ton!
    Malthus  [skapare] 17 timmar sedan 
    @kayleehudson Not sure how much this will help you, but if you decide to do an astral rift, you should play for its strengths. Since astral rifts let you choose the next event ids in the options they are way more flexible. Use meaningful choices and branching stories based on them. This means a hell of a lot more work than what is needed for an arcsite, but adds replay value. If you just want to tell a story and hand out a reward, the arcsite is the less work intensive way to do it.
    kayleehudson 22 timmar sedan 
    Do you have any advice for people who are thinking of writing for an archaeology/astral rift storypack mod?
    Malthus  [skapare] 5 okt @ 10:34 
    @zsgsdesign added it to the description. :)