Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires 3.0
 Denna tråd har blivit fäst, så den är troligtvis viktig
Kolyn  [utvecklare] 2 apr, 2020 @ 2:39
Mod Compatibility
Compatibility is a very, dirty word which encompasses all sorts of meaning to all sorts of people. Here I will attempt to describe its various meanings like a spectrum, and what exactly will happen if ZoFE 3.0 is used with X mod. This is my spectrum of compatibility:


  • Recommended: These mods are recommended!

  • Compatible: These mods work well together, since I play them myself.

  • Fine: These mods don’t interact with each other in any meaningful way, and largely function independently of each other.

  • Polish: There may be duplicate buildings, coloured boxes, technologies that do the same thing, feature or design clash. You can still play these together if polish isn’t a major concern. A patch may be considered for a smoother experience.

  • Requires Patch: These mods unfortunately overwrite the same files, and require a compatibility patch to take into account both values.

  • Incompatible: Expect crashes to desktop.

Please note that 'Compatible' and 'Supported' require personal testing experience playing through Stellaris, which I rarely have time to do these days. So the highest you can get is probably 'Unsupported' which is actually not that bad.

Care has been taken to minimize instances of ‘Incompatible’ and ‘Requires Patch’ during the design and creation of the Zenith of Fallen Empires 3.0 base mod, and it is always a trade-off between adding more features or more compatibility. To further increase compatibility, content that may have additional compatibility issues have been put into their own submod, which is also how 2.0 dealt with the issue of compatibility. Of course, 100% compatibility will mean a mod with no gameplay features :D. Still, I hope the end result will be an acceptable trade-off for most.



  • Have to redo this list.






Feel free to request information of mod compatibility or submit reports of your findings below, and I will do my best to describe them with the above spectrum.
Senast ändrad av Kolyn; 6 maj, 2021 @ 4:39
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zulu9812 2 apr, 2020 @ 2:56 
I think a lot of people will want to use this with Ancient Cache of Technology.
JenkoRun 2 apr, 2020 @ 4:52 
Real space + system scale? Thanks
Kolyn  [utvecklare] 2 apr, 2020 @ 4:57 
Ursprungligen skrivet av JenkoRun:
Real space + system scale? Thanks

Pretty sure it doesn't interact with ZoFE in any way. So I will list it as 'Unsupported' awaiting further testing.
Ancient cache of technologies + Override ?
Spider 2 apr, 2020 @ 5:20 
I remember before that System Scale breaks up the ringworld models, but it's an easy fix. You just go into the .asset files and add "scale = 6" to each of the models.

But Real Space was updated yesterday, so I'll have to see if that's still the case.
Dat The Boss 2 apr, 2020 @ 6:44 
What makes New Ship Classes unsupported specifically? If you don't mind explaining a bit more.
Castilin 2 apr, 2020 @ 8:12 
Ursprungligen skrivet av Dat The Boss:
What makes New Ship Classes unsupported specifically? If you don't mind explaining a bit more.
As an AE if you do 'The Question of Style' project it changes your ship models to that of an FE, making a bunch of NSC classes lack a model. Its 'Unsupported' if you dont do that project, because the project isn't a requirement. He split it up that way so people could use either FE ships and classes, or NSC or other mods that add ship classes.
Kolyn  [utvecklare] 2 apr, 2020 @ 8:38 
Ursprungligen skrivet av Menel:
Ancient cache of technologies + Override ?

They are the same. An override doesn't compensate for Polish nor clash of features or design choices.



Ursprungligen skrivet av Spider:
I remember before that System Scale breaks up the ringworld models, but it's an easy fix. You just go into the .asset files and add "scale = 6" to each of the models.

But Real Space was updated yesterday, so I'll have to see if that's still the case.


No ringworlds here yet... Maybe it might be an issue in a future submod, but for the base mod it's completely fine.



Ursprungligen skrivet av Dat The Boss:
What makes New Ship Classes unsupported specifically? If you don't mind explaining a bit more.

So it is unsupported in that:

1) You can continue access all the features in this mod, providing you do not research the ships project. You can continue using NSC ships as a player, no changes to anything, no additional ships, no graphical changes, and no bugs.

2) AI Ascended Empires will use FE ships, no longer builds NSC ships.

3) AI default empires will continue to use NSC ships.
Senast ändrad av Kolyn; 2 apr, 2020 @ 8:42
starnet ai?
Kolyn  [utvecklare] 2 apr, 2020 @ 8:47 
Ursprungligen skrivet av 为什么你会这么熟练啊:
starnet ai?

I didn't touch AI at all. So probably Unsupported until I test it myself. Same goes for any AI mod. If they make Awakened Empires more dangerous, then that would probably also affect how dangerous AI Ascended Empires are.
Senast ändrad av Kolyn; 2 apr, 2020 @ 8:50
Rafocale 2 apr, 2020 @ 12:03 
What about ESC and ESC override?
mikpro1 2 apr, 2020 @ 15:38 
alpha mod?
GoldRider 2 apr, 2020 @ 16:07 
Has there been any communication between you and Twinks and Chirumiru? You've only mentioned ACOT as a polish rating, however I'm interested in whether or not, perhaps as a submod from you or something on their ends, you've considered the idea to make SOFE and/or PFE/EE supported or even compatible.

Edit: I probably should at least acknowledge that you've already mentioned supported and compatible are unlikely to happen. I'm simply thinking that if such things were to happen, then it wouldn't fall entirely onto you to play-test as you'd have the other mod creators to pitch in in the even it turns into a little collab.
Senast ändrad av GoldRider; 2 apr, 2020 @ 16:11
Allein 2 apr, 2020 @ 16:50 
Is there any issues with Cultural overhaul (alternate atm. Dev is updating that over the normal one)?
Ochi 2 apr, 2020 @ 17:43 
Does this mod work with the gigaengeneering mod?
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