Stellaris
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APSR: Anomalies, Planetary and Space Resources
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30 берез. 2018 о 10:02
22 трав. о 9:45
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APSR: Anomalies, Planetary and Space Resources

Опис
Does the galaxy seem boring and monotonous?
Are the planets different from each other?
Do you want variety?
Then you found what you need!

This mod adds a lot of unique for the whole galaxy and very unusual resources, exciting quest chains, interesting events. From the legacy of a galaxy-spanning empire to the infinite depths of a mine. And although it is not difficult to get such a resource, retaining it becomes a real test. Not everyone will like a neighbor who has a unique weapon or an incredible power plant.

Up to 24 special planets can appear in the galaxy, each of which has a planetary feature that exists in a single copy. Possession of it can greatly affect the development of the empire.

In general terms, this mod can be represented as follows:
  1. found
  2. colonized (or took away from a neighbor)
  3. built a special building
  4. digged up a special relic
  5. won in... However, this is still in the plans...

Translations:

Links:
Mod WIKI
Compatibility list
Our Discord[discord.gg]
Our Patreon[www.patreon.com]

Due to changes in the game code, Stellaris version 3.8 and higher is required.
Old versions:
Mod version 1.08 for Stellaris version 2.1:GoogleDisc[drive.google.com]
Mod version 2.04 for Stellaris version 2.3:GoogleDisc[drive.google.com]
Mod version 2.08 for Stellaris version 2.8:GoogleDisc[drive.google.com]
Mod version 3.00 for Stellaris version 3.14:GoogleDisc[drive.google.com]
Популярні обговорення Переглянути всі (7)
209
24 трав. о 0:03
ЗАКРІПЛЕНО: Reports
Dimuch62 [RUS]
30
4 листоп. 2024 о 0:53
Ideas
Dimuch62 [RUS]
0
15 верес. 2023 о 1:52
Donation list
Dimuch62 [RUS]
Коментарів: 1 241
Ѧrky 30 трав. о 8:27 
@Dimuch62 [RUS] Thats a bummer, but i guess thats just the limitiation of the game.
Futstub 30 трав. о 7:54 
Just started a new run with the mod, you could have just said it has great mod settings, so you can balance it yourself every single run. I'm really looking forward to playing with it, thanks for the great mod!
Dimuch62 [RUS]  [автор] 29 трав. о 21:58 
@Ѧrky The planets of the mod are considered artificial, like the ecumenopolis. And the Wilderness Empires cannot colonize them.
Ѧrky 29 трав. о 10:57 
Question, how does this play with the new "Wilderness" Empires? They cant colonize artificial things if i remember.
Dimuch62 [RUS]  [автор] 28 трав. о 22:04 
That's right, because the mod should work both on vanilla and with BPV.
BPV should overwrite the necessary variables with its own, and then everything will work.
Ugly Hamster 28 трав. о 13:59 
There seems to be a compatibility issue with BPV - More buildings/districts/etc, if this mod is loaded after BPV, it overwrites them to be 2 city districts regardless of how many it was meant to be.
Loading this mod first, so that BPV overwrites it after works however.
Dimuch62 [RUS]  [автор] 26 трав. о 21:56 
@PURUNGUI Yes, the mod converts a random planet of the appropriate size. It can be a habitable planet of a normal type (9 types), gaia, nuked, barren, toxic, frozen, molten.
Sometimes, holy worlds of the Fallen Empire are converted. Sometimes, planets spawn in the territory of marauders or leviathans.
PURUNGUI 26 трав. о 15:42 
Love the mod has been a must have for me for years, but I do wonder if this mod converts habitable planets or barren rocks into mod ones on configuration on game start?
Dimuch62 [RUS]  [автор] 25 трав. о 0:22 
@ Endsieg ты уверен? Я играл и все было нормально. Возможно дело в самих Гигаструктурах, так как многое в них еще не обновлено на версию 4 и может работать криво.
@570486155 after what mutation? how did it happen that the ideal world has a habitability of 0?
@Futstub There is a balance, but the planets will still be stronger than vanila. It's like finding an ecumenopolis in a vanila game.
Futstub 24 трав. о 21:39 
Is this somewhat balanced? I really like the mod, but there isn't really a description, and I don't wanna make the game too easy... :)