Stellaris

Stellaris

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APSR: Anomalies, Planetary and Space Resources
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230.311 MB
30. bře. 2018 v 10.02
22. kvě. v 9.45
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APSR: Anomalies, Planetary and Space Resources

Popis
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]
Populární diskuze Zobrazit vše (7)
209
24. kvě. v 0.03
PŘILEPENO: Reports
Dimuch62 [RUS]
30
4. lis. 2024 v 0.53
Ideas
Dimuch62 [RUS]
0
15. zář. 2023 v 1.52
Donation list
Dimuch62 [RUS]
Počet komentářů: 1 239
Dimuch62 [RUS]  [autor] před 7 hodinami 
@Ѧrky The planets of the mod are considered artificial, like the ecumenopolis. And the Wilderness Empires cannot colonize them.
Ѧrky před 18 hodinami 
Question, how does this play with the new "Wilderness" Empires? They cant colonize artificial things if i remember.
Dimuch62 [RUS]  [autor] 28. kvě. v 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. kvě. v 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]  [autor] 26. kvě. v 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. kvě. v 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]  [autor] 25. kvě. v 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. kvě. v 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... :)
570486155 24. kvě. v 18.29 
Habitability is 0 after mutation
Endsieg 24. kvě. v 12.13 
прости, я ошибся крч могу сразу сказать что лучше не ставить этот мод с гигаструктурами у вас будет лагать очень сильно и крашить после 2300