Stellaris

Stellaris

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[4.0] Relic World Flavour
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2024 年 7 月 17 日 上午 10:20
5 月 5 日 上午 10:05
5 項更新註記 (檢視)

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[4.0] Relic World Flavour

描述
This mod aims to explore the unique aspects of Relic Worlds and add a more unique feel to these ancient alien remnants.

Updated to 4.0. The legacy 3.14 version of Relic World Flavour can be accessed here.

[3.14] Relic World Flavour

Features
  • Delve deep into the history of your colony with the new Expeditions feature! Map unknown regions of the planet to find treasure, forgotten technologies and more.
  • Over a dozen new flavour events to add some uniqueness to life amidst the ruins of an ancient civilisation.
  • Several new deposits and modifiers for Relic Worlds and their neighbours.
  • Two new custom relic world systems.
  • Abandoned Ecumenopolis Worlds now gradually decay into Relic Worlds. Better not leave those empty!

Compatibility
  • Starting a new savegame is recommended for full functionality.
  • Running this mod on an existing save may result in some features not working.

Other Flavour Mods
City World Flavour - Adds unique events, deposits and mechanics to Ecumenopolis worlds.
31 則留言
samsockeater 5 月 29 日 下午 3:27 
4.0 will come to be known as the great en-breakening at this point, all the things in figurative ever broke this update, is honestly impressive
Dunno  [作者] 5 月 29 日 上午 10:42 
Thanks for bringing that to my attention guys, I should have a fix for that out by this weekend. 4.0 made a lot of changes to jobs and annoyingly sometimes broken things don't show up in the error log.
Sabaithal 5 月 27 日 上午 8:52 
Same issue as @samsockeater, the "researcher" job isn't catagorized and therefore non functional at present.
samsockeater 5 月 26 日 上午 3:07 
assuming the relic world event that gives a modifier for +1 researcher every 20 pops is from here, the researchers it gives don't seem to have a job category and thus don't end up being workable, if they're nto from here then sod knows what's messing with relic worlds
Kucige 5 月 20 日 下午 10:47 
Hey i made a german localisation fpr your mod, thanks! https://sp.zhabite.com/sharedfiles/filedetails/?id=3485002485
Bjorn_Stormcrow 5 月 12 日 下午 2:53 
not sure how difficult it would be, but any chance of making it so wilderness empires can colonize relic worlds?
might be harder, because technically wilderness 'terraform' rather than colonize, and there is nothing apropriate you can terraform a relic world into.

so might require a new planet class "infested relic world" or something like that, which acts as a relic world for wilderness. but with limitations on it. (for example, planet size can't be expanded, maybe lower habitability since it can't be 'fully' incorporated.)

maybe add an ascension perk that lets you turn them back into ecemunopoli, as a "reclaimed ecemunopolis" or something. still with limitations such as not increasing the planet size. and you can't build NEW ones, only restore ones you find. (can't have EVERYTHING be available after all.)

but that is possibly outside the scope for this mod.
Dunno  [作者] 5 月 5 日 上午 9:58 
Hi @Adventurer, @Maniac. Thanks for the suggestions. I've made those changes as part of the 4.0 update, so the deposits and trait should be working correctly now.
Adventurer 3 月 22 日 上午 3:55 
@Cicattrix @Sabaithal It's the wrong scripted triggers to use for spawning deposits. Those target species, hence their file location and the comment of "this = species" in the file (plus the patch notes when they were added mentioning them for species modification). It is also broken for hive empires. Can test as a hive or machine empire when planet is selected using command: effect add_deposit = rwf_forgotten_hoards

Use these instead for it to work:

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_regular_empire = yes }
}
modifier = {
job_archaeoengineers_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = yes }
}
modifier = {
job_archaeo_drone_add = 5
}
}

triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
modifier = {
job_archaeo_unit_add = 5
}
}
Maniac 1 月 17 日 上午 2:51 
Hey, nice mod.
For the Rejuvenated Vitality trait to work, you need to replace modifier with self_modifier. self_modifier applies to the leader; modifier to the ship ;-)
Cicattrix 1 月 12 日 上午 2:10 
@Sabaithal... Machine empires as Gestalt or Individual? Because, since Machine Age DLC, they are separated in all the game does for them. There should be spawning lines for ”owner_is_individual_machine” along with the existing ”owner_is_machine_intelligence” (look in scripted_triggers_traits). The way the modder has code it makes the game spawn ”units” only for gestalt machines, while for individual machines it defaults to ”organic” jobs. Hence, all ”rwf_deposits” must be updated to add the spawning solution for Individual Machines too. Other than this, great mod and wonderful execution.