Stellaris

Stellaris

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More Events Mod
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1.537 GB
18. juli 2016 kl. 9:33
20. maj kl. 10:09
191 ændringsbemærkninger ( vis )

Abonner for at downloade
More Events Mod

Beskrivelse
COMPATIBLE with Stellaris 4.0.*
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 *
Currently worked on:
  • Rebel Yell Event - female Foxkin Paragon *
Funded and next on the plan:
  • Sadrell/Broken Clock 4 - Better Dwarven Species Portrait - better beards and hairstyles, no tattoos, new female face, more militaristic armored clothing *
Planned, not yet funded:
  • Voggo the Great - Ancient Frog Paragon
* funded through donations



[www.buymeacoffee.com]
Populære diskussioner Vis alle (73)
2,093
18. maj kl. 21:12
FASTGJORT: Bug Reports
Malthus
283
For 6 timer siden
Ideas
Malthus
17
1. apr. kl. 21:15
FASTGJORT: Dev Diaries
Malthus
5.545 kommentarer
kirb For 12 timer siden 
WE'RE ON 4.0 NOW? GAMING !!!!!!!
Malthus  [ophavsmand] For 15 timer siden 
Hmm given, that I am unaware why it isn't working and it appears to not being maintained anymore, I think I'd rather remove the compat files so you guys get atleast access to the edict instead. It isn't the best possible outcome, but atleast it will work.
kahvipensas For 16 timer siden 
I'm using the 3.10 version of Mod Menu (it's the newest version I've been able to find), and for at least some mods it works all right
Malthus  [ophavsmand] For 16 timer siden 
Hmm, I cannot even find the 4.0 version of dynamic mod menu to check. Can anybody link the current version?
Worst case, I can just remove the old compatibility and you got the edict again. I'll have to do another update because of the building limit change later anyways.
kahvipensas For 16 timer siden 
BTW I tried opening MEM menu through the Dynamic Mod Menu, and it didn't work for me either. It's not a purely DMM problem, as I can use it to open Merged Leader Levels' ruler foci menu.
Malthus  [ophavsmand] For 17 timer siden 
It doesn't open it anymore? But we still have the compatibility files in the mod. Will have to check if somethine has changed there.
If you use that mod, I assume you do not see the edict then, right?
In this case your only way of getting the menu is by firing it from your console using:
event mem_options.4
Ever Universe For 17 timer siden 
Is there any way to disable the Vazurans in a running game? The Dynamic Mod Menu no longer opens MEM's menu that allowed me to disable this before. Vazuran fleets are interfering with an AI empire I'm trying to strengthen.
Malthus  [ophavsmand] 18. maj kl. 21:09 
Currently they spawn by themselves.

Ideally they should be non randomized, but unfortunately this setting blocks them from spawning even as custom empires set to force spawn. So I had to compromise until this hopefully gets fixed at some point by the devs.
Emmanuel DH 18. maj kl. 14:47 
Hey ! just discovering this awesome mod ! just wanted to know if the new species would spawn by themselves like a script? or do we have to create a custom empire ?
57z 18. maj kl. 1:43 
the problem was another mod - traits and ethics roleplayer paradise which i forgot to disable because its 3.0 mod