Stellaris
Ruined Ecumenopolis
댓글 38
Tempest 2023년 2월 3일 오전 10시 57분 
This mod has been updated and reuploaded here:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2923913586
xDanilor 2023년 1월 22일 오전 4시 49분 
please update!
borsk 2022년 8월 28일 오후 7시 01분 
Is there a compatibility patch with PD - more arcologies? It would be nice to be able to restore a ruined ecu into a fortress arcology, for example
Maldrood 2021년 10월 29일 오후 2시 39분 
Please Update!
Philosopher of Aesthetics 2021년 4월 26일 오후 12시 24분 
Please update.
cheetah71114 2021년 2월 19일 오후 2시 40분 
whats the differnce between this and a relic world
Sam_  [작성자] 2020년 7월 24일 오후 6시 54분 
Gimp is what I use when decomposing channels like I said. The Nivida program is only to generate the bump map. Photoshop has that functionality built in.
Syphilis 2020년 7월 24일 오후 3시 41분 
Thanks! It makes some sense. I might have to check out that program, Ive been using gimp
Sam_  [작성자] 2020년 7월 24일 오후 12시 53분 
The normal and diffuse maps in this mod are modified versions of the ecumenopolis map. I recommend you try and use existing normal and specular maps from the base game even if you have to cut them.

But my process for creating new normal maps is to use a tool called Nividia Texture Tools Exporter Standalone (requires signing up for an Nvidia program) and opening a greyscale heightmap that you have created. That will produce a traditional bump map, but to get that to work in Stellaris you need to recompose the RGBA channels so R = R, G = R, B = nothing and A = G. This part of the wiki has what you need for that https://stellaris.paradoxwikis.com/Maya_exporter#Exporting_textures

Specular maps are easy to make, you just need to paint three greyscale images for specular, metal and glossiness, and then compose them into RGBA channels correctly as the wiki explains.
Syphilis 2020년 7월 24일 오전 10시 18분 
Hello, I was wondering what is your process to creating specular and normal maps. Id presume you create them from diffuse maps. Ive attempted the same but I cant seem to get the correct values causing my maps to be very harsh
Entity 2020년 5월 11일 오후 6시 06분 
The circle tag of the ecumenopolis/planet misses description and appears two times on it, which is a minor annoyance.

https://i.imgur.com/QcqkeBj.png

I don't know if the normal ecumenopolis star system is random, but if not its is a sad system, maybe lesser gigants and one terraform candidate would complete the menu. Additionally the debris should disappear if one repairs the ecumenopolis. I don't feel home there.

And I have an "UI Overhaul Dynamic" mod problem, so it is optional. The picture isn't big enough to completely fill the window, if I select the ecumenopolis.
Zhadow Glaive(Lord Tola) 2020년 4월 24일 오후 6시 57분 
kinda wish there was a toxic planet with green or purple clouds and maybe glowing seas like the molten Awesome mod tho even tho ive only every found them an the other side of the galaxy
Mr. Calcium 2019년 9월 22일 오후 8시 23분 
I'm assuming this requires Utopia?
Sam_  [작성자] 2019년 6월 5일 오후 10시 27분 
Updated. A few minor changes, such as sound effects and GFX, using the new relic world. As to additional functionality using the new relic systems, I haven't had a chance to play the DLC yet, so that is on the todo list.
The Shootist 2019년 5월 15일 오후 4시 09분 
@Sam_ its fine
Sam_  [작성자] 2019년 5월 14일 오후 10시 42분 
Oh, I also made a typo in my first comment, it should be "pc_city_ruined" and not "pc_city ruined". If that was the error then that is my fault.
Sam_  [작성자] 2019년 5월 14일 오후 10시 40분 
Then you are doing something incorrect. If you have any planet/asteroid/star/gas giant selected and you type planet_class <class> filling <class> with any valid planet_class such as pc_continenal or pc_city_ruined then it changes to that body.
The Shootist 2019년 5월 14일 오후 3시 55분 
@Sam_ its not working now...
The Shootist 2019년 5월 13일 오후 3시 18분 
wait... it worked at firt but now it says "Ecumenopolis has 1 variety"
The Shootist 2019년 5월 13일 오후 3시 08분 
thanks
Sam_  [작성자] 2019년 5월 12일 오후 5시 44분 
"planet_class pc_city ruined" and "planet_class pc_city_molten"
The Shootist 2019년 5월 12일 오후 5시 41분 
@Sam_ is there a console command?
SurrealMonk 2019년 3월 26일 오후 7시 34분 
Do the ruined ecumenopolises give the same bonus to discovering the megaengineering tech as the regular ruined megastructures?
JDawg147 2019년 3월 3일 오후 3시 28분 
Cool, and great mod btw
Sam_  [작성자] 2019년 3월 3일 오후 2시 56분 
They are unnamed, so they use the random name pool.
JDawg147 2019년 3월 3일 오후 2시 15분 
Just a little question, what are the names of the systems the ruined ecumenopolis spawns in?
Sam_  [작성자] 2019년 2월 19일 오전 2시 54분 
I used paint.net to edit the original texture of the ecumenopolis, cut holes out of it, used the ruined ringworld textures as a dark background for those holes (or the molten world in the case of the molten ecumenopolis). I used various filters and techniques to rough them up some more and add scorch marks, and manual detailing to damage the major features.

You also need to edit bump maps and specular maps, but since I sourced textures from the base game I can mostly chop and change the corresponding bump and spec maps from the textures I used.
Reddert 2019년 2월 19일 오전 2시 36분 
How did you make the textures?
Sam_  [작성자] 2019년 2월 1일 오전 3시 47분 
The ecumenopolis should now appear on the expansion planner.
Kyllian 2019년 2월 1일 오전 3시 14분 
Great mod.
The system spawns with the ruined ecumenopolis, but they don't appear on the expansion planner tab or on the galaxy map. Not really and issue if u don't forget where it is, to colonize after researching the techs. can anything be done about it? thanks
Kelsier Vin 2019년 1월 30일 오전 9시 54분 
Is there any way to search for the planets once you find them? In my most recent game I found the molten one way before I had the tech to restore it. Once I did get the tech I couldn't remember where it was.
슈팅스타 2019년 1월 26일 오전 4시 13분 
is this mod changes first league homeworld to ruined ecumenopolis?
Violent Beetle 2019년 1월 25일 오후 1시 48분 
You made those ruined textures yourself? If so, can I borrow them?
♤ |_Pandora_| ♤ 2019년 1월 24일 오전 8시 58분 
Pss. Russian mod? :0
Sam_  [작성자] 2019년 1월 24일 오전 8시 32분 
Yes, unowned planets can't have a timer on decisions, so it already works through events. The main issue it deciding when the AI should spend the resources.
Violent Beetle 2019년 1월 24일 오전 8시 30분 
Perhaps you can use an event or an edict. It might mess AI's budgeting though.
Sam_  [작성자] 2019년 1월 24일 오전 8시 29분 
That is what I thought. I had a bit of trouble trying to get decisions to work at all with unowned worlds. Hopefully the system gets patched by Paradox one day. In the mean time I'll do some testing and find a workaround.
Violent Beetle 2019년 1월 24일 오전 8시 26분 
Just so you know, tests show that AI won't pick decisions for worlds it doesn't control. If this is how you deal with ecomenopolises, you might want to re-think (Haven't had an opportunity to test your mod yet)