Stellaris
Fatherland: Colonial Empires
834 bình luận
SEVEN GOON SESH 18 Thg05 @ 6:27pm 
Is there a way to allow players in multiplayer to play as the rogue colonies that appear? They don't pop up in the nation-pick screen (the rogue colonies).

There isn't any way to pick to play a country from observer mode to play.
Kepos 17 Thg05 @ 3:37pm 
@MrFunEGUY
NP and thx for looking into it.
MrFunEGUY  [tác giả] 17 Thg05 @ 3:29pm 
@Kepos - Colonial Empires can only take planets in unclaimed systems. Guaranteed Habitable worlds are right nearby, and so you should be able to get those systems quite quickly. I am not going to spare the guaranteed planets, 1) because I don't know if there's a way to differentiate them and 2) I don't think they should be spared. You can always decrease the pulse length of fatherland colonies to give yourself more time to colonize the guaranteed habitables.
Kepos 17 Thg05 @ 11:13am 
Great addition for roleplay games.
Found an issue with Intuitive Habitables Slider playing on ~25% habitable planets and it seems colonial empires grab those 2 guaranteed colonies. As Oatmeal Problem isn't able to do anything from his side, would it be possible looking into it and spare guaranteed colonies?
MrFunEGUY  [tác giả] 16 Thg05 @ 6:21am 
Yes. Hopefully I will fix it one day
Aetini 15 Thg05 @ 5:25pm 
Been a while since I touched this mod. Enjoyed it too.

But just to check and confirm: the Hegira part (doomsday origin bit) doesn't work but the rest should yeah?
Baldwick 15 Thg05 @ 3:51pm 
I very much enjoy your mod and I feel it would be a great tragedy if part of it (Hegira) remains unplayable.
MrFunEGUY  [tác giả] 14 Thg05 @ 9:48am 
You can increase the time between pulses in the rogue colony mod settings using the edict or dynamic mod menu.
anon 14 Thg05 @ 3:29am 
I tried to figure it out myself but was unable to, where in the mod files could I change the variables to increase the time until rogues start spawning and/or decrease the pulse time for them even further? I'm playing with Real Space on a longer timescale to account for that and I'd like to give the AI more breathing room to expand early on while still having new nations pop up.
MrFunEGUY  [tác giả] 7 Thg05 @ 10:26am 
I would like to fix it eventually but I'm not positive why it's broken. Maybe one day...
Szarrukin 7 Thg05 @ 9:19am 
Hegira is bugged since forever because mod author doesn't really care for hegira
Streamline 6 Thg05 @ 10:59pm 
I just tried Doomsday as the UNE in 4.0 to see the Hegira nations, but not a single one showed up. The mod menu showed that normal rogue nations were appearing, but there wasn't a single Hegira nation by the time I evacuated Earth fully.
MrFunEGUY  [tác giả] 6 Thg05 @ 5:21am 
@gribbleflix - So the earth is a sphere with different time zones.
gribbleflix 6 Thg05 @ 1:49am 
How was this updated at 12.16 if its only 9.49
MrFunEGUY  [tác giả] 23 Thg04 @ 2:55pm 
@Janlitschka - I haven't tested it with 4.0, but I don't anticipate it needing any updates for 4.0.
Janlitschka 23 Thg04 @ 1:03pm 
Hey, I wanted to quickly ask you if you have tested the mod with the 4.0 betas and do you expect it to continue working in 4.0 or do you have the needed fixed ready?
Zendir Heartfire 21 Thg04 @ 9:00am 
This is great for a Human only galaxy if you're trying to create a rp where no aliens exist.
MrFunEGUY  [tác giả] 16 Thg04 @ 11:17pm 
Hmm, send an error log.
Benszasty 16 Thg04 @ 11:56am 
When playing with Stellaris Evolved this mod often cause crashes due to faliure in creating a randomized country, shame.
JamieStylez 10 Thg04 @ 6:26pm 
is this savegame compatible?
Custos-Tenebris Archivan 27 Thg03 @ 8:47pm 
An observation I've made upon playing with Fatherland is that at least for me, gestalt Machine empires cannot use Iron Curtain policy. Any reason for this feature, or any suggestions on which files to search through first in order to change it?
Regardless, I hope whoever sees this has an excellent day!
BroncoXeno2035 1 Thg03 @ 6:32am 
@Lord_Deamonar, looking in the event files for Heigara shows you the unique Human ones.
Ea-Nasir 1 Thg03 @ 1:16am 
Had the same issue as @robo asshole, no Hegira nations spawned by the time I got the event the Hegira was over (when I fully evacuated Earth)
Lord_Daemonar 20 Thg02 @ 6:34am 
Is there a list of the Hegira Nations?
MrFunEGUY  [tác giả] 18 Thg02 @ 9:12am 
Interesting, don't know why.
started w/ an altered UNE, it's got the human_1 flag
Cicattrix 14 Thg02 @ 11:33pm 
@https://sp.zhabite.com/id/lyralain ... did you went for standard UNE or did this:

”Special: Nations of Earth
If you start as an altered UNE that has the human_1 flag (in empire creation edit UNE and save a new empire) with Doomsdays you will get a set of 14 custom Hegira Nations representing fantasy versions of real world countries. Enjoy!”
is there an average year when hegira nations should start showing up? ran a UNE campaign for 60 years in a barren galaxy and not a single one reared up
BroncoXeno2035 5 Thg02 @ 3:26pm 
Also a recommendation are disembodied Hive Mind Drones like that Pre-FTL Event
BroncoXeno2035 4 Thg02 @ 11:33am 
Does this work mid game?
PLMMJ 4 Thg02 @ 1:57am 
Is there an espionage operation or something like it that lets you spark the seeds of a breakaway? That seems like a really interesting mechanic.
MrFunEGUY  [tác giả] 2 Thg02 @ 9:49am 
It already isn't guaranteed. But further, the reason that I find a setting like that a bit more pointless is because expansion occurs so quickly that empires Don't often spawn past 2250-2260 anyway. I'll implement a setting in the future that lets you pick the spawn chance percentage, but it will apply to each country individually and not every country together.
AmbitiousRam 2 Thg02 @ 7:35am 
Also is there a way to make it not guaranteed? For example, 20 max, 3 per AI empire, every 10 years there's a 5% chance that *one* will spawn? I think that'll make it feel more organic rather than just a bunch of empires spawning every ten years until max is hit and then no more which feels very gamey.
MrFunEGUY  [tác giả] 2 Thg02 @ 7:31am 
No, it should be fine anywhere. No name no ethics countries happen when something breaks on country creation. This can be a mismatch with authorities and ethics, or when two civics are added that are not supposed to be with each other. I'll take a look at the ECC ethics restrictions, but I'm not sure why this would be happening.
AmbitiousRam 2 Thg02 @ 6:54am 
Is there a specific load order with ethics and civics classic? Getting the rogue empires spawning with no name and no ethics which I assume must be because of that (it's not all the rogue empires though, most spawn completely fine)
AmbitiousRam 2 Thg02 @ 4:14am 
This mod seems absolutely awesome for making the galaxy feel living and breathing, thanks for the hard work
MrFunEGUY  [tác giả] 1 Thg02 @ 6:11pm 
@Enoch - Of course it's working?
Enoch 1 Thg02 @ 9:52am 
Any update on weather this mod i working?
MrFunEGUY  [tác giả] 31 Thg01 @ 11:19pm 
@chornobyl - funny enough, I have made a mod to do just that and I just updated it last week:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2631770083
chornobyl 31 Thg01 @ 3:58pm 
is there a mod to have more unique names for random generated empires?
MrFunEGUY  [tác giả] 29 Thg01 @ 5:11am 
No idea. I haven't checked annual pulses in a while though.
neweisberg 28 Thg01 @ 6:41pm 
Ran a test game without Doomsday Origin, set rogues to spawn in the first ten years and annual pulses. Let it run for ten years and got no rogues at all. I'm sure I'm the one doing something wrong, just not sure what.
MrFunEGUY  [tác giả] 24 Thg01 @ 4:50pm 
@neweisberg - When you have the doomsday Origin? Or always? Because I know the regular rogue colonies are working.
neweisberg 24 Thg01 @ 2:52pm 
For some reason neither the Hegira nor the rogue colonies work now, even when I deactivate all other mods. I get the initial Hegira notification, but no other colonies ever come into existence.
MrFunEGUY  [tác giả] 22 Thg01 @ 8:26pm 
@neweisberg - I was planning to never reactivate it, but so many people want it that I have gone ahead and done so. Let me know if it works, because I don't use it.

So yeah, hegira reactivated. Let me know of any bugs with Hegira.
neweisberg 22 Thg01 @ 6:06pm 
Gotcha, I hope it gets fixed whenever you find the time
MrFunEGUY  [tác giả] 20 Thg01 @ 6:34pm 
@neweisberg - You're doing nothing wrong, hegira doesn't work. I'm going to make that more apparent in time
neweisberg 20 Thg01 @ 11:05am 
I can't seem to get the Hegira to work- even when I use no other mods except this one. Any suggestions what I may be doing wrong?
MrFunEGUY  [tác giả] 15 Thg01 @ 10:19am 
Compat update
Tal'Raziid 14 Thg01 @ 9:26pm 
What was the update today?