Stellaris

Stellaris

The Zenith of Fallen Empires 4.0 Sandbox NOT UP TO DATE
151 Comments
youtubitz 19 May @ 1:18am 
I wonder if Fallen/Ascended empires with biological ships can get a fourth growth stage for bio ships like say juvenile, Mature, Elder, and something like Ancient or greater Elder or something.
and OE just gets new sections for the fourth stage. the ui might be a pain though.
EDGELORD 10 May @ 9:40pm 
Suggestion - the last couple of patches I found myself turning off all the ascendancy features just so I could use the FE ship sets, city and room on vanilla empires (I just really like the design), there actually aren't any updated mods that do this, at least not with as much functionality as yours does. It would be great if you could put these into a separate mod so you could keep the ships in between big updates.
Savitar  [author] 7 May @ 11:04am 
With the amount of updates paradox is currently pushing out we can't give an ETA. Expect it to release after the hotfix patches from PDX die down a lot.
SYM 7 May @ 9:11am 
is there a specified time until this mod is updated? i use it in a playset with my friends and we are waiting for this and a few others to update.
Savitar  [author] 6 May @ 3:17am 
The mod is not updated to 4.0 please don't run it on 4.0

Rever to stellaris 3.14.16 version found in the betas.
Savitar  [author] 20 Apr @ 9:23am 
New patch is out!
Savitar  [author] 28 Mar @ 11:30am 
New patch is out!
Savitar  [author] 2 Mar @ 12:34am 
You can download it from the repo.
don pollo king of ohio 1 Mar @ 4:41pm 
how can i revert back to 4.0 ?, i really dislike the new way to get utopian worlds
Savitar  [author] 28 Feb @ 9:26am 
New patch is out!
Savitar  [author] 27 Feb @ 3:24am 
@phantombandit you don't have to disable the Machine Age DLC, if you own it you even have some extra quality of ife features.
Savitar  [author] 27 Feb @ 3:23am 
@Markey can you join the ZoFE discord and open a bug report ticket please?
phantombandit 27 Feb @ 12:17am 
Is it required/advised to disable the cosmogenesis DLC before using this or does it disable it directly?
Markey 26 Feb @ 4:10pm 
@Savitar Before I continue I'm just wondering if vanilla FE buildings are deleted/replaced with modded FE buildings when a player takes over a FE planet? I didn't have the Galactic Ascendancy perk before I took Font of Knowledge and Archives, using commands to take another FE planet all of their buildings were replaced with their modded equivalents.
Savitar  [author] 26 Feb @ 12:34am 
@Markey what other mods do you use?
Savitar  [author] 26 Feb @ 12:34am 
@Semen Reaper you'll be best of friends, surely :D
Markey 25 Feb @ 6:59pm 
I just conquered a fallen empire and after taking their main two planets... every building besides one or two are just gone. Is this really intended behavior? I have The Font of Knowledge with almost 200 pops and only 1 building on it; the aegis complex. The Archives only has a Sky Dome and their unique science building is gone, both planets had all of their buildings while occupied too.
Semen Reaper 23 Feb @ 11:58am 
Question since I suck at the game, if you are using the Original People origin and the Custodians appear, what happens exactly?
youtubitz 18 Nov, 2024 @ 11:10am 
Anyone know of a mod that has a ship cost reduction source, i know why paradox removed basically all of it from vanilla but i would like a little for this mod.
i know i could play a lower difficulty and not need as much OE tech but still.
Savitar  [author] 17 Nov, 2024 @ 1:04pm 
@Martian event zofe_debug.1
MartianLeo 17 Nov, 2024 @ 11:49am 
when i reached the point into becoming an ascendancy where i can change my shipset i found this return to main menu thing but it opened something new that inculuded a cheats menu how do i open it again?
Savitar  [author] 26 Oct, 2024 @ 9:03am 
It seems that the robot rights are generally being wonky, as in they have issues, it's a known problem and we are trying to fix it :)
Ingo 25 Oct, 2024 @ 7:20am 
i always have the problem that this mod kinda forces me to build and allow robot pops. i have everything outlawed but it won't change. its annoying. i cant even purge them even though i'm xenophobe. there is just no solution for this problem ;(

aside of that an astounding mod :) thanks
Savitar  [author] 30 Sep, 2024 @ 4:07am 
ZoFE and ACOT doesn't play well together, choose one or the other.
Crazzlo 30 Sep, 2024 @ 3:44am 
where in the load order should this be? I have gigatructure an ACOT in my play list
General Timn (Fist of Freedom) 28 Sep, 2024 @ 11:30pm 
Hey, so I am missing the galactic ascendancy ascension perk. I am unsure what mix of mods may have caused this as i have been running the same mod set for a while now and this is the first time this has happened.
Corvididae 24 Sep, 2024 @ 11:05am 
@WWDragon

Yeah, that sounds like about the intended difficulty. Usually I have to ambush the Original Empire fleets at close range with about a 100 to 1 advantage in ship numbers, so perhaps 10+ fleets, with piercing weapons. The ambush is important because they have a huge range advantage. Even then I generally only expect to kill a few, but that is enough to get some debris I can send a cloaked science ship to research. Once you have some of their tech it becomes easier, though still hard. Importantly shields are useless against them, as they can disable shields entirely.

If you aren't an ascended empire with quite a lot of lost technology you are going to have a bad time one way or another.

I don't know about them getting crisis bonuses. They are definitely a crisis, that in the lore all the Fallen Empires allied together at the height of their civilization were barely able to defeat. So set expectations at that level, not at normal crisis balance levels.
WWDragon 24 Sep, 2024 @ 9:28am 
I used the tech from this mod and fought 6 fleets to 1 and lost with no kills.
That is NOT balanced at all!
That is literally impossible!

I was playing on normal because that's what the mod menu recommended.
The only one lower was listed as vanilla.

I don't see how anyone can think this is fair or balanced in any way.
What I described was accurate.

The only way I can see this somehow being different for you guys is if the original empire is affected by end game crisis settings, other mods crisis modifiers, etc.
Is it?
Kolyn  [author] 23 Sep, 2024 @ 11:17pm 
@WWDragon, you can tune the difficulty all the way down, or play as one of the more powerful origins from this mod, such as the Ringworld Empire, for which the crisis is balanced against.
Savitar  [author] 19 Sep, 2024 @ 4:16am 
@WWDragon it's meant to be difficult, you can't just bang your head against them like most crisis factions.
WWDragon 18 Sep, 2024 @ 8:26pm 
Hi
It's been awhile since I played ZOFE, but I decided to give it another go with this being the central mod of my current list.

There were some bugs, but nothing too serious.

However when the Original Empire showed up, I found out that they are COMPLETELY impossible to beat. (on normal mode)
I had 6 full end game fleets, equipped with tier 6, 7 and 8 tech, including equips from this mod.
However, when I went to fight one of the Original Empire's fleet weaker fleets, it killed ALL my fleets in 5 to 10 days, with NO losses on their side!

When I look at the equipment they have, it's no wonder; they have INSANELY OVERPOWERED equipment!
It's not tier 10 or something reasonable like that, but rather tier 30 or so in stats.

I HIGHLY recommend you do a balance pass on their stuff and nerf it with a jackhammer!
It is NOT fun to play against an enemy you have NO chance against!
The original empire ruined the game.
Savitar  [author] 14 Sep, 2024 @ 3:09am 
Yes we are aware, we'll fix it in time.
milk jam 13 Sep, 2024 @ 6:18pm 
new patch has ZoFE accidentally recalculate most ships with a power of 5600, there's some gross overcalculations for just about every fleet.
Nix the Watcher 13 Sep, 2024 @ 3:14am 
So with the new patch ZoFE overscales the ship calculations. So your starting fleet of corvettes count as 13k fleet power while raider ships are hundreds of thousands
Negative Ramos 19 Aug, 2024 @ 8:37am 
2 quick things

1. Resort worlds aren't able to take the Paradise Creation decision

2. Is it possible to add compatibility with planetary diversity? At the very least it seems Paradise Creation doesn't work with PD planet classes, which makes gaia worlds (PD splits them into dry/wet/cold) unable to be turned into utopian worlds. There is a workaround of just changing the planet type with commands to pc_gaia, but it would be neat to have.
Negative Ramos 16 Aug, 2024 @ 5:12am 
Hmm, after some time it seemed to start working again and put the "A world encased in Living metal?" choice there. Don't know if it was me reopening the game after a crash or something else.
Negative Ramos 15 Aug, 2024 @ 4:29pm 
Seems as though the Ancient Archives digsite is broken. Cant seem to get past "Utopian Paradise". Theres no options and the digsite is locked.
Corvididae 29 Jul, 2024 @ 11:15pm 
In an amusing twist it is apparently possible when playing as the Original Empire for the second crusade to be launched against you, putting the Awakened Empires into a federation, and then for the War in Heaven to happen. Resulting in the Awakened Empires being both at war with each other and in a federation.
Aphyxia 17 Jul, 2024 @ 8:51am 
There is a bug where you can't use "Utopian Abundance" living standard with individual machines.
You have to replace in the "potential" section of zofe_living_standards.txt:

has_trait = trait_machine_unit

to

AND = {
from = { is_individual_machine = no }
has_trait = trait_machine_unit
}
Savitar  [author] 26 Jun, 2024 @ 10:41am 
Can you not delete them ? Also it would be better if you joined the discord, so we don't spam the page.
Talon 26 Jun, 2024 @ 10:40am 
ah that would explain it,. I'm assuming there's nothing i can do to fix the bugged buildings in that case?
Savitar  [author] 26 Jun, 2024 @ 9:35am 
That's because the buildings were changed and you probably started a save before we updated the mod.
Talon 26 Jun, 2024 @ 9:23am 
All of my automated building now no longer work and are replaced by placeholder icons?
Any idea of how to fix this would be greatly appricated.
Savitar  [author] 26 Jun, 2024 @ 2:53am 
Already fixed for a follow up patch, but thank you :)
AL|EN 26 Jun, 2024 @ 2:40am 
The `"description.mod > supported_version"` is missing the `"v"` letter at the beginning of the version number. This causes the Launcher to still report an 'incompatible version' warning icon.

Current value:
supported_version="3.12.*"

Should be:
supported_version="v3.12.*"
Perlo 25 Jun, 2024 @ 10:15am 
I think there might be an issue with the Original portrait, which is currently missing from the appearance selection menu.
Kolyn  [author] 25 Jun, 2024 @ 9:27am 
Updated to 3.12
Perlo 25 Jun, 2024 @ 5:12am 
@Zerundhj : If you're running the mod in Vanilla (basic features), this shouldn't happen. However, if you use Sandbox, you now need a usefull little mod called the Merger of Rules, which, when placed at the very end of your load order, will guarantee that other mods respect ZoFE features. This mod has become mandatory for running ZoFE in the Sandbox mode with other mods.

However, some other mods aren't compatible with the Merger of Rules, such as Stellaris Evolved (among others). So be careful with the mods you're running in order to avoid incomptability issues.
Corvididae 17 Jun, 2024 @ 9:57pm 
@Werwolf
When it brings up the menu to change your ship style it should have an option to keep your current one.
WolvesofZiu 17 Jun, 2024 @ 7:17pm 
I dont want my ship style to change how to I stop it while I am ascending?