Stellaris

Stellaris

Forgotten Empires 4.0
427 Comments
Inny  [author] 9 hours ago 
They spawn randomly.
Celador 14 hours ago 
@Inny How are those runes distributed at the start? In my recent playthrough, after biogenesis, I got 2 runes and some weakest/isolated spiritualist empire got other 4. Is there some bias for those runes to appear in weakest empires? I also got 2 of the runes inside their territory, from the archaeological sites in unclaimed systems. So it means that all 6 sites spawned next to each other?
Inny  [author] 21 hours ago 
Aye, that's what I was thinking.
Also, the Collector part's adaptation has progressed but is not near complete yet, and I'm focusing on a new story for now, but I'lll eventually get to it. The crisis ships have been updated and what remains is the crisis itself - story, code, and writing the missing parts as the author never finished it.
Celador 31 May @ 6:10pm 
To answer my question - Nyblax still isn't finished.

@Inny if I may offer a suggestion - those rune regulations need to be removed. I have played dozens of games over the years, and they just clog the galactic community. Their effects aren't that drastic, yet they keep somehow appear on top over and over, and over again. If all 6 are in play - they are literally stalling the whole community for no reason. Considering the line isn't even finished, it's just unnecessary. Even if the cube part was done, instead of 6 separate acts, it would've been better to implement just one for regulation of the combined cube/infinity stone, rather than 6 runes.
Inny  [author] 31 May @ 2:33am 
I pushed an update to allow Wilderness to terraform these worlds for the time being. I'll flesh it out once I've played them to see how I can make something meaningful for them.
B flat 31 May @ 1:33am 
@Inny Got it. There has to be a way to colonize them though. Wilderness has some kind of strange terraforming mechanic whereby they can colonize gaias by terraforming them into the same type for example. Maybe allow something like that? I disabled the mod for the time being, but I hope you figure something out. Love your mods.
Celador 31 May @ 12:24am 
Is the Nyblax line finished here? How do you combine all 6 runes?
Inny  [author] 30 May @ 10:24am 
Well, Strange Worlds predate the existence of the unique mechanics of the Wilderness, and I don't think they can work well together. I'll have to think about what to do with them.
B flat 29 May @ 8:08pm 
Hi there. Wilderness cannot colonize "strange worlds" from this mod because they can only terraform, and strange worlds can't be. Is this intended?
Inny  [author] 29 May @ 12:37pm 
In its current state, the precursor selection screen is not compatible with Forgotten Empires (not without a heavy rewrite of the mod), so I will not use it. I made a request to the devs for a bit of code that would allow it, so maybe in the future we'll have something usable. Everything's ready in the meantime on my side for when this day happens - art, code, interface.
alex_kuegler 29 May @ 11:30am 
I have some precursors from other mods that are included in the selection? Maybe you will contact that creators to find a solution?
alex_kuegler 29 May @ 11:29am 
The mentioned Precursors don´t show up in the Precursor Selection, will they spawn anyways?
Lelouch VI Britannia 25 May @ 1:46pm 
note to self when a relic says do not press this in red dont let your intrusive thoughts win 10/10 would press again
Inny  [author] 24 May @ 3:51pm 
Thanks, I'm quite proud of this one.
Captain 24 May @ 9:02am 
the shaded empire are super cool, revitalized my love for storytelling in this game
Harlock 21 May @ 12:01pm 
Just to add some clarity to this, If I move a ship to the closest adjacent system and right click move on the target system a ship with jumpdrive will make the jump. But it says out of range if I try from anywhere else, and pathing will not work, it has to be one hop move. Again maybe it's the distance away that it spawn?

Anyway, I'm up and running now.
Harlock 20 May @ 10:32pm 
... I've been playing since 1.0 and I forgot that you could build colony ships....

Thanks again.
Inny  [author] 20 May @ 12:14am 
You can also construct a colony ship and jump it into the system.
Harlock 19 May @ 10:22pm 
Nope, nevermind got it working. I think to colonize there had to be a route to a starbase with a shipyard. Because only science ships could reach it there were no shipyards to source from. After constructing a shipyard in system I could colonize.
Harlock 19 May @ 10:18pm 
I suspect my problem is that for some reason ships with jump drives can't jump to the system even. The only way I was able to get the science ship there was Experimental Navigation. Maybe it spawned too far?
Poisy 19 May @ 11:38am 
Thank you for a quick reply. I remain hopeful still:)
Inny  [author] 19 May @ 11:19am 
The crisis is not in the game for now.
Poisy 19 May @ 11:09am 
Why can't I activate the crisis when I gather all 6 of Nyblax power runes? Or was it disabled together with the Collector? If so, are there any plans to enable the crisis pretty please?
Harlock 19 May @ 10:11am 
Hey Inny,
Yeah I needed jumpdrive to get TO the system, and I did and got a science vessel there and now own the system. But when I try to colonize the planet no pops are listed.

I upgraded the star base and am going to use it to build a construction ship then a hyper-relay to see if that works, but I don't think that's the intended method (and I'm not sure it will work)
Inny  [author] 19 May @ 5:05am 
Hello, it's the original art for this planet by XVCV. It's intended, even if I wish I had something better.
Fibre🌹 19 May @ 4:14am 
Hey, while doing the "Soul of the Art" questchain, the tomb world showed up pretty weird

https://imgur.com/9a4gHLD

Is that normal?
Inny  [author] 19 May @ 3:32am 
You need jump drive technology. If you don't already have it, you should have it as an option now.
Harlock 18 May @ 11:19pm 
Love the mod, thanks for the work.

I finished shaded empire quest chain, and now have possession of the asdrylia system... But I cannot colonize the planet, presumably because nothing can reach it. Am I missing something?
Inny  [author] 18 May @ 2:23am 
Fixed, thanks.
Aki Zeta-9 17 May @ 8:21pm 
baol_life_seed has outdated create pop effect and creates only 4 pops
Inny  [author] 17 May @ 3:32am 
Well, in its current state, the precursor selection screen is not compatible with Forgotten Empires (not without a heavy rewrite of the mod), so I will not use it. I made a request to the devs for a bit of code, so maybe in the future we'll have something usable. Everything's ready in the meantime on my side for when this day happens - art, code, interface.
Frettchen 14 May @ 8:50am 
was the morningstar dig site from this mod? because ive got the same site now 5times on the same map
Chopper 14 May @ 12:36am 
Hey, I translated your mod in Korean 99.9%!
https://sp.zhabite.com/sharedfiles/filedetails/?id=3481281102

Compliments on your creative work!
Hiztaar 13 May @ 10:47pm 
No I have a system called Kam'vra that spawned instead with scfe_soul_of_the_art under the lavel of Z'nkar event chain. :/
Inny  [author] 13 May @ 10:15pm 
Did a system named Wur-Den-Kaar spawn?
Also Soul of the Art is completely unrelated.
Hiztaar 13 May @ 8:42pm 
Actually there is probably an event not firing at all in the Z'nkar event chain as the scfe_znkar_colossus_dig event chain is never called. Only one system is created with scfe_soul_of_the_art dig site and it gives nothing except 20 society research on the planet, not even the technology it is supposed to give.

You might one to look closely at this storyline :o
Hiztaar 13 May @ 8:13pm 
Hello!

When finishing the last excavation of the Z'nKar, some rewards are not provided : Soul of the Art and whatever should happen to the planet, it's empty.
jchokey 12 May @ 2:47pm 
I only recently started using mods and I wanted to say that I really love this one. Just FYI.
Inny  [author] 12 May @ 5:33am 
I'll need some infos from the error log to locate the issue.
zkahnman 12 May @ 12:40am 
same issue as topher. also CTD when I open my first archeology dig site in a game if I change the infinite spam of blank Event pop ups to "toast" so that I could keep playing the game despite the infinite spam
Inny  [author] 11 May @ 4:57pm 
This is intended. The precursor selector part will be added in a future update.
topher.s.g 11 May @ 2:36pm 
I'm absolutely using the latest version, and still none of the precursors from this mod show up in the vanilla precursor selector (haven't tried using a modded precursor selector). This is with *only* Forgotten Empires in a fresh, otherwise empty modlist, so it's not a mod conflict.
Inny  [author] 8 May @ 11:02pm 
There's no overlap.
Demognomicon 8 May @ 10:16pm 
Should this be before or after Archaeology Story Pack?
Inny  [author] 8 May @ 5:46pm 
You can remove the extra ones.
topher, something's wrong with your install, unsub and resub to force a proper update.
Smokehouse03 8 May @ 5:13pm 
@Inny do the duplicate .mod files matter with this install? cause i got 3 now lol
topher.s.g 8 May @ 10:14am 
I play in English. Thanks for trying to help, though!
Glyph 8 May @ 2:21am 
topher.s.g
Are you on the english version of stellaris?
I'm not and I had this issue before. To fix it, I used the usual method - go to the localization folder, search for your language folder (or create it if it's supported by the game in general). Then just copypaste all the files from the english folder to the folder of your language. And change the word "english" to the word of your language in the file's names (not sure if it's needed actually). And then open each of them and change the word "English" in the very first line to how your language is called.

I honestly don't know why most mod's autors don't do it by themselves. Without it, the game would simply refuse to load any english text of the mod at all if your game language is not english. (I actually don't know about languages with latin letters. Maybe it works fine for them.
topher.s.g 7 May @ 9:14am 
Precursors from this mod aren't showing up in the vanilla precursor selection section (this is working for other modded precursors, so it's possible). Shortly after game start I am getting an infinitely repeating box with no text popping up and auto-pausing the game, only happening with this mod enabled.
Inny  [author] 7 May @ 8:41am 
Using the launcher, you create a new mod. Unzip the content of the github archive into that folder.