Stellaris
Forgotten Empires 4.0
442 commenti
Poisy 11 ore fa 
The Arcane rune text I gave below is very much there on the last screen once you complete excavating the rune. I also have a screenshot, but Steam will block the link anyway. In my old saves, just as Zero said, the rune doesn't grant any leader anymore. In all new games, the rune never appears. I am validating the files now. I don't have the original mod installed. We shall see how it goes.
Inny  [autore] 21 ore fa 
This is not implemented yet. It will be along the Collector crisis.
Nidhoegger 23 ore fa 
Hi, I found all six runes but then nothing happens. How can I activate the forging of the cube?
Inny  [autore] 8 giu, ore 12:34 
I just played this event, obtained the rune and tested it, and it worked fine. Twice. Do an integrity check of the game, and make sure to double check that you're not using the original, outdated mod.
Zero 8 giu, ore 10:54 
I can also confirm that event for Arcane rune is broken now. Nothing happens after you choose who's to sacrifice, it supposed to give you event for repaired rune.

My previous complain about this same rune not working was on a save that started before 4.0.15, where I got the rune, but there was no pop up to choose a type of leader you want to create.
Inny  [autore] 8 giu, ore 10:37 
That's not how the event unfolds, this text is not even in the mod.
Poisy 8 giu, ore 7:41 
I just spawned in the middle of Nyblax systems and will try to excavate Arcane rune last, maybe this will do the trick. will let you know.
Poisy 8 giu, ore 7:39 
The last message says that during Shezam's last war the rune was damaged and can no longer perform as it should. Repairing it would require much more sacrifice than sacrificing one scientist and that only after more sacrifices made will you get the rune. It's so bizarre, it has never happened to me before because as I said that's the only rune I always go after every game, but I've seen it in the past 2 games, back to back. I only have Nyblax play in your mod, I don't have the original one installed.
Inny  [autore] 8 giu, ore 4:41 
I didn't change anything with the rune, what message did you get exactly?
Poisy 8 giu, ore 3:50 
I'm sorry but what happened to Nyblax' Arcane Rune? For the second game in a row I get the message that the rune was broken and I couldn't get it? that's literally the only rune I's ever interested in, and this new development breaks my game...
Inny  [autore] 4 giu, ore 13:25 
Odd, create_leader has not changed, and I've checked the vanilla events, there's no difference.
Zero 4 giu, ore 13:02 
Script changes in 4.0.15 broke one of the runes, the one that is used to create level 10 leaders. That patch also broke several other mods and their pop ups.
Nikal 3 giu, ore 17:04 
A trivial issue, but the "Concurrent Discovery" configuration button isn't working.
Inny  [autore] 3 giu, ore 0:15 
Yeah, there was a typo in the compatibility code, should be OK now.
kahvipensas 2 giu, ore 16:51 
Hey, I'm having a problem with system visibility with this mod. My ships' sensor level always functions as it were 0, even when the game shows it as being better, for example 2. I'm using Sensors Expansion, and use Irony to manage conflicts. The only 3 conflicting versions of can_see_system are vanilla, SE and this mods, and with this mod's version the sensor bug appears. If I use SE's version, my sensors work normally.

I wonder if using mods that change or add star classes might be a factor, as I'm using Real Space as well.
Inny  [autore] 1 giu, ore 15:52 
They spawn randomly.
Celador 1 giu, ore 10:09 
@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  [autore] 1 giu, ore 3:08 
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 mag, ore 18:10 
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  [autore] 31 mag, ore 2:33 
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 mag, ore 1:33 
@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 mag, ore 0:24 
Is the Nyblax line finished here? How do you combine all 6 runes?
Inny  [autore] 30 mag, ore 10:24 
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 mag, ore 20:08 
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  [autore] 29 mag, ore 12:37 
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 mag, ore 11:30 
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 mag, ore 11:29 
The mentioned Precursors don´t show up in the Precursor Selection, will they spawn anyways?
Lelouch VI Britannia 25 mag, ore 13:46 
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  [autore] 24 mag, ore 15:51 
Thanks, I'm quite proud of this one.
Captain 24 mag, ore 9:02 
the shaded empire are super cool, revitalized my love for storytelling in this game
Harlock 21 mag, ore 12:01 
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 mag, ore 22:32 
... I've been playing since 1.0 and I forgot that you could build colony ships....

Thanks again.
Inny  [autore] 20 mag, ore 0:14 
You can also construct a colony ship and jump it into the system.
Harlock 19 mag, ore 22:22 
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 mag, ore 22:18 
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 mag, ore 11:38 
Thank you for a quick reply. I remain hopeful still:)
Inny  [autore] 19 mag, ore 11:19 
The crisis is not in the game for now.
Poisy 19 mag, ore 11:09 
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 mag, ore 10:11 
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  [autore] 19 mag, ore 5:05 
Hello, it's the original art for this planet by XVCV. It's intended, even if I wish I had something better.
Fibre🌹 19 mag, ore 4:14 
Hey, while doing the "Soul of the Art" questchain, the tomb world showed up pretty weird

https://imgur.com/9a4gHLD

Is that normal?
Inny  [autore] 19 mag, ore 3:32 
You need jump drive technology. If you don't already have it, you should have it as an option now.
Harlock 18 mag, ore 23:19 
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  [autore] 18 mag, ore 2:23 
Fixed, thanks.
Aki Zeta-9 17 mag, ore 20:21 
baol_life_seed has outdated create pop effect and creates only 4 pops
Inny  [autore] 17 mag, ore 3:32 
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 mag, ore 8:50 
was the morningstar dig site from this mod? because ive got the same site now 5times on the same map
Chopper 14 mag, ore 0:36 
Hey, I translated your mod in Korean 99.9%!
https://sp.zhabite.com/sharedfiles/filedetails/?id=3481281102

Compliments on your creative work!
Hiztaar 13 mag, ore 22:47 
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  [autore] 13 mag, ore 22:15 
Did a system named Wur-Den-Kaar spawn?
Also Soul of the Art is completely unrelated.