Stellaris
Forgotten Empires 4.0
459 comentarios
HertoghJan 15 JUN a las 10:12 
Awesome Sir, will reinstall ASAP
Inny  [autor] 15 JUN a las 4:57 
Fixed.
HertoghJan 15 JUN a las 0:17 
Removing the Mod I thought could have caused the issue wasn't it either, its probably some conflict but I'm not going to uninstall over 40 Mods to figure out which is conflicting at this point.

Atho I love this Mod, I'll uninstall for now.
HertoghJan 14 JUN a las 23:58 
Having similar problems, got the 'Begin' option only once but now the configuration menu keeps popping up over and over without it.

Did a 'File Verification' which I had to do with another mod for it to stop popups but this time that didn't work, also emptied 'Steam Cache' as that was mentioned as a optional 'fix' for that mod too.

Gonna try something else which is to be said could be the problem, report back once I checked that.
Inny  [autor] 14 JUN a las 13:25 
Click on Begin to close the menu.
Shikiki 14 JUN a las 12:16 
Start menu after the update just pops up again after selecting an option. And again. And again.

Does this with or without precursor selection mod.

Unsubbed and resubbed to check if that would fix it to no avail.
Moros 14 JUN a las 10:02 
"Added a start menu option to disable this mod's precursors. The option will be hidden if you have the Precursor Selection mod.
Fixed a couple of modifiers.
The Coprean Constitution event chain now spawns new systems instead of locating a potential site."

We are so back
Inny  [autor] 14 JUN a las 5:17 
Thanks, I added them to the description.
Alpht_Phast 13 JUN a las 23:23 
Oliveira 13 JUN a las 16:59 
Hello, Inny — I created a mod that translates and revises the localization of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3498553777
Moros 10 JUN a las 19:25 
Thanks, I think your suggestion will work for now for me.
Inny  [autor] 10 JUN a las 16:37 
Yeah, the next version of Forgotten Empires will have the option on the start menu (if you don't have Precursor Selection), but until then that mod will do the job.
Moros 10 JUN a las 15:42 
That's not what I'm looking for but it might be able to work?
Inny  [autor] 10 JUN a las 15:37 
Moros 10 JUN a las 15:32 
Is there any way to disable the precursors added by this mod?
Inny  [autor] 10 JUN a las 14:54 
Yeah, Steam has been messing with a lot of mods recently.
Poisy 10 JUN a las 8:41 
Validating data helped solve the issue, thank you!
Poisy 9 JUN a las 15:55 
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  [autor] 9 JUN a las 5:59 
This is not implemented yet. It will be along the Collector crisis.
Nidhoegger 9 JUN a las 3:48 
Hi, I found all six runes but then nothing happens. How can I activate the forging of the cube?
Inny  [autor] 8 JUN a las 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 JUN a las 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  [autor] 8 JUN a las 10:37 
That's not how the event unfolds, this text is not even in the mod.
Poisy 8 JUN a las 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 JUN a las 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  [autor] 8 JUN a las 4:41 
I didn't change anything with the rune, what message did you get exactly?
Poisy 8 JUN a las 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  [autor] 4 JUN a las 13:25 
Odd, create_leader has not changed, and I've checked the vanilla events, there's no difference.
Zero 4 JUN a las 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 JUN a las 17:04 
A trivial issue, but the "Concurrent Discovery" configuration button isn't working.
Inny  [autor] 3 JUN a las 0:15 
Yeah, there was a typo in the compatibility code, should be OK now.
kahvipensas 2 JUN a las 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  [autor] 1 JUN a las 15:52 
They spawn randomly.
Celador 1 JUN a las 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  [autor] 1 JUN a las 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 MAY a las 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  [autor] 31 MAY a las 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 MAY a las 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 MAY a las 0:24 
Is the Nyblax line finished here? How do you combine all 6 runes?
Inny  [autor] 30 MAY a las 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 MAY a las 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  [autor] 29 MAY a las 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 MAY a las 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 MAY a las 11:29 
The mentioned Precursors don´t show up in the Precursor Selection, will they spawn anyways?
Lelouch VI Britannia 25 MAY a las 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  [autor] 24 MAY a las 15:51 
Thanks, I'm quite proud of this one.
Captain 24 MAY a las 9:02 
the shaded empire are super cool, revitalized my love for storytelling in this game
Harlock 21 MAY a las 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 MAY a las 22:32 
... I've been playing since 1.0 and I forgot that you could build colony ships....

Thanks again.
Inny  [autor] 20 MAY a las 0:14 
You can also construct a colony ship and jump it into the system.