Stellaris

Stellaris

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Fight For Universe: Infinite Legacy
 
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31.650 MB
May 15, 2016 @ 12:13pm
Dec 17, 2016 @ 7:41pm
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Fight For Universe: Infinite Legacy

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Description
WARNING! This mod is incompatible with pretty much every other mod. So unless mod is listed in the Compatible & Suggested Mods list, it is incompatible by default. So, before reporting about bugs, please, double-check that you aren't using incompatible mods, in order to ensure that bug you found is genuine bug of Fight For Universe: Infinite Legacy mod and not error caused by mod incompatibility. Thanks.

Fight For Universe: Infinite Legacy is an extension to the original game, with new features, technologies, modules, weapons & fresh 3D models to come.
  • Current Features:
    • More variants of original traits and original traits balancing.
    • New "Legacy" trait series to start with advanced and ringworld systems.
    • Acquirable other FTL methods through an extensive research.
    • New systems spawns with different types of wrecked ringworlds.
    • Unique tile/background images for Ringworlds & Gaia classes.
    • Improved GUI, improved Strategic Resource Icons and 169 colors for empires.
    • Egalitarian/Hierarchical instead of Collectivists/Individualists.
    • More grand and epic space battle, and improved fleet formations.
    • Reworked terraforming and repairable ringworlds (with right technology).
    • Empire-wide food Export and Import system for faster planet development.
    • Reworked resource deposits and deposits seeds during galaxy generation.
    • Strategic resources and (partial) rebalance of relevant structures.
    • New strategic resources enrichment feature with different consequences.
    • All planets have surface slots and can be colonized (with right technology).
    • Dual language localization for the mod: English & Russian.
  • Planned Features:
    • Complete rebalance of old and implementation of new strategic resource structures.
    • Implementation of new Defense Platforms:
      • Sentry - Tier 1 Platform. 8x Light, 4x Medium or 2x Large weapons.
      • Outpost - Tier 2 Platform. 8x Medium or 4x Large weapons.
      • Bastion - Tier 3 Platform. 16x Light, 8x Medium or 4x Large weapons.
      • Stronghold - Tier 4 Platform. 16x Medium, 8x Large or 4x Huge weapons.
      • Rampart - Tier 5 Platform. 32x Light, 16x Medium or 8x Large weapons.
      • Fortress - Tier 6 Platform. 32x Medium, 16x Large or 8x Huge weapons.
      • Citadel - Tier 7 Platform. 32x Large or 16x Huge weapons.
    • Implementation of new Spaceship Classes:
      • Corvette - Tier 1 Spaceship. 1 Section. Light/Medium weapons.
      • Frigate - Tier 2 Spaceship. 2 Section. Light/Medium weapons.
      • Destroyer - Tier 3 Spaceship. 3 Sections. Light/Medium/Large weapons.
      • Cruiser - Tier 4 Spaceship. 4 Sections. Light/Medium/Large weapons.
      • Battlecruiser - Tier 5 Spaceship. 4 Sections. Light/Medium/Large weapons.
      • Battleship - Tier 6 Spaceship. 5 Sections. Light/Medium/Large weapons.
      • Dreadnought - Tier 7 Spaceship. 5 Sections. Medium/Large/Huge weapons.
      • Titan - Tier 8 Spaceship. 5 Sections. Large/Huge weapons only.
    • Implementation of new Assault Armies:
      • Infantry Division - Low Attack, Low Health/Morale. Cheap.
      • Armored Division - Medium Attack, High Health/Morale. Average.
      • Air Force Division - Very High Attack, Medium Health/Morale. Average.
      • Mech Division - High Attack, High Health/Morale. Expensive.
    • Implementation of new Defense Armies:
      • Guardians Division - Low Attack, Medium Health/Morale. Cheap.
      • Turrets Emplacements - Medium Attack, High+ Health/Morale. Average.
      • Artillery Outpost - High Attack, Medium+ Health/Morale. Average.
      • Planetary Stronghold - High Attack, Very High Health/Morale. Expensive.
  • Important Information:
  • Special Thanks:
  • Compatible & Suggested Mods:

WARNING! This mod is incompatible with pretty much every other mod. So unless mod is listed in the Compatible & Suggested Mods list, it is incompatible by default. So, before reporting about bugs, please, double-check that you aren't using incompatible mods, in order to ensure that bug you found is genuine bug of Fight For Universe: Infinite Legacy mod and not error caused by mod incompatibility. Thanks.
Popular Discussions View All (12)
149
Jan 15 @ 2:07am
An ideas thread
Zevfer
119
Dec 13, 2016 @ 11:23pm
PINNED: Errors & CTDs / Ошибки и Вылеты
WarStalkeR
84
Dec 4, 2016 @ 3:17am
PINNED: Planned Features
WarStalkeR
< >
934 Comments
Faustian Device Jan 3 @ 11:12am 
Yes, Maethendias, that is WAI.
::Maethendias:: Jan 3 @ 7:45am 
is it intended that there are so many ressources?
blub01 Dec 25, 2016 @ 12:38pm 
question: how do you get the research to restore ringworlds? it has never popped up for me.
WarStalkeR  [author] Dec 24, 2016 @ 6:31am 
@Ethan Spoookberry: and all planets were easily colonizable?
Faustian Device Dec 22, 2016 @ 12:58pm 
Sounds like it's working as intended, Ethan...
TONGUE KISS YOUR DAD Dec 22, 2016 @ 12:54pm 
Is there a reason systems are spawning with sometimes well over 100 resources in them? When using this mod, I got a system directly next to my home system with almost 200 minerals in it.
WarStalkeR  [author] Dec 17, 2016 @ 7:48pm 
Found the problem which prevented researching new colonization techs: it was small bug which prevented script from working to add "worldtype_surveyed" flags for the empire when planet was surveyed. Probably occurred when I was updating mod to be compatible with 1.4.1 version. Now everything should work as intended. When I first checking the scripts - I didn't seen that little bug >_>
That One Communist Fellow Dec 17, 2016 @ 10:47am 
@[LAD] Sir Henley I have seen this as well. I also tend to find that the entire system of needing to scan a world type (for default habitable worlds) in order to colonize it limits the ability to get other colonization techs (such as hot barren colonization or asteroid colonization).
[LAD] Sir Henley Dec 17, 2016 @ 7:34am 
I beleive @Angel is right to ask. Since updating to 1.4.1 I have not been able to colonise any worlds (e.g. Desert, Arid, Tundra, etc) other than the class that my home world is. Do the technologies for colonsing 'normal' worlds present themselves to the player anymore? I haven't seen any of these techs ('Desert Colonisation' for example) other than the one are the player is given initially at the game start.

I notice that the AI also has this problem: a Tundra based AI empire will only ever colonise Tundra worlds.

Is this a problem anyone else is experiencing?
Faustian Device Dec 16, 2016 @ 9:18pm 
I am aware.