Stellaris

Stellaris

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More Events Mod
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File Size
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1.233 GB
Jul 18, 2016 @ 9:33am
Sep 10 @ 9:42am
176 Change Notes ( view )

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More Events Mod

Description
COMPATIBLE with Stellaris 3.13.*

Are you looking for more action and interesting events to show up while you are doing your day to day enslaving and conquering business? If, like us, you find the mid to late game a little lacking of interesting diversion, then you have come to the right place. This mod adds new anomalies and events to your game, focusing on spicing up the game after exploration has slowed down.

Note: There have been some slight changes to the galactic_features_events.txt

ACHIEVEMENTS WILL BE DISABLED WHEN USING THIS MOD

This mod will be constantly updated with new content for your game. All events are designed to be balanced with the events in the vanilla game.



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Mod Content
Anomalies, Events and Archaeological sites to add more variety to your gaming expierience. Additionally there are various new species portraits (used for our factions) which are also accessable for custom empires, but they will not spawn as randomly generated empires.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.

[more-events-mod.wikidot.com]
Our Wiki is still under construction. Everyone is welcome to add info to it they would expect to see there.

Fun with numbers:
Anomalies:
69 with a total of 127 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 22
Astral Rifts: 1
Primitive related events: 18
Colony level events: 13
Country level events: 17
Special system focussed events: 5
Origins: 1 (4 if you count the 3 used as switches)
Highimpact Questlines and Crises: 11
  • Elusive Carcosa
  • Legacy of the Carcharorion
  • Food Constructor
  • Lost Emperor
  • Descended Ascendant
  • Extinct Abductors
  • The Last Orila

  • Return of the Sadrell
  • Surveyor Probe
  • Broken Clock
  • Vazuran Menace

If there are ARTISTS out there who are able to produce event pics with a quality and style matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.



Bug Reports
You found a bug during your game session? Please, post it in the Bug report discussion thread so we can squish it in the next version. And if you could give us some hints on how to reproduce it, it would be also very helpful.

FAQ
Q: Is this or that event from your mod?
A: First, open your console while the event window is still there. Then type in "debugtooltip" and press enter, then close the console. Now check the tooltip when hovering your mouse over one of the event's options. It displays the event_id among other information. All of our event_ids start mit "mem_". If there's no "mem_" it's not from us.

Q: I hate these f*****g Vazurans! They are the worst crisis ever and it makes me disable this s****y mod! How do I make them go away forever!?!
A: The Vazuran Menace only has a 5% chance to occur naturally, but if you do not enjoy them at all, you can easily disable them during your game setup. Just create an AI empire with the "fainthearted backwater" origin and set it to force spawn. This will 100% prevent the Vazurans in your game.

Q: Can I activate this mod in a running save game?
A: Yes you can, but some events won´t appear in that case, as they are set at game start. Aside from this there should be no issues.

Q: My planetary shields are not correctly centered on my planets. What is wrong?
A: All shield objects are adjusted to vanilla scaling. Every mod that changes planet/system scaling will lead to our shields being off centered. If this is the case and you do not want to deactive the other mod, you'll have to deactivate our graphical shield effect in our options menu.

Real Space Users could try this compatibility fix:
Real Space System Scale/Planetary Shields Compatch 2.0


[discord.gg]



Donations

If you want to further support our work on improving the mod by adding additional art assets, please leave us a little donation. The page is set up to accept the lowest possible amount in my currency. Whatever you can spare, you'll have our thanks for it. You also won't be throwing your money into the aether either, as we have clear goals on what to do next with donated funds - visible on that page. See our latest addition (Orila, Vazuran and Neochadamus portraits) to get an idea of the quality you can expect. In the end you'll support both the mod and the artist, with whom we plan to keep on colaborating.

The Orila (+ their currently worked on expansion), Vazuran and Neochadamus (paragon) portraits were funded by us. At this point we have to make a cut however as our personal funds for this project are limited as well.

Anything further will need your support. Next we want to add new species portraits for the different Broken Clock aliens (devouring swarm molluscoids, determined exterminator robots, fanatic purifier lithoids all following the same scheme in terms of shape so we can use the same animations for all three and lower the price) which are also meant to be available for the player species.



Finished and implemented:
  • Neochadamus paragon portrait
  • Orila species portrait with outfits and hologram paragon portrait variation
  • Vazuran species portrait
  • Neochadamus portrait expansion for species portrait *
  • Overlord Trailer Emperor paragon portrait *
  • Orila Expansion (fitting robot portrait, hologram version for normal portraits, cybernetic variation)
Currently worked on:
  • Broken Clock molluscoid devouring swarm species portrait *
Funded and next on the plan:
  • Broken Clock lithoid purifier species portrait *
  • Broken Clock machine terminators species portrait *
Planned, not yet funded:
    * funded through donations

    Vote, what should be done next![forms.gle]



    [www.buymeacoffee.com]
    Popular Discussions View All (73)
    1,993
    Oct 4 @ 3:17pm
    PINNED: Bug Reports
    Malthus
    281
    Jun 29 @ 5:27pm
    Ideas
    Malthus
    4
    Aug 29 @ 2:38am
    Spawn Chance
    Era
    5,294 Comments
    Malthus  [author] Oct 20 @ 11:49pm 
    But with the slave origin it happened on his capital in every try, right? As you can see in the comments below, duma had the same issue when using the CoM. Both origins have the similarity that their captal world is not their species' homeworld. So I was expecting something weird going on with the triggers there.
    Is the issue reproducable for you with the slave origin as it was for your friend?
    Geech6 Oct 20 @ 7:42pm 
    We weren't using the Commonwealth of Man game on ours my friend was using a custom built faction. In any case I have just tested with the Commonwealth of Man as requested and made it all the way to year 2245 without experiencing the event.
    Malthus  [author] Oct 20 @ 2:55am 
    If this has a 100% reproducable rate with your mod setup, please try to start a game as the Commonwealth of Man and see if the Amoeba/Crystal attack happens as well. Should not take much time to try. If that is the case, try with only MEM. I was not able to reproduce this issue and want to find out if another mod may or may not be involved in the issue.
    Geech6 Oct 20 @ 12:17am 
    My friend and I played and we had the 1.5k fleet power crystal attack happen at the start of the game happen 3 times in a row. The species he was trying had the origin of with the crashed slaver ship. So, if it's codded to not happen to the capital would it trigger for origins that have the "not original planet" flag turned on?
    Malthus  [author] Oct 15 @ 1:32pm 
    We do have a channel on the modding den discord. There is a link to that server in the mod description.
    duma Oct 15 @ 12:58pm 
    @Malthus do you happen to have Discord? It would make it easier, as I could then send you images.
    duma Oct 15 @ 12:55pm 
    Your second text really confuses me lol. I always had the event happen to me very early into the game, Unity wasn't a year old. So I also suspect corrupted mod files.
    duma Oct 15 @ 12:52pm 
    @Malthus I'll redownload the mod and play a few games. I will notify if anything happens (or doesn't)
    Zalpha Oct 15 @ 12:01am 
    Oh I see, that would definitely would explain it. Also reading your description I was reminded of encountering this event in the past (more than a year ago). If he made sure to use the !!Universal Modifier Patch at the end of his mod list would it fix it or could it be at fault? I am guessing not as this mod has it's own event trigger mods that should not be over written by that mod. He probably just install mods by copying and pasting over existing mods which would end up causing this type of issue.
    Malthus  [author] Oct 14 @ 2:03pm 
    The amoeba event uses planet_event types, that fires the hidden gatekeeper event once the colony turns 4 years old. If the trigger is met (which includes the "not capital" requirement) a randomlist is fired which then decides if anything happens at all. If so, then this planet gets another planet event that is visible to the player, spawns the amoeba and lets it move directly to the planet via queued_action. It is as straight forward as it gets, which is why I suspect corrupt modfiles.