Stellaris

Stellaris

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Trace Empire Customisation
 
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418.810 MB
Jun 4, 2017 @ 5:01pm
Dec 6, 2018 @ 3:07pm
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In 1 collection by Trace Projectile
Trace's Stellaris Mods
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Description
'TEC' is my gift to your custom empires, with DOZENS of vanilla-art-friendly rooms and cities!

Sequel to the removed mod:


For *now* only use the cities and rooms - no ship sets are finished, but I wanted to at least get them to a point where they don't crash the game on selection.

Still waiting on Paradox to take out the hard-coded system where every city needs a ship type.


Originally I intended to release a pack of dozens of cropped backgrounds but Diverse Rooms got in first. In order to be unique and not compete with that mod, I'm now focusing on hand-edited and non-clipping rooms that fit the vanilla artstyle! They use both window (city view) and background styles.
Highlights include:

- 'Capitalist' background based on the old Individualist room
- Arachnoid room
- Mass Effect Kett room
- Underwater city room
- Cybernetic room
- Dark Spiritualist room


This mod is officially a redo and successor to my 'More City Types' mod that was on the popular page not once, but multiple times.
Highlights include:

- Factory city (like the unselectable industrial city, but without the brick house rows)
- Overgrown city (mammalian cities with the lights off, buildings covered in vines)
- Newcomers city (habitation and geodesic dome networks)


SHIPS ARE LOW PRIORITY AND WIP but I tested for crashes. Don't expect AAA-standard with lots of merged meshes and you'll be fine. Took me literally months to get these working at all, but one day there will be unique meshes and/or textures for all the city types included. Highlights include:

- Cultist (trying to imagine the event-spawned cults as an empire)
- Newcomers (a WIP style that looks low-tech and ragtag)
- Overgrown (mammalian ships with green windows and blotches independent of flag-based engine trails)
- Dirty (the old reskinned reptile theme has been redone into a dirty pirate culture)

// I WILL BE ADDING MORE, FIXING ANY BUG I CAN AND FINISHING ALL INCLUDED FILES. //
This release is early, because bugfixing took like 5 months already, and it's become impossible to support the older mods. Enjoy!

See workshop threads below for complete features and plans!

Possible issues:
- I have New Ship Classes, it changes some ship models so I don't know if there's long-term bugs without it.
- New, empty species categories were added. I think I pushed them to the bottom of the list, but I'm afraid it's a necessary evil since the game is very rigid in thinking "1 city per 1 species group".
- Ships are very WIP, just focus on the cities and rooms for now!

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Stellaris 2.2 update:
Updated to 2.2 obviously, another room added, more work on cities, partial ecuminopolis support.

Continuing to wish for Stellaris to remove the hard-coded connection between ships and cities.
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Upcoming addons:
- TEC Halo
All Covenant species from the Halo franchise will get their own looks. I've talked with a creator of Sins of the Prophets, and intend to work alongside their mod, not against it.
- TEC Legendary Empires
In TECLE, the best community empires will become spawnable, unique-skinned prescripted empires with rooms and cities!!

I'll be taking requests and stuff soon, feel free to comment or do whatever.
No donation link, nothing asked of you - I want the game to be more diverse, and I want to share that with other players of this awesome game!

Mod compatible. Not achievement compatible I think.
Popular Discussions View All (2)
0
Jul 5, 2017 @ 2:33pm
Mod Credits
Trace Projectile
0
Jul 5, 2017 @ 2:27pm
Current Features / Future Plans
Trace Projectile
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146 Comments
gnurumul Jan 2 @ 6:08am 
Thank you I'll use it well
Trace Projectile  [author] Dec 25, 2018 @ 9:35am 
Thanks duder
Dr. Autissimo Dec 25, 2018 @ 6:02am 
Ok, no problem :D But the backgrounds of the rooms still look pretty cool.
Trace Projectile  [author] Dec 25, 2018 @ 5:46am 
I'm gonna be frank, most the ships are pretty much placeholder as I only wanted cities and rooms... But in answer to your question they won't crash with NSC (I use it myself) but probably won't show the newer models like strike-cruisers, and default to base game ships.
Dr. Autissimo Dec 25, 2018 @ 3:46am 
Is there built-in NSC compatibility or some patch? Or should it work without?
Trace Projectile  [author] Dec 9, 2018 @ 1:30pm 
You're welcome, and the mod should get better when I have more free time :D
BillBaraka Dec 9, 2018 @ 8:33am 
OOOOH! Thank you!!!
Trace Projectile  [author] Sep 30, 2018 @ 5:20am 
I *may* do, but I've not liked the 2.0+ patch so I might just keep the mod rolling and not worry about keeping more mods up. That's not certain yet though.

Feel free to keep a backup if you want though.
ShadowDragon_79 Sep 29, 2018 @ 10:17pm 
Please keep the 2.1.*-version available... :)
paulo Sep 20, 2018 @ 9:04am 
Thanks.