Stellaris
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More Events Mod
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1.141 GB
18 JUL 2016 a las 9:33 a. m.
20 MAR a las 2:40 p. m.
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More Events Mod

Descripción
COMPATIBLE with Stellaris 3.11.*

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 and Events to add more variety to your gaming expierience.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.

Fun with numbers:
Anomalies:
72 with a total of 127 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 21
Primitive related events: 18
Colony level events: 13
Country level events: 17
Special system focussed events: 5
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 *
Currently worked on:
  • Orila Expansion (fitting robot portrait, hologram version for normal portraits, cybernetic variation)
Funded and next on the plan:
  • Broken Clock molluscoid devouring swarm species portrait *
Planned, not yet funded:
  • Broken Clock lithoid purifier species portrait
  • Broken Clock machine terminators species portrait
* funded through donations

[www.buymeacoffee.com]
Discusiones populares Ver todo (66)
1,871
16 MAR a las 6:47 a. m.
FIJO: Bug Reports
Malthus
280
2 FEB a las 5:31 a. m.
Ideas
Malthus
1
7 MAR a las 6:54 a. m.
Luminous Flame
NewAgeKid52
5,084 comentarios
Tal'Raziid hace 5 horas 
I see, I shall have to take a look then
Malthus  [autor] hace 7 horas 
In this case you likely also use another mod that also overwrites the basegame building which makes it available again.
Tal'Raziid hace 7 horas 
This mod adds a new shield generator building right? I assume its supposed to overwrite the basegame one but for me it just adds a new one and i can build both
Malthus  [autor] 27 MAR a las 11:22 a. m. 
So long as the original planet types still exist, nothing should be broken. It might skew a few checks though, if specific planet classes are expected to be present. I haven't heard about big issues though.
gslavnikov 27 MAR a las 11:04 a. m. 
Is this mod compatible with Planetary Diversity Mod?
Zipzopdippidybopbop 26 MAR a las 7:37 a. m. 
I tested by spawning new tomb worlds into new games. They all worked fine....

I did start a new game with my mod order rearranged; not sure that helped. Might test a new game and see if the event spawns; if so, will check to see if the texture glitch persists.
Malthus  [autor] 26 MAR a las 7:36 a. m. 
As long as there is a green checkmark infront of the does not hafe flag requirement everything is fine and you can keep on firing the 111 event. If you see a red X and nothing happened you start a new game and try on until it works. As I said the gatekeeper fires a randomlist and only a small chance actually fires the event.
Zipzopdippidybopbop 26 MAR a las 7:20 a. m. 
Nope not working. I get a script execution message and a "does NOT" flag and nothing happens.

Also, starting new games and firing the hithere.1 script always spawns the event and message, with a system spawning in the galactic core, but it then disappears immediately after unpausing (and the POI is thereafter missing).
Malthus  [autor] 26 MAR a las 7:13 a. m. 
Yeah, but as I said, you'll likely have to try quite a few times and have to restart a new game if the gatekeeper blocks the event.
Zipzopdippidybopbop 26 MAR a las 6:54 a. m. 
No worries.

So I should fire the mem_hithere.111 event instead of hithere.1?