Stellaris

Stellaris

Splinter Colony
62 Comments
FebHare Feb 28, 2020 @ 6:56am 
@Aequinoctis I am delighted too. Without your original work, I couldn't follow after the story of the Six Arkships and the Splinter Colony.
TurtleShroom Feb 27, 2020 @ 8:21pm 
For those wondering, Febhare's fix still works!
Aequinoctis  [author] Feb 27, 2020 @ 7:02pm 
@FebHare I don't mind at all! I haven't had time to update the mod, and am delighted to see you have.
Zeph May 18, 2019 @ 5:46pm 
@FebHare Bless you
FebHare May 7, 2019 @ 11:38pm 
Hello, I made an update patch for this great mod.
splinter colony ver 2.2 patch

I wish Aequinoctis would not mind my update and my update revive this mod.
Conannerd Apr 11, 2019 @ 6:50am 
I love this mod! Please update when you can. It's probably my favorite.
The Honk Mar 10, 2019 @ 9:38am 
i loved this mod, i hope it gets updated one day, made the game so much more interesting.
HolyFarglesnot Feb 25, 2019 @ 11:56pm 
It hasn't been updated yet, give it some time.
Lord Hylia Feb 18, 2019 @ 10:49pm 
mod causes multiple blank event boxes every tick something about splinter_arkship.76 (or .100 for the last one) this mod looks amazing but its not currently playable for me.
TurtleShroom Feb 2, 2019 @ 2:36pm 
It's a shame this Mod is obsolete. I love this concept.
thewanderingshaman Jan 13, 2019 @ 11:22am 
I know that you might be busy at the moment, but it would be great to see this mod updated to version 2.2.* - I don't think that my games would feel the same without it...
Friedrich Dec 28, 2018 @ 7:18pm 
Any way you could rework this into a starting event so it’s comparable with custom systems?
HolyFarglesnot Dec 19, 2018 @ 7:25pm 
I really love this mod! I hope to hear that it is updated soon!
mukmuk97 Dec 15, 2018 @ 2:08pm 
plz update this experience is a great one- thanks for all the work you've put into it :)
Mattie AH Dec 13, 2018 @ 4:53pm 
plz update
Grzegorz Brzęczyszczykiewicz Dec 10, 2018 @ 2:06pm 
2.2 update?
Sogga Dec 8, 2018 @ 6:58am 
Picture 3: Background has a 44 MINERAL SYSTEM WHAT THE ^^^^
Mr. Flibble Nov 25, 2018 @ 8:47am 
Love the mod. Seems to be working pretty good so far, but there is one problem.
I'm playing a custom human race who use mammalian for my graphical culture , but when the colonies show up, they are using the new humanoid set.
Is it suppose to use your custom races graphical culture, or am I getting this due to how PDX changed humans around to use humanoid rather than mammalian ?

It's not that big of a deal, I can always RP with it. Due to losing communications, the colony would develop differently from us.
Just wanting to make sure it wasn't a bug in the first place.

Also, if I wanted to change this to reflect my ship set, what would need to be changed? If at all it could be changed.

Once again, great mod. Loving the sotry behind it and can't wait to see how it ends up. Will they be friend or foe to me? I dunno, we'll see! hehe

Thanks
emerald10005 Nov 12, 2018 @ 12:30am 
What happens if the Splinter Colony's capital gets taken by a foreign Empire?
^kxa Nov 10, 2018 @ 6:09am 
Edit:
They are also affected by every Happiness bonus/malus that's supposed to only hit organics.
^kxa Nov 10, 2018 @ 5:50am 
@N7Huntsman is it possible that you've "only" met all the FE's? Because it's like that whenever I meet a former primitive that became an empire.

@Aequinoctis I've met a rather interesting bug in my last playthrough and can't imagine what other mod causes it.
I've used the "random splinter" start and met a materialist FE which gave me a synth pop in which they saved the crews consciousness. This pop is treated as a robot in most cases (modifing, rights, has upkeep) but it has some weird interactions.
It grows like "normal" organics do, as long as there's space on the planet, getting bonus to growth from food but not from other growth speed modifiers (I have nothing increasing robot buildrate to check this modifier).
It also doesn't migrate on its own, so it's a robot that way again.
N7Huntsman Nov 9, 2018 @ 2:44pm 
Hey, I believe your mod may have an unusual interaction with the Rogue Colony mod--after trigger an event (accepting one of the splinter colonies as a protectorate), I suddenly 'met' every other empire in the galaxy, despite hardly having explored at all.
FebHare Oct 26, 2018 @ 5:30am 
Thank you! I upload mine. And it is the link.

[JP localize patch]Splinter Colony

Note: this patch overwrites english .yml files, so original (english) text is unavailable while it is active.
Aequinoctis  [author] Oct 25, 2018 @ 7:11pm 
@Rolhn: The splinter colony will always be xenophobic, a result of feeling abandoned by the homeworld. Their second ethic will be the fanatic version of militarist, pacifist, materialist, spiritualist, egalitarian, or authoritarian. Their second, fanatic ethic will never be one that your empire has. and if you have a fanatic ethic, they are more likely to pick its opposite.
Aequinoctis  [author] Oct 25, 2018 @ 7:05pm 
@FebHare: Thanks for the translation! Please feel free to upload the localization patch.

I have updated the splinter_events_setup file as suggested.
Rolhn Oct 23, 2018 @ 1:27pm 
All I ever seem to get from my splintered relatives is the xenophobic spiritualists and the xenophobic materialists, maybe you should make a list of the six that are currently out so we can know what we might encounter, or for me to hopefully encounter
FebHare Oct 10, 2018 @ 6:09am 
Hello, I really enjoy this mod and translating it into Japanese.
May I upload my Japanese localized patch?

Aside from it, I found some country name will be English always.
If player empire is human portrait and sprinter colony is militarist, its name will be changed to "Commonwealth of Man". Even if I didn't select English or my .yml file tell other name.

Would you like to consider to modify line 893 in splinter_events_setup.txt?
Changing "Commonwealth of Man" to "EMPIRE_DESIGN_humans2" will work.

Thanks you in advance.
Leandor Oct 8, 2018 @ 6:31pm 
@Aequinoctis Thanks for this mod! I had a great time playing through it, and I certainly will try it again if you add more stuff!
Aequinoctis  [author] Oct 8, 2018 @ 5:06pm 
@Kepos: The Hyacinth Merchant Tribe borrow the nomad mechanics, but don't take the place of one that would otherwise spawn. Adding dialogue for them, when they are contacted via the empires list, is on my to-do list.

@MasterOfGrey: Thanks, I will test that out.

@Tavmminqat: Adding in support for Mechanist and some of the other civics is also on my to-do list.
Tavmminqat Oct 6, 2018 @ 3:16am 
Do you plan to make it compatable with the Mechinist and other civics?
MasterOfGrey Oct 5, 2018 @ 4:52pm 
"- It is not recommended to leave the Splinter Colony systems as the saved starting systems for empires that can spawn as AI empires. Doing so will cause minor oddities in galaxy generation."

I believe there's an option you can put in the file that will prevent these from appearing on the selection list in empire construction. If you are spawning it specially I think the "usage = custom_empire" line can just be removed and that should achieve the effect.
Shay Achern Oct 5, 2018 @ 7:27am 
Great Mod! - I downloaded it a few days ago and I really enjoyed the story. Thank you!
Tyso3 Oct 4, 2018 @ 5:29pm 
Sounds like Freelancer :P
Jackel Oct 4, 2018 @ 7:08am 
nice work! I'd like to see more of this :)
^kxa Oct 4, 2018 @ 4:15am 
Most likely also caused by GO. That thing is more of an alpha atm. Disabled it cause it reks half my mods and triggers more errors than a bethesda game.
Kepos Oct 4, 2018 @ 4:05am 
@Aeqinoctis
Contacted Government Overhaul modders about the 'format.slavers.1' error seems GO is causing it.

Encountered a second problem: the Hyacinth Merchant Tribe, which is the last Splinter Colony, who seemed to take place of one of the Merchant Tribes in the game, is not contactable through communications. I can find them in the Contacts screen as 'Other' empire, but the window closes as soon I try to contact them. Are they only able to communicate through scripted dialog?
Aequinoctis  [author] Oct 3, 2018 @ 6:47pm 
@Tavmminqat: I'm not sure what event you mean. The splinter colony should use the same name list as your empire. (I wanted to show some shared culture, and since ethics are divergent by design, kept the name list the same.)

@Torto: I was happy with how the ambassador character worked for telling a story (especially coming up with various dire fates for them), so if I do another diplomacy-focused mod, I will likely use it or something similar again.
Aequinoctis  [author] Oct 3, 2018 @ 6:47pm 
@Kepos & ^kxa: I will look into switching the trigger to a zero-cost trait in a future update. The advantage of using a custom starting system is that it made it easy to spawn the splinter colony's system as a "neighbor system", but there are other ways that could be done.

@Kepos: I don't think the "format.slavers.1" error is me. An authoritarian splinter colony would normally get assigned the standard "Despotic Empire" government type, and named accordingly (using the name format "format.imp_gen.1", etc.). It sounds like another mod created a custom government type to apply to slaver empires, and created a name selector for that government type, but is missing the localization for it.
TortoTheConqueror Oct 3, 2018 @ 4:30pm 
THis is definatly asking for to much. BUT... Could you make a version that only adds in the events {Like the embassy or diplomatic report} It would add in a lot more depth to normal Stellaris.
Zechariah | זְכַרְיָה Oct 3, 2018 @ 6:52am 
Looks like a bit of copy and paste in the first paragraph...
Tavmminqat Oct 3, 2018 @ 1:08am 
Would it be possible to have the name of the event be able to pull from the name list of the species? Same with the name of the ships?
^kxa Oct 2, 2018 @ 3:11pm 
100% compatible, the other empire will have the same trait as you have
Dustreaper Oct 2, 2018 @ 2:16pm 
What happens if i have custom civics and traits?
Kepos Oct 2, 2018 @ 12:36pm 
@Aequinoctis
I encountered 'format.slavers.1' as name of the first encountered Slaver Despot splinter colony. Probably it is caused by one of my +90 mods I'm actually running with your mod? Playing with English version actualy, so localization shouldn't be the problem.
Kepos Oct 1, 2018 @ 4:48pm 
@^kxa
Great idea with '0 cost trait' as a switch for the mod.

As for starting systems, well...
First of all, I'm a great fan of Planetary Diversity , which doesn't provide systems, but more planets to choose from. Then one could search for Massive Sol System , which is fantastic in combination with Colonizable Home Systems Revieved .

..part 1
Kepos Oct 1, 2018 @ 4:47pm 
Then I'm using Government Overhaul Beta , which may offer some weird starting planets by civic choice. One favourite is Selection of Custom Staring Systems , which I personally recommend.
Not tested yet are 2 new ones: 2018 Detailed Sol + Starting on Mars , planned for next start.

Enjoy :steamhappy:
^kxa Oct 1, 2018 @ 4:24pm 
@Kepos: May I ask which you are using? I'm quite bored by my current ones and most mods out there just give retarded OP starting sys.

@Aequinoctis: Happy to help. Also if you wanna approach Kepos idea:
It might be possible to use a 0 cost trait as a switch. They don't take up any costs, can be restricted to no AI and can be checked on by a day 1 event to trigger the chain.
Kepos Oct 1, 2018 @ 4:06pm 
This mod offers excellent new starting opportunities. Really enjoying it. Thank you!

One question left: Would it be possible to see a version that doesn't base on the two offered (Splinter Colony) starting positions? There are some fine mods out there, which offer some quite interesting systems to choose from. I understand, that you need a ... 'switch' to start the mod, but probably it could be done other way to allow the use of other starting systems. Thx!
SKORG Sep 30, 2018 @ 6:47pm 
This is so cool, giving me some Warhammer 30k vibes! Good work!
Aequinoctis  [author] Sep 30, 2018 @ 12:32pm 
@^kxa: Thanks for the feedback. I have updated the system initializers to include the effect "generate_home_system_resources = yes", which I had inadvertently dropped at some point. I believe that should standardize the starting systems resources.

@ShadowDragon_79: I'm not sure how it works if it tries to spawn multiple empires with the same custom initializer. From a few tests just now, it seems like it stops the custom AI empire from spawning altogether if it is using the same custom initializer as the player.