Stellaris

Stellaris

Dynamic Galaxy - Special Projects Extended
361 Comments
FirePrince Aug 23, 2024 @ 11:52am 
I doubt, there was a lot top update, now updated to v3.12 and included in Unique Ascension Perks 3.12 DEV branch
Maschinenmensch Jun 7, 2024 @ 11:46am 
Seriously, this mod is a gem. Last updated 2019, still works like a f*cking charm,
Beast-Storm Feb 6, 2024 @ 11:15pm 
Is it possible to make a 3.6.1 version?
iluvstrategy games Jan 28, 2024 @ 3:41am 
Does this mod still work. I would like to use it. Thanks
FirePrince Aug 27, 2023 @ 10:01am 
If anyone has to offer something, I want to publish a 3.9 patch for this.
LAJ-47FC9 Apr 6, 2023 @ 9:36pm 
I'd be delighted to help with proofreading both this mod and the orginal anomaly mod. Friend me on Steam and we'll talk.
CaptainChaos Oct 29, 2022 @ 11:49am 
Hmm no answers since my question of May, so (respectfully) bump.

Does anyone know if there is a downside for doing most of these? There doesn't appear to be a trade off most of the time, like giving up research or resources for something else. Most of these appear to be a "free" bonus?

If anyone knows and can spare the time to answer, would appreciate it!

PS I realize some of these projects may have dangers (I just stumbled into one that looked very suspicious) but I mean is there a "cost" do these other than using the occasional constructor or science vessel.
ranma100 Sep 19, 2022 @ 1:47pm 
This mod still works fine.
nukethecat May 28, 2022 @ 6:28pm 
Does this still work? fantastic mod:steamthumbsup:
kroganwar22 May 16, 2022 @ 6:26am 
Hi there! I hope you are having a good day, I am thinking about making a separate Mass Effect total conversion different from Mass Effect: Beyond the Relays. I would humbly ask can I have permission to use your mod to help me out in that process? I understand if that answer is no but I thought I would ask regardless. Of course I will give you credit for the hard work you've accomplished! Thank you for your time no matter the answer.
CaptainChaos May 11, 2022 @ 4:07am 
First, I do like this mod. It adds a lot of flavor thank you.

However, I have a question that has been bothering me for awhile. Is there every a reason to avoid starting a project?

I get a lot planetary events that seem like a no brainer. For instance, something like "bureaucrats meet at a capital to discuss something, gain 1000 Unity." However, there never seems to be a downside. There is no trade off. I mean, it's just like um ok, click, give me stuff in a bunch of turns.

The fun of these games is often balancing and planning for sacrifices or at least possible downsides. There are some events that require a science vessel or construction ship, and rarely I think my research is impacted, but as far as I can tell, most of them have no trade off, downside or any reason not to pursue them.

Am I missing something? Thanks for any guidance!
Wolfbat_Borgia May 8, 2022 @ 3:55am 
Update this one please
Sain† Nosfera†u Apr 27, 2022 @ 4:17am 
Y'a-t-il une version française ou as-tu directement traduit vers l'anglais ?
ranma100 Mar 6, 2022 @ 9:14am 
Looks like it works OK with 3.3
Beast-Storm Dec 26, 2021 @ 10:56pm 
3.2 has made some changes to coding and modding, triggers, scopes and other aspect have been changed as well
ranma100 Oct 26, 2021 @ 9:20pm 
This is still working fine.
Beast-Storm Oct 9, 2021 @ 5:06pm 
When can we expect an update?
Asuryan Aug 25, 2021 @ 7:01am 
Frérot tu aurais du le faire en français directement, maintenant j'ai un jeu mi-français/mi-anglais
enigman Aug 1, 2021 @ 3:59pm 
I really like this mod, adds some nice events to add more variety and diversion while building up my empire. Something someone has already suggested but maybe some events could have requirements to contribute something to the project, credits, minerals etc. It might make it more immersive and have player investment in the project.

Say there was an event from a Tiyanki Preservation Society asking for support for a breeding sanctuary, they might ask for a food contribution and a constructor to build a food distributor. A negative from failing to deliver could be pop unhappiness for a time due to giving a commitment and failing to deliver.
wancar Jul 25, 2021 @ 7:12am 
@Gogabor you helped me decide to subscribe, thanks!
Gogabor Jul 25, 2021 @ 3:03am 
For anyone interested, there is quick patch for 3.0 3.0 patch .
davidsen324 Apr 24, 2021 @ 4:20am 
Is 3.0 not stable?
Ishmael Tibbs Apr 23, 2021 @ 9:50am 
This is a great mod. If there's anything that can be done to help with updating, i volunteer myself as tribute.
DrBLOOD95  [author] Apr 23, 2021 @ 1:25am 
Hi there, I am waiting for a stable version of Stellaris 3.0 before starting updating my mods.
ranma100 Apr 20, 2021 @ 9:13am 
I play with More Events and Planetary Diversity and it works OK.
davidsen324 Apr 20, 2021 @ 8:07am 
Is this compatible with More events, or planetery divresity etc?
ranma100 Apr 18, 2021 @ 9:26am 
Looks like this mod is working fine with 3.01
104pet104 Mar 11, 2021 @ 10:56am 
Great mod!

I think there should be a check up for many projects not to spawn on the capital planets, since they are specifically talking about colonies.
Bepiss Mar 5, 2021 @ 6:15am 
Looking forward for the update.
nicebagdad Feb 18, 2021 @ 3:31am 
Great news, :-) looking forward to your return!
DrBLOOD95  [author] Feb 6, 2021 @ 1:53pm 
Hello there, just to let you know that I'm waiting for 2.9 and then I'll be back into modding, have a nice day.
vegasnik Feb 1, 2021 @ 12:20am 
Is there way for AI to not have the projects, cause i noticed that they prioritise them in exchange for early game exploration and the result of this is that AI doesnt expand as mush as it should be.
(or at least disable the ones that require science ships)
Brant-Flir Dec 29, 2020 @ 12:52am 
Disregard my last. I had a corrupted descriptor file. Mod works fine
Brant-Flir Dec 20, 2020 @ 6:12am 
I believe this no longer works (unless I have a mod conflict, but I made it load last on top of everything else). This was literally the best mod.
Greyscale Nov 16, 2020 @ 5:26pm 
Currently seems to have no issues; fingers crossed cause there is nothing else like it out there <3
Spaceception Oct 30, 2020 @ 5:18am 
Do you still plan to update this mod to the current version?
LST Theunknown Oct 25, 2020 @ 9:36am 
@Der_Scanner
I totally agree with you! Deepl [www.deepl.com] is really useful compared to Google Translator. :D
wolveren100 Oct 8, 2020 @ 10:46am 
Is this mod currently working for stellaris.
Kyllian Jul 6, 2020 @ 6:58am 
@DrBLOOD cheers!! Can't wait :P awesome work
DrBLOOD95  [author] Jun 26, 2020 @ 1:15pm 
Thank you for the advice, I will have to update that mod soon.
Der_Scanner Jun 24, 2020 @ 7:55am 
@DrBLOOD

If you want nice translations, just use DEEPL translator.
It´s a way better than google and reads more natural.
anaphysik Jun 16, 2020 @ 5:43am 
@DrBLOOD Another big bugfix:
Each on_success entry that calls a country_event and/or
set_timed_flag (in special_projects/special_projects_extended_projects.txt) needs to use the owner scope. E.g.:
on_success = { OWNER = { set_timed_flag = {[...]} country_event = {[...]} } }
Kyllian Jun 10, 2020 @ 5:24pm 
@anaphysic if u happen to made the changes urself and tested them would u be willing to release them? or can i boter u to send me the files? thanks
anaphysik Jun 10, 2020 @ 4:17am 
A lot of the special projects have
event_scope = country_event

Which is probably preventing them from being able to occur. The event_scope of special projects can only be either ship_event or planet_event.
(I *think* that changing them all to planet_event should allow them to work fine? I'm not entirely certain. But they're definitely getting errors currently.)
anaphysik Jun 10, 2020 @ 3:28am 
Similarly, there are localisation tags of
project_abandoned_titan_object:
project_abandoned_titan_object_tooltip:
project_abandoned_titan_object_desc:
project_abandoned_fe_titan_object
project_abandoned_fe_titan_object_tooltip
project_abandoned_fe_titan_object_desc

but in special_project_extended_objects.txt the "abandonned" versions are what gets called.
anaphysik Jun 10, 2020 @ 3:20am 
Some of the localisation tags don't match the ones called by the events, btw:

in special_project_extended_l_english.yml:

ABANDONED_SHIP_ORBIT and its _DESC
should be
ABANDONNED_SHIP_ORBIT
(that's incorrect spelling, but whatever - it's more important that it matches how it's called in special_projects_extended_events.txt)

likewise
ABANDONED_LABORATORY and its _DESC
should be
ABANDONNED_LABORATORY
(same reason)

likewise
STRATEGIC_RESOURCE_DISCOVERY
should be
STRATEGIC_RESSOURCE_DISCOVERY

likewise
ABANDONED_TITAN
should be
ABANDONNED_TITAN

(Obviously, if you want to root through all the events, icons, etc to fix them instead, feel free. But changing the localisation tags to *also* be misspelled is easier and less likely to cause problems.)
anaphysik Jun 9, 2020 @ 8:26pm 
@DrBLOOD
planets_alloys_produces_add, planets_consumer_goods_produces_add, and planets_influence_produces_add (as used in the consumer_delivery, busy_spaceport, and peak_colony) don't work correctly.

Probably you'll want to just use country_base_consumer_goods_produces_add etc instead.

--
By the way, I noticed (in-game) that the Retirement Place project requires neither a science ship nor research (just waiting for it to be complete). Is that intentional?
Armorking Jun 2, 2020 @ 2:05am 
The menu shows in policies tab, usually at bottom, at least for me
raw666 May 27, 2020 @ 2:46pm 
Its works with 2.7, but it seems that you do not have access to the menu, making it so you can pick the intervals they appear.
Demiurge May 21, 2020 @ 2:25pm 
does this work with the 2.7 update?

Is this compatible with more events mod?