Stellaris

Stellaris

Star Trek: New Civilisations
7,360 Comments
T-800 17 hours ago 
Let me know If you ever decide to add them!
T-800 17 hours ago 
I think that would be cool if you guys did, also thanks for making this mod as it is. It's the best mod
walshicus  [author] 17 hours ago 
We have an event with them, but not their portraits or ship. Might be something to add!
T-800 22 hours ago 
Xyrillians?
walshicus  [author] Dec 19 @ 4:02am 
Hmm. If you have a save game I can take a look and see what's going on. :)
goban67 Dec 18 @ 11:47am 
no
walshicus  [author] Dec 13 @ 12:52pm 
Do you have Eternal Vigilance AP, automatically making defence stations?
goban67 Dec 13 @ 1:18am 
Hello, I have a problem. even though I can start several games, there always comes a point when the economy crashes and I end up with -1000 money spent on ships, even though I've deleted my entire fleet. My empire is falling apart and it's the end of the world. This has happened to me several times. Is it a bug? Is there a way to fix it?
Senior Bob Dec 12 @ 8:24am 
It would be nice if you could warn the player that when they form the United Federation of Planets, they will inherit literally hundreds if not low thousands of naval capacity worth of ships. Really messed my game up when I formed the UFP and had to delete 90% of the ships then a year later got attacked... by the Tellerites! I swear I deleted 200k-300k worth of fleet power and could only field 50k.
attn.bajoran_workers. Dec 9 @ 9:23am 
hey thanks walshicus! i'll look forward to it, you guys are amazing! llp :)
walshicus  [author] Dec 9 @ 1:53am 
Hmm, because you asked I'll prioritise to get them something in for next patch. :)
attn.bajoran_workers. Dec 8 @ 9:05pm 
Hey hey, just wanted ask when will the support weapon slots be added to krenim ships? With the Destiny tradition and temporal benefactor i need to equip some ships with tractor beams to tow an asteroid. Totally understand y'all are hard at work no rush, just curious on the progress. o7
halfangelprime Dec 8 @ 1:01pm 
Walshicus----btw when I mentionned every AI empire, I meant those relating to the alpha-beta quadrant lol but I guess it would be a cool feature for those milky way galaxy maps too to have every existing AI empire. But yea, I guess increasing the limit beyond 65 AI empires where it makes sense for those AI empires to exist as per lore. :) you're the best man, keeep up the good work. We all love ya :)
walshicus  [author] Dec 6 @ 12:45am 
I'll take a look!
halfangelprime Dec 5 @ 7:20am 
Walshicus--- are you able to increase the limit of AI empires beyond 65 to a number where we can get all existing AI empires in your game? I play on that huge alpha-beta quadrant maps and would love to have every existing AI empire on there :)
KayinDreemurr Dec 3 @ 8:13am 
I think Woosh is wanting to be able to as another Empire research JUST Tholian ships exclusively in the example. I remember at least last time I played that if you turned on the policy for other races ship designs it would just make it so ANY race whose got full citizenship I believe would have their stuff pop up.

As for Tholian weapons (or other races in this example) you go into the science directorate institution thingy and change your weapon tech research paramaters to allow you to research the other weapon types (like say Disruptor, Plasma, Tetryon, etc.)
walshicus  [author] Dec 3 @ 12:33am 
Woosh - not sure I understand the tech question. As Tholians you'll only, by default, have access to Tholian ships.
walshicus  [author] Dec 2 @ 11:42pm 
Galaxy class has it, and so do some others like the Elachi, but it's triggered on death.

It's a bit of a fudge because there's no way to handle splitting ships, but you can recombine them after.
whoosh Dec 2 @ 6:27pm 
@danbrad87 i dont think so
danbrad87 Dec 2 @ 5:23pm 
I haven't played in a while and do any of the ships have saucer separation like the constitution class or galaxy class
whoosh Dec 2 @ 2:33pm 
is there any way to research a specific species tech? for example, if i was playing tholians and wanted to acess tholian spacecraft and technologies, how would i be able to do that without having to research every spacecraft of every species
halfangelprime Dec 2 @ 11:32am 
Walshicus--- are you able to increase the limit of AI empires beyond 65 to a number where we can get all existing AI empires in your game? I play on that huge alpha-beta quadrant maps and would love to have every existing AI empire on there :)
walshicus  [author] Dec 2 @ 5:14am 
At some point I've been meaning to try and get the terraforming grid in as something players can see in-game.
ah thanks for clearing this up. was driving me nuts lol
walshicus  [author] Dec 2 @ 12:45am 
You can only terraform one step at a time. We intentionally slowed down the process from vanilla to reflect how it's portrayed on the show.

As for Planet Killers, they're in if you have the Apocalypse DLC. Some empires don't have PK ships yet, and those that do will only get heavy bombardment weapons until you select an appropriate Ascension Perk.
hi, sorry for being a pain here but i wanted to ask 2 quick questions if i could case i'm a bit confused here?

Q1) currently playing as the confederation of man and get quite far with into it, but bit stumped on the terraforming of mars, i've built like all the stations and mirrors and stuff in the decisions section and i'm full maxed out on the tech tree but when i select the terraform button there is the just the three beginning terraforming options. does mars not have the ability to be terraformed into something like earth or am i missing something here?

Q2) in the vanilla stellaris you have the ability to build the colossus ships that nukes planets out of existance, does this mod have something like that as well cause i've got seem real annoying neighbours that i defo want to get out of the way thank you very much but not seeing anything, again am i missing something here?
Sleepinghorse Nov 27 @ 1:33pm 
I'm getting multiple crashes as well. No clue why. Crash report won't tell me and won't send.
Smog Nov 26 @ 4:32am 
Please add something about Galactic Paragons in the mod description. I made sure to get all the DLC listed in "DLC Support", booted up the game, went through the super long initial load, and then immediately saw both Federation and Romulans recommended Galactic Paragons.
Ohad\moxtar Nov 22 @ 12:18pm 
not really i have no idea why it happens
walshicus  [author] Nov 22 @ 9:47am 
If you've got a reliable and reproducible way to make it crash, post the details and the save game on our discord. We can usually fix issues very quickly.
Ohad\moxtar Nov 22 @ 9:11am 
it still crashes
Ohad\moxtar Nov 22 @ 3:13am 
love the mod though do u need dlcs for the crisis?
Ohad\moxtar Nov 22 @ 3:08am 
well i asked some people on the server and apperently its not just me but ig its just part of the game
Ohad\moxtar Nov 22 @ 2:46am 
really? ok i can try without those mods and i can also explain why is it unplayable without the resource mod: the amount of systems the federation gets is crippling my economy every single time and its not just energy it takes everything so even if i prepare for it (and i do) it still doesnt help i (i can send u screenshots of what happens in discord if u want me to) otherwise i absolutely love the mod my only request is that you tone down the amount of Reasources it takes to form and expand the federation
walshicus  [author] Nov 21 @ 3:07pm 
Well, we make changes to the UI in the traditions window; there's a good chance that those mods are overwriting those changes with unexpected outcomes. STNC's a total conversion; we make changes to almost everything in Stellaris, so I'd always recommend evaluating stability by not running with mods that weren't made explicitly for STNC.

We're always happy to adjust things related to game balance if needed, but I've not really seen any other comments saying UFP resource production is broken here or on our discord.
Ohad\moxtar Nov 21 @ 2:40pm 
i played with 2 more mods that added 9 traditions and 12ap slots and one that added reasorces because without it playing federation is unplayable
walshicus  [author] Nov 21 @ 11:19am 
Try without the other mods and see what happens? I just loaded the game and could see construction ships just fine.
Anvilkos Nov 21 @ 10:54am 
I am Heavily Modded.. (LOL.. I LOVE the "Cheats".. But never had this Problem..
Anvilkos Nov 21 @ 10:53am 
No.. I Loaded a New Game...
Anvilkos Nov 21 @ 10:52am 
Sorry.. Construction Ships are Not there...
walshicus  [author] Nov 21 @ 10:29am 
Did you load a save game from before 4.1.7? Generally save games are not compatible across major versions.
Anvilkos Nov 21 @ 10:27am 
I Loaded this Mod a while back, Have Played it several times came back to it after a Game update and The Assembly Ships are missing for almost all of the Federation Races?? Not Sure why but yeah..
walshicus  [author] Nov 21 @ 9:06am 
Crashes doing what? Playing with other mods? DX9 or DX11 mode?

I'm not seeing players reference CTDs on our Discord, outside of an edge case we fixed a short while ago, so will need more information to diagnose and fix.
Ohad\moxtar Nov 20 @ 9:56am 
it constantly crashes fyi
walshicus  [author] Nov 18 @ 11:11pm 
From memory it should be an option to countries with the doctor civic or tradition to form it with empires they know.
Godzilla1984 Nov 18 @ 10:30am 
Can someone tell me what triggers the interspecies medical invite for United Earth?
tilarium Nov 17 @ 2:01am 
Oh no, it's 100% abandoned, has been for almost 2 years now. Like @Internetuser said, it's likely got to do with the copyright of the assets and such. Which is a shame, because despite the flaws the game had, the design and graphics were not one of them. They were absolutely beautiful, especially the design of the races. I'd love to see them ported over into Stellaris and to see much of the graphical interface and UI ported, as it looks very good and clean. But it's best to leave them be. I doubt they would kick up much fuss if someone used them in a mod despite them asking people not to, but it's a matter of respecting the developers wishes and an integrity thing.
Internetuser (She/Her) Nov 16 @ 11:48pm 
More than likely it’s just legal or copyright issues with the assets, even if they aren’t working on the game
Zarathustra Nov 16 @ 11:14pm 
Thats odd. Game has been abadoned, they really wanna still milk it? Or maybe it hasnt been completely abandoned.
walshicus  [author] Nov 16 @ 1:03pm 
Yes, it's possible, but Paradox has asked that modders not use Infinite assets in Stellaris.