Stellaris

Stellaris

Caravaneers and Nomads coexist
48 kommentarer
akeean  [ophavsmand] 23. maj kl. 6:41 
I'm currently not active in Stellaris and have no insight if the Caravaneers/Nomads are even still in the game and how their event chain now work with the changes that happened.

I'll update it when I try out Stellaris again, once I hear the growing pains from the big changes in 4.0.* have passed.

Definitely don't try to run it with 4.0 before - you'll likely break your save or at least the event chain.
PedroMarques 20. maj kl. 18:51 
will the mod be update to 4.0?
akeean  [ophavsmand] 8. jan. 2024 kl. 2:24 
Mod is currently not compatible to Stellaris. Last tested working version is 3.6
Riekopo 1. jan. 2024 kl. 18:42 
need update?
forbiddenlake 30. mar. 2023 kl. 18:55 
3.7.4 - should work but the plural name might be broken, as "NAME_Namarians" no longer exists in the localisation files
akeean  [ophavsmand] 27. nov. 2022 kl. 12:14 
This mod is currently outdated, I didn't check if the last patch changed the Nomands event file, or if any syntax changed (which could cause bugs or events not fireing).

This mod only allows the Nomads to spawn, which the activated Megacorp normally DLC prevents (in favor of the Caravaneers and their EA lootboxes). No idea if Paradox changed anything about the Nomads, do as you think is best.
Peter34 26. nov. 2022 kl. 2:25 
I remember back before the Megacorp DLC came out, the Nomads would sometimes offer me the opportunity to purchase a huge fleet for a silly low price, very early in the game. That was just stupid and horrible.

Has that been fixed, or is it something I ought to worry about before deciding whether to enable this mod or not?
akeean  [ophavsmand] 14. sep. 2022 kl. 13:21 
@ranma100 I think this requires a new game, since that is where nomads/caranveers empires get created for a galaxy.
ranma100 14. sep. 2022 kl. 7:59 
Does this need to be in a new game or can I drop it in an existing save?
Generic Feline 2. juni 2022 kl. 7:30 
Makes sense, I kind of wish we could mod the game just a little bit more without triggering the checksum and preventing achievements, at least mods that are fair and do not add actual advantages. Namelists, species or even enabling things that already come in the Vanilla game come to mind.
🎀Hara🎀 2. juni 2022 kl. 5:49 
damnit i just want that damn ship
akeean  [ophavsmand] 31. maj 2022 kl. 4:43 
@Kashino it edits events/nomad_events.txt so it can't ever be ironman-compatible.

Generally anything that touches /commons/ or /events/ folders will break checksum (IDK if any other folders trigger checksum, but those two are guaranteed to and are the ones most impacted by anything but ui or graphical mods)

IMHO this is one thing Creative Assembly does better with Total War, they allow gathering achievements with modded play. In Stellaris you can completely cheese the difficulty by just moving Pre-FTL and game event date sliders to absurd amounts and essential be undefeatable, so the checksum check is just added tedium.
Generic Feline 29. maj 2022 kl. 14:03 
I assume this isn't the case. But is it achievement and ironman compatible?
FrozenParagon 27. maj 2022 kl. 22:48 
I think I may disabled my own version of this mod and just use this one for a bit. it's basically the same, but yours is shinier
akeean  [ophavsmand] 16. maj 2022 kl. 12:17 
Updated and compatible with 3.4 - Overlord DLC
Bepiss 13. maj 2022 kl. 3:00 
Update pls
akeean  [ophavsmand] 21. apr. 2022 kl. 3:38 
Yes, still compatible to 3.3.* as nothing was changed about them recently.
Amanfreed 19. apr. 2022 kl. 22:20 
This work on the current update?
akeean  [ophavsmand] 2. feb. 2022 kl. 20:43 
Yeah I also think it's odd that owning a DLC makes you lose access to game content.
w.girl27 2. feb. 2022 kl. 17:58 
thank you i missed the nomads have no idea why they weredeactivated escially sense there events and what not dont conflict with carravaneers at all.
akeean  [ophavsmand] 23. nov. 2021 kl. 15:54 
Updated for 3.2
Riekopo 22. nov. 2021 kl. 13:14 
Please update for the patch that released today. Thank you.
akeean  [ophavsmand] 5. okt. 2021 kl. 23:27 
It might need an update.

I'll do an update pass on my mods soon. In the middle of moving right now, so it's hard to find time.
Riekopo 25. sep. 2021 kl. 12:42 
Does need update?
akeean  [ophavsmand] 25. apr. 2021 kl. 18:31 
Sorry, scripting language has changed from 2.8 to 3.0. Loads of mods need an update or will have errors or silently fail at some point.
Armok 24. apr. 2021 kl. 21:54 
huh, didn't even realize this mod was broken in 3.0, missed the chance of having these guys in my game rip
akeean  [ophavsmand] 24. apr. 2021 kl. 21:01 
Updated for 3.0.
akeean  [ophavsmand] 24. apr. 2021 kl. 20:54 
@RedTheKnown Currently not compatible and WILL break due to mod api changes, will update it today.
RedTheKnown 24. apr. 2021 kl. 14:33 
Does anyone know if this mod works for 3.0?
VTS0 2. apr. 2021 kl. 14:40 
shooting star!
akeean  [ophavsmand] 24. nov. 2020 kl. 19:05 
<3
Bottom of the Well 24. nov. 2020 kl. 0:16 
Enjoy the Golden Unicorn you deserve it
akeean  [ophavsmand] 22. nov. 2020 kl. 0:16 
@hyper_fool_80 yes it probably was, that file only had tiny bugfixes since 2.6, but I've updated it now.
hyper_fool_80 20. nov. 2020 kl. 14:24 
Work In 2.8.*?
Dr Nilsson 🖖 21. sep. 2020 kl. 3:59 
Ah. I confused caravaneers with the nomads.
akeean  [ophavsmand] 20. sep. 2020 kl. 18:56 
According to wiki (I didn't double check the game files for this):

"The date when and if the Nomads arrive is rolled at game start, with the following chances:

20% chance to appear after 20 years ± 500 days
25% chance to appear after 40 years ± 500 days
25% chance to appear after 55 years ± 500 days
30% chance to never appear

Nomads are replaced by Caravaneers if DLC is enabled." (<- this is the only thing that my mod changes, the above % chances remain unchanged)
akeean  [ophavsmand] 20. sep. 2020 kl. 18:53 
@jack Caravaneers are a beginning of campaign setting (at the bottom). if the new game has Caravaneers enabled, then Nomads are not allowed to spawn (without this mod. With this mod, both have a chance to appear, but no guarantee).

Caravaneers require MegaCorp DLC, Nomands have been free content (or maybe Leviathans).
Dr Nilsson 🖖 20. sep. 2020 kl. 7:56 
If i remember it correctly, the devs added caravaneers for people without the megacorp dlc. And the caravaneers are vary rare, by design.
Hazardous 20. sep. 2020 kl. 7:49 
they're still completely gone from all my playhtroguhs even when i turn the option for them on.

and i dont remember seeing them before i bought a bunch of DLC a long, long time ago when Megacorp was new.
Dr Nilsson 🖖 20. sep. 2020 kl. 4:18 
Caravaneers is not part of any dlc. It’s in the base game.
Hazardous 19. sep. 2020 kl. 19:28 
now i just need to figure out which DLC disables the caravans.

I dont know why having all the dlc makes some DLC inaccessible
Dr Nilsson 🖖 3. apr. 2020 kl. 13:42 
Ok, thanks. :)
akeean  [ophavsmand] 3. apr. 2020 kl. 12:10 
It doesn't change anything else but the removal of Caraveneers if Megacorp is enabled. So if wiki says 30%, that's what it is.
Dr Nilsson 🖖 2. apr. 2020 kl. 14:19 
Does this mod make the Nomads spawning a 100% chance? According to the stellaris wikia there is a 30% chance they won't spawn at all even if you don't have the megacorp dlc.
akeean  [ophavsmand] 28. mar. 2020 kl. 10:40 
Looks like there was no risk of running the outdated version. Updated the tag anyway.
Zaldure 28. mar. 2020 kl. 2:29 
do it work with 2.6.2?
akeean  [ophavsmand] 4. mar. 2020 kl. 8:17 
Yes, this needs to override 00_nomad_events.txt in order to remove the line that checks for Megacorp DLC and disable the nomads if active.
Cryptid 3. mar. 2020 kl. 6:52 
does this overide any vanilla file ?