Stellaris

Stellaris

Halo: Forerunner Ships & Portraits
840 Comments
TouaregNRV 18 hours ago 
is it possible to keep only the portraits and ships? but disable the faction in itself so it doesnt spawn or isnt used by AI
OssomUmbra May 26 @ 5:57am 
Mind-blowingly detailed mod! Im loving it, and just used a Halo Array to nuke an Awakened Empire back to the pre-stone age! Works as of today, and has *so* many things to learn :D
Pheonix May 24 @ 3:59pm 
@caverman2001, you gotta build a city district first, i found that hiccup also but after that everything works fine
DemonicReaper May 20 @ 2:23pm 
@force728 could you make a mod for Warhammer 40k ?
caverman2001 May 18 @ 6:21pm 
hey, found an issues, where the ring world firstly the city details are wrong they have details about the covonet, and the ring world whenever i build anything the buildings disapear after a while, not sure why
killumdaily2 May 17 @ 5:40pm 
why is ur-didact female
Grand Admiral Thrawn May 16 @ 8:54pm 
I've tested it more, and it seems most of the issues with the megastructures/habitats are the labeling of the jobs
Cassian Valtos May 16 @ 1:52am 
I was pleasantly surprised to see the Forerunner-specific buildings were available to build now! (Though admittedly out of date, the Domain Archive only provides 5 Researcher jobs which I don't think exist anymore?)
Consequently, I've been messing with the text file for those
Silvermyst May 14 @ 10:28pm 
latest patch broke many mods
Grand Admiral Thrawn May 14 @ 7:10pm 
Well, the ARK research districts aren't giving me researchers, they give me science directors which only give me like 0.4 trade, and no science. I think it's something messed up with the districts tbh, because when I build districts other than city or on other than city, the halo works okay.
Silvermyst May 14 @ 6:23pm 
change the planets/rings colony designation from auto then just build one thing at a time and acend them to least ascension lv 1 and it will stop reseting. at least for the patch before this latest one.
Inquisitor Raziel May 14 @ 4:24pm 
I get the same issue with shield worlds as Thrawn.
Grand Admiral Thrawn May 13 @ 9:56pm 
I've colonized a halo ring and cannot build anything. When the timer completes, the building is made, then it instantly deletes.
Silvermyst May 13 @ 2:46pm 
ive sent a text wall to the bug report page but the latest update to the game just broke most if not all mods again. :(
Inerael May 13 @ 1:54pm 
Thanks you so much for the update !
just wondering if someone know please, what Trait/civic/or origin do you need to take, to get the forerunner technology ?
It's Goon O'Clock May 12 @ 12:22pm 
Thanks for the quick response! Can't wait for the Banished update.
force728  [author] May 12 @ 10:50am 
@Sea Salt!: Yes, but you have to first research mega engineering tech first and halo array activation tech in the late tech tiers. Yes, you can get it without the origin, you just need to colonize a Halo Ring and the Ark. The tech should appear after that.

It's not supposed to spawn that many, but the origin wasn't intended to be used multiple times. Also, you don't have to use the Halo Installation origin for each empire. Just use the custom empire initializer versions.

You can use whatever UI mod you want, it's just there because some of the text and custom added districts may be hard to see without it.
It's Goon O'Clock May 12 @ 10:29am 
Does the Ark origin ever give the tech to fire the array / is it possible to get the tech if your origin is not the Halo Installation one?

Also if I create 7 empires (plus the ark one) with the Halo Installation Origin will it spawn 42-49 other rings or will they cancel out?

Also Also Is the UI Overhaul required for certain parts of the mod to work?
♥♥♥♥♥♥♥ Pomni May 11 @ 2:11am 
함선이 뽑히지 가않네요 ㅠㅠ
Skorri May 9 @ 11:41pm 
are these portraits animated?
Sozoya May 9 @ 9:25am 
@force729 Happy to hear it, you have my thanks!
yeahno May 6 @ 3:46pm 
praise be the onmnis... erhm i mean praise be force728
force728  [author] May 6 @ 2:52pm 
@Sozoya: Yes, I'm working on it now.
Sozoya May 6 @ 7:31am 
This is a truly amazing mod for Halo fans like myself, will the mod be updated to 4.0?
Cassian Valtos Apr 30 @ 2:43pm 
The UI mod should be fine, I've been using it this whole time without problems; Some mods may say they're outdated but be fine in reality, they just haven't been updated to *say* they're compatible with the most recent versions
Cold Death Apr 28 @ 10:25pm 
Does it require the ui mod? want to play but the ui mod is outdated
Cassian Valtos Apr 27 @ 9:31pm 
It's absolutely insane how many good halo mods and otherwise you've made for stellaris, you're an inspiration to us all
victoriousdread07 (private) Apr 21 @ 7:39pm 
Do you think you could make the Forerunners as an optional additional precursor like what's used in the game? you could add an event chain that declares the player species as the Reclaimers and add things to our homeworld like what was shown in the Halo universe. It could also add an opinion malus on us from other empires depending on their government type similar to the Covenant. it could be a long event chain depending on our research of their techs.
Anne Flank Apr 18 @ 2:17pm 
What is the recommended load order? I tried before and after UI Overhaul and it still has the old layout
bodhi.agnew08 Apr 12 @ 1:47pm 
Is there a way to remove the tech and origins? I like the portrait and civics, but I don't want the forerunner weapons and research options.
force728  [author] Apr 10 @ 5:20pm 
@Lilly Light: The origin wasn't originally designed to be used on multiple empires. However, if you want that option, I can add the rest of the standalone custom empire halo ring systems. I was planning on adding the rest eventually, but I never got around to it.
Lilly Light Apr 9 @ 11:26pm 
SO, i have no clue how modding works but I wanted to make a individual empire for each ring in my game, turns out that makes seven copies of each ring lol. anyone know a work around for this because I want to use the Detailed empires I spent way to long double checking halo lore to make accurate
KoriksFlameKell Apr 5 @ 7:03pm 
I don't know if it's just one of my other mods or this is allowed for some reason, but you might want to make it so that you can't build a Ringworld around the Installation 00 star. The AI Forerunners I placed in my game did that and it feels incredibly unsatisfying knowing I won't be able to get it because of the AI's stupidity.
MRBOOGLE Mar 18 @ 11:09am 
Love your mods, thank you for your effort
spartan.1752.cr Mar 15 @ 11:02am 
I can't use the titan weapons on the paradox titan for some reason. Do you know why this is? Is it a bug or something?
Skulleater327 Feb 19 @ 9:39pm 
Does the Composer actually work? If so is it a further tech I have to research after colossus
force728  [author] Feb 14 @ 5:46pm 
@guardian1368: To what extent? What are you comparing it to?

@xgamecodes: I'll check it out, but no promises.
guardian1368 Feb 14 @ 12:55am 
can you buff the jump drive and the ship reactor
Dolphin Jan 30 @ 2:20pm 
I'm so confused by this mod, it seems like the only empire types worth playing is flood/forerunners? They just over power everything else in the mod.
xgamecodes Jan 29 @ 8:20am 
Hi wondering if its possible to patch this for real space ships in scaling. whit the cruise speed having a small problem whit science ships using the thrusters and slowing down a lot also thanks for the awesome mods. i love all the halo mods u have made probably the one of the major reasons i even got stellaris.
Free.Hippy Jan 21 @ 9:59am 
Is there a wiki or something like that for this mod?
=L33T 720= Jan 19 @ 1:17am 
can you do a version that replaces the materialistic fallen empire with the forerunners? :steamhappy:
Aenyeweddien Jan 16 @ 12:13pm 
My game keeps crashing when using this on the no-DRM GoG copy. I press load and have the Instillation 00 Origin. I have no idea why it continuously crashes every time.
Casus Jan 9 @ 7:16pm 
Absolutely love this mod! Keep up the amazing work! I was just wondering, is it possible to have an option where you can build multiple forerunner buildings rather than just one per planet?
ExileStudios Jan 6 @ 6:19pm 
would it be possible for you to create a version of the species portraits that only has helmeted forrunners for those who want to roleplay as bungies original idea of forerunners being ancient humans?
force728  [author] Jan 2 @ 2:53pm 
@victoriousdread07: Like High Charity in the Covenant portraits mod, Maethrillian is a special megastructure/capital for the Forerunner origin, so it's not intended for players to build like the other forerunner megastructures.

@D_Shanks: You can check under the planet decision tab on the Halo Ring, but make sure that you have the required technology researched to activate it.
D_Shanks Jan 2 @ 6:59am 
How does one fire the halo arrays, would be great to know how.
victoriousdread07 (private) Dec 20, 2024 @ 9:06pm 
Is there a way to build maethrillian like we can with the ark, halos, and shield worlds? Not sure if something else is required and i just havent come across it yet.
force728  [author] Dec 16, 2024 @ 7:05pm 
@Carnage: Sure, making it work as a decision is possible. Also, what do you mean without the halo origin? Just having one of the forerunner civics will get you the tech needed to protect yourself and as for the self-delete part, that's kinda intended. Firing a Halo Array will have consequences but there are ways in the mod to mitigate the damage from firing one in your territory (shield worlds, slipspace bubbles on starbases, etc.) Have you tried any of those?

@Elboron: Thanks, I'll fix it in the next update. As for your issue with compatibility with gigastructures, I'll look into it when I have time.
Carnage Dec 16, 2024 @ 5:34am 
Would it be possible to add a decision to the Ark to build a Halo Array there and have it spawn in unclaimed in a random part of the galaxy? Without the Halo origin firing the halos are a self delete button cause they are only in your territory.