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It would require too much work to update to the last 3.x version.
A refreshed mod (with new name) should come.
However, considering the changes of Stellaris v4, several origins will be reworked and several have to disappear. As an example, I would say that the cast system won't work now with the new pop system.
Considering the complexity if this mod, I prefer starting from scratch. This means that, at contrary of the other mods I will update, the new mod will be an entire rework.
This does not mean that everything will disappear.
Expect to see in the new mods all best origins... Spacers, The hive, Underwater, Void Children or even Liberated and Oppressors.
I must say that I wish I could continue the support of this mod. However, the truth is that I run out of time irl and that I do not play Stellaris actually.
So, I let the mod here. The code is heavily documented, just ot make easier to update things. If someone wants to fix/update the mod feel free to do it.
I must say that, every update, Paradox introduces changes that I was taking into consideration every time. The mod could have worked without integrating them, but I have think that players would have missed the experience of the DLCs.
I have spent lot of hours on this mod and I hope it has given also pleasure to others. That’s why I choose to share what I code for myself. But, and you should have unterstood it, I have no more time to continue the support of this mod.
2. It is in your mod if it wasn't, I wouldn't be texting here anyway.
3. Trust me mate, I did try that as always. I've 300 mods. I tried one by one then 10 by 10 then 50 by 50. It's always your mod causing this issue.
Just to show you I've started the game with nothing but your mod and it still has the same error. Will be posting the screenshot in my account.
I *think* New Origins does cause a bug however. The zooming yellow arrows that happen when "Survey/Construction" complete don't show up, though there is still the audio and icon. I'll check when I have time, but I am pretty sure it is this.
But thank you again! I'm putting together a DIY Babylon 5 Modlist and Liberated/Oppressor and other origins are extremely useful and fun
thanks for the interest in the mod. I must admit that I have not played stellaris for a long time and I feel the updates coming faster than I would like.
I made the code of the mod with quote everywhere to make easy to update the mod. It doesn’t mean that it removes the need to fix things or rework other points that have been drastically tweaked by Paradox team.
I have less time to update the mod... if I had this time, the mod would have been updated to the last version. If something is broken, I can look into it. I plan to update the mod a week end when I will find spare time.
BUT, from what you said, it doesn’t look like a compatibility problem. It should be linked to the restrictions related to these origins.
Oppressors need or imperial government or dictatorial one. Also they have to be OR authoritarian OR militarists. At contrary, liberators cannot get dictatorial or imperial government.
Would there be any chance of a compatibiltiy patch, or even just a standalone Liberated/Oppressors mod that did not have this problem?
Thanks for a great mod!
It should be "more" compatible now. But I must repeat that the mod, cause of the very specific gameplays introduced in the mod, changes lot of vanilla files.
So, if you encounter an error and use other mods (something that I can perfectly understand), please test with this mod loaded at the end (excepted if you have other mods I did and that I have specified that they need to be loaded after this one).
Red Laser is not given auto like in the vanilla game. Instead, it is given to all countries except the ones with the origin The Hive .
This is done in game_start event file. So you have a mod that is loaded after New Origins and that made changes on this file.
As a result, you do not get red laser at start (minor problem) but you also break the start of several origins (aquatic, void children, castes system, gateway masters).
It introduces also two new origins that are really specials. Oppressors and liberated people are linked. As a result, when you pick one, you should see the other appearing at one momennt in your game.
Regarding your need to fix the start for city world origin, what exactly seems to be the issue with it? not trying to step on your toes so to speak, but if you need a nerf or De-buff for it I might be able to think of one. That being said I would need more info about it because I honestly have no clue what the issue is with it.
Tbh, I have to find something to correct the too strong start for city world origin.
I actually work on 2 new origins around the ones proposed by the firet contact dlc. Off course, they will be really different than what Paradox proposed.
Without closing the door to radical changes, the 2 origins will be opposed. One would have freed themselves and thenother would be ancient oppressors. Both would be technically advanced, one with an hardest start (homeworld devasted, population affected by radiations, no qdvanced start) and the other one would be far more advanced than any other civilization but with poor opportunities to become stronger. Basically the oppressors would be decadent and theyvwould require lot of efforts to develop new technologies.
Coming back to what you propose, I think it is really too strong in my opinion.
Ringworld is limited to Void children and shattered ring origin.
Hope it answer your questions.
It removes the Voidborne perk completely and makes Galactic Wonders not give the ringworld technology. It also doesn't give the techs added by Gigastructures mod.
Thanks for the report.
Is this any AI empires?
Basically, I have only 4 files in megastructures. First is orbital ring, the change I did in it cannot provocates anything. The change basically exclude asteroid from getting orbital rings.
Second are habitats. But here, only Void children or void dwellers could be impacted.
Third are asteroids. Here only void children can create asteroid stations.
Finally last one is gateway files that create special gateways restricted to gateways masters.
So that’s why I need more informations. I will try to make more tests, but more details would be great.
Also, when you say no dlc, you mean that you have only stellaris without any DLC? if yes, what origin were you playing when getting encountering the problem?
https://steamcommunity.com/sharedfiles/filedetails/?id=2909155942
Basicaly "megastructures" that cost nothing, and ai spam them to insane levels
Thanks for reporting. I was not at home the last week. I will work on the update for the new stellaris version and on a fix for the bug you reported
if you play machines, you have nexus on ringworlds instead of habitat capital
I would advice you to change the loading order and place this mod loaded after the other mods. One of your mods is modifying this same file.
Sorry for delayed answer... I did not get any notification of your comment. The point is not really to link industrial district to the planet size, the number of districts is linked to the planet type. More water there is on it, more industrial districts you can have. This is better seen with my mod reworked terraformation :
See this picture: https://steamuserimages-a.akamaihd.net/ugc/1841422510921190406/5A50C92119AA5921C90FD84A781408786FB028FA/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false
I cannot research them using console cheats. They never show up naturally and if I research debris it will just give me a popup for unlocking red lasers once for each energy weapon.
This also blocks other research progress, for example titans.
Once I deactivated this mod the energy weapons show up again.
I'm certain this some broken interaction with another mod, but I don't know which one. Tell me if I can help with any other information.
Void children cannot build any mining or research station.
If you don’t speak about void children... then I have not, yet, understood your problem
As I said, this mod changes lot of code. I cannot guarentee it will work with the mods published in the workshop, ezxcept the ones I have tested. But I can check to try to find a solution.
You can also test if the bug you have encountered happens if you put this mod at the end of the loading order list in the launcher. This will usually fix the problem… even if it could make the conflicting mod broken(but would help to find the mod that is in conflict with this one).
Apart from that, a good mod, thanks for making it!
:)