Stellaris

Stellaris

Forgotten Empires 4.0
484 Comments
MaulMachine 13 hours ago 
Wow, you're integrating another precursor mod? Good on you, I hate seeing that kind of work abandoned.
Inny  [author] Aug 22 @ 1:26am 
Upcoming plans:
- You'll be able to fine-tune the precursor selection without the need to rely on an external mod.
- The Shamblers will come as a mid-game precursor and will have 50% chances of happening instead of the Shaded Empire for biological empires. They will later be followed by The White Noise, dedicated to machine empires.
- Kroun/MetallicHydra is retiring and I'll be taking over his story mods with his permission, starting with More Precursors.
- The foundations for the Collector crisis are done, and I now need to write the crisis itself. I will be balancing the effects of the Nyblax Cube, though, so it won't be a win button.
Inny  [author] Aug 20 @ 1:07am 
Not yet.
Hatmann Aug 20 @ 12:46am 
Is there anything after getting the 6 runes?
Inny  [author] Aug 15 @ 10:39am 
Thanks for the feedback.
Jinx Aug 11 @ 9:10am 
Ah, i can see how that makes sense..
Especially from a first play point of view where people really want to read the ecavation story.

However playing at at 0.75 hyper lane density, I've seen these systems become some chokeppont systems that negatively effect ai expansion. Given that the only major reason for the dig sites are the relics, and the player can fight for these relics just like any other. I personally feel this safeguard should be at least optinal.

Although I'm none the less impressed that you managed to code that in, I was convinced it was a but for a moment. Never seen anything like it.
Not really a major problem, but you should be aware of some possibly unintentional side effects.
Inny  [author] Aug 9 @ 11:56am 
For the AI, it's a safeguard. The avoidance is cleared at mid-game or if someone builds an outpost in the system.
Jinx Aug 9 @ 9:26am 
Systems seem to be spawning perfectly, however it seems the ai really doesn't want to take over the any of the dig site systems. I mean, I've seen one of then take a system. But so far that's it 🤷
Inny  [author] Aug 9 @ 1:13am 
OK, I used vanilla constraints for spawning the systems, if this still doesn't work I don't know what to do more.
Drewzen Aug 2 @ 5:59pm 
Thanks Inny ... I'll have more of a play around in the coming days to see if I can narrow it down. I had verified files last week, so probably not that. I assume it's some random mod interaction, but will let you know if I figure out what combination of mods / changes triggers it!
Inny  [author] Aug 2 @ 7:53am 
First, make an integrity check of the game. Steam has broken many mods when 4.0 came out.
I don't touch district sets so I don't see how this could happen.
Drewzen Aug 2 @ 6:12am 
First up, thanks for the great mod!

I have a relatively lengthy mod list (no full overhauls, but GPM, PD and a few others), and by trial and error, removing this mod solved the issue that I was facing: Somehow this mod must touch industry building sets, as it removes the ability to build anything at all in any industry specialization district (mixed, alloy, CG ... and applies to normal planets, ecus and ringworlds). The buildings can still be built in urban expansion / city districts, but the building menu for industry specialization is just entirely empty, so if you build a forge ecu, those alloy districts don't get any supporting buildings)
jimbibby Jul 25 @ 10:19am 
I'd love to try this mod, but I have a problem in that I don't like many of the recent changes to Stellaris and far prefer playing older betas, mainly the Verne, 2.6.3. Does anyone know if there's a version of Forgotten Empires still available anywhere which would work with this Beta? Or, failing that, a version of the Precursor story pack mod?
Any help would be hugely appreciated, but please keep it simple. I'm 72 and not great with computer stuff...
Inny  [author] Jul 23 @ 12:17pm 
OK, I changed how they are checking where they can spawn.
Moros Jul 23 @ 11:29am 
I've been seeing the same issue with the Strange Worlds too. It's definitely not unique to the Nyblax spawns.
Inny  [author] Jul 23 @ 11:15am 
I tried to prevent that, I guess I'll have to try harder for the next update. Odd that this only started with 4.0.
Blakenstein Jul 23 @ 7:48am 
I keep getting 4 of the Nyblax systems spawning on top of each other. Is there a way to fix this, or is it just bugged?
Moros Jul 10 @ 8:29am 
I've been experiencing an odd bug where the Strange Worlds will, during generation, sometimes spawn two systems in the exact same location. They'll have the exact same hyperlanes, exact same position, it's just the names and contents that are different. The only way I've found for the player to access the one considered 'under' the other is to set a ship to some kind of automation, pan to it, and save the star as a hotkey.
Renko Jul 8 @ 11:07pm 
How do I roll back the mod from the broken 4 version of the game to the working 3.14?
Inny  [author] Jul 5 @ 2:43pm 
geoglyph site is from Gigastructural Engineering & More if I recall correctly.
Francisco Jul 5 @ 12:46pm 
Is this the mod that adds the mysterious geoglyphs archeology location?

It seems the dig site doesnt fully close in chapter 3
Inny  [author] Jun 23 @ 7:21am 
An idea I'm currently toying with is that assembling the Nyblax Cube would open a crisis path. No promises though, I'll have to see if I can make it work, be worth it and fun to play, but I think there is some potential with it.
Note that the crisis path will be an additional option for those who have Nemesis and/or Cosmogenesis - the rest of the currently cut content will be there for everyone.
Jinx Jun 20 @ 2:12pm 
Fernominal, looking at the content, I've experienced everything but your own. Not sure how I passed your mod before, but It's certainly going into my curated 4.0 collection.
Looking forward to getting into it all.

Making your own story content is great for the game, integrating others' old content into your mod to keep them working is even more so. So I think I'll be throwing some point awards your way. Love stuff like this.
Inny  [author] Jun 20 @ 11:33am 
I plan to add it at some point but it's a big and complex piece of code that has been affected a lot by the various game updates, and I want to balance it more and better integrate it to the Nyblax and the Collector's stories. So I'll start to work on it after the release of the Shamblers and White Noise precursor stories that I'm currently working on.
Jinx Jun 20 @ 8:37am 
Regarding Complex's content (The Nyblax and the Collector).
4.0 has killed the Original mod, game-breaking issues, had to remove it from my mod list.

While the dig sites have some fun lore, the relics and content surrounding them is the main part, game-changing in a very positive way. Important enough to actually go for when you can, super unique functionality, but nothing super op like infinity stones.
Some truly well-made content.

Not sure when you plan to add more content from the original mod, but it seems like forgotten empires is the last bastion keeping this forgotten mod's legacy alive.

-Edit-
The federation formation event is arguably a little painful though, it takes over the game more then it should.
HertoghJan Jun 15 @ 10:12am 
Awesome Sir, will reinstall ASAP
Inny  [author] Jun 15 @ 4:57am 
Fixed.
HertoghJan Jun 15 @ 12:17am 
Removing the Mod I thought could have caused the issue wasn't it either, its probably some conflict but I'm not going to uninstall over 40 Mods to figure out which is conflicting at this point.

Atho I love this Mod, I'll uninstall for now.
HertoghJan Jun 14 @ 11:58pm 
Having similar problems, got the 'Begin' option only once but now the configuration menu keeps popping up over and over without it.

Did a 'File Verification' which I had to do with another mod for it to stop popups but this time that didn't work, also emptied 'Steam Cache' as that was mentioned as a optional 'fix' for that mod too.

Gonna try something else which is to be said could be the problem, report back once I checked that.
Inny  [author] Jun 14 @ 1:25pm 
Click on Begin to close the menu.
Shikiki Jun 14 @ 12:16pm 
Start menu after the update just pops up again after selecting an option. And again. And again.

Does this with or without precursor selection mod.

Unsubbed and resubbed to check if that would fix it to no avail.
Moros Jun 14 @ 10:02am 
"Added a start menu option to disable this mod's precursors. The option will be hidden if you have the Precursor Selection mod.
Fixed a couple of modifiers.
The Coprean Constitution event chain now spawns new systems instead of locating a potential site."

We are so back
Inny  [author] Jun 14 @ 5:17am 
Thanks, I added them to the description.
Alpht_Phast Jun 13 @ 11:23pm 
Oliveira Jun 13 @ 4:59pm 
Hello, Inny — I created a mod that translates and revises the localization of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3498553777
Moros Jun 10 @ 7:25pm 
Thanks, I think your suggestion will work for now for me.
Inny  [author] Jun 10 @ 4:37pm 
Yeah, the next version of Forgotten Empires will have the option on the start menu (if you don't have Precursor Selection), but until then that mod will do the job.
Moros Jun 10 @ 3:42pm 
That's not what I'm looking for but it might be able to work?
Inny  [author] Jun 10 @ 3:37pm 
Moros Jun 10 @ 3:32pm 
Is there any way to disable the precursors added by this mod?
Inny  [author] Jun 10 @ 2:54pm 
Yeah, Steam has been messing with a lot of mods recently.
Poisy Jun 10 @ 8:41am 
Validating data helped solve the issue, thank you!
Poisy Jun 9 @ 3:55pm 
The Arcane rune text I gave below is very much there on the last screen once you complete excavating the rune. I also have a screenshot, but Steam will block the link anyway. In my old saves, just as Zero said, the rune doesn't grant any leader anymore. In all new games, the rune never appears. I am validating the files now. I don't have the original mod installed. We shall see how it goes.
Inny  [author] Jun 9 @ 5:59am 
This is not implemented yet. It will be along the Collector crisis.
Nidhoegger Jun 9 @ 3:48am 
Hi, I found all six runes but then nothing happens. How can I activate the forging of the cube?
Inny  [author] Jun 8 @ 12:34pm 
I just played this event, obtained the rune and tested it, and it worked fine. Twice. Do an integrity check of the game, and make sure to double check that you're not using the original, outdated mod.
Zero Jun 8 @ 10:54am 
I can also confirm that event for Arcane rune is broken now. Nothing happens after you choose who's to sacrifice, it supposed to give you event for repaired rune.

My previous complain about this same rune not working was on a save that started before 4.0.15, where I got the rune, but there was no pop up to choose a type of leader you want to create.
Inny  [author] Jun 8 @ 10:37am 
That's not how the event unfolds, this text is not even in the mod.
Poisy Jun 8 @ 7:41am 
I just spawned in the middle of Nyblax systems and will try to excavate Arcane rune last, maybe this will do the trick. will let you know.
Poisy Jun 8 @ 7:39am 
The last message says that during Shezam's last war the rune was damaged and can no longer perform as it should. Repairing it would require much more sacrifice than sacrificing one scientist and that only after more sacrifices made will you get the rune. It's so bizarre, it has never happened to me before because as I said that's the only rune I always go after every game, but I've seen it in the past 2 games, back to back. I only have Nyblax play in your mod, I don't have the original one installed.