Stellaris

Stellaris

Nomadic Empires and Pirates
121 Comments
Silly Arthropod Nov 10 @ 1:58pm 
i'm playing it in 4.1.7 and it apparently works, what exactly broke? :P
SolkimGod Sep 26 @ 9:42am 
WHEN UPDATE
Athena Jul 10 @ 2:39am 
Hope you can fix the mod, this is one of my favorite concepts!
Knight Nestor Jul 9 @ 11:17pm 
As I understand it, nothing can be done about it yet?
Flemmi  [author] Jul 9 @ 6:26am 
The reason for that is a change in the way pops works, now they are pop_groups but the event still has pops in it, so it breaks
Knight Nestor Jul 9 @ 5:29am 
The mod works, but for some reason the event constantly appears without text, in large quantities, you can click it, but it will appear again
SolkimGod Jul 7 @ 11:32am 
when
Flemmi  [author] Jun 13 @ 10:06pm 
no yet, i have far less time then i anticipated. nest week is a 4 day weekend where i live, it is most likely that i will have the time to go through all my mods.

ooh boy here i go making promisis again!
WillOWmega Jun 13 @ 6:12pm 
did it get updated?
Flemmi  [author] May 26 @ 7:32am 
it coming this weekend. i just didnt have time to do it until now.
SolkimGod May 26 @ 6:38am 
4.0?
SkeletorBro May 14 @ 8:15pm 
Actually, just realized I'm dumb. I don't have the civic my leader has it. I was looking at the "empire" tab not the "government" tab. So I actually don't have the civic, just realized and wanted to quickly amend my previous statement.
SkeletorBro May 14 @ 8:11pm 
Yeah, when I try to reform my government, despite it saying I have the gestalt consciousness civic, it says "[Red X] Hivemind does not allow reformation" and "[Red X] Has gestalt consciousness ethic" and wont let me reform.
This is without any other mods, works perfectly fine otherwise :D
Flemmi  [author] May 14 @ 12:23pm 
i cannot reproduce this result. for me, starting a game as a hivemind, be that machine or normal hive mind, it works as it does with regular empires. When you choose to be a hivemind and click the nomad or pirate option in the beginning it should allow you to reform your government to pic desired civics too. I sadly cant fix this issue at this time, i was testing this on 4.0 right now, so maybe thats the fix, i will update the mod to 4.0 in due time.
SkeletorBro May 14 @ 10:36am 
Is it possible to play as a hivemind nomad empire? When using the origin or civic (with the nomad option at the start of the game) it causes any hivemind empire I make to become a normal empire that weirdly still has the gestalt ethic but can't "reform" into a hivemind. Any hivemind civics are removed and I can only get normal empire ones.
Flemmi  [author] May 13 @ 6:52am 
propably yes but it should be possible to "borrow" planets from someone else. this is a lightway mod and has its weaknesses.
Tronis 2.0 May 12 @ 3:34pm 
Hey I Tried to get a colossus while having this mod on and the special project just never showed up. is it because I had no planets?
Flemmi  [author] May 10 @ 11:07pm 
i fixed that energy issue, thanks for reporting it.
Skylearion May 10 @ 7:59pm 
Same for the next tier of that module.
Skylearion May 10 @ 7:58pm 
Found a bug the Heligraphic Communication Room is giving negative upkeep as in its giving me like 257 energy lol.
Skylearion May 10 @ 4:19pm 
By the way you have future suggestion of a decision for conquered worlds is that in yet?
Zeypheron Apr 26 @ 8:15pm 
I meant Ruler yes, but whatever you did fixed the Ruler death issue.
Roland Apr 26 @ 12:53pm 
Thanks I will try it I like a Nomadic playthrough, a la BSG.
Flemmi  [author] Apr 26 @ 12:52pm 
if you now choose any pruple option on game start you keep all the leaders. io hope that solved the issue
Flemmi  [author] Apr 26 @ 12:13pm 
Do you mean Ruler or Leaders? The Ruler is the one custom character you make when you create the empire and leaders is the term used for all named characters in the game. maybe i missunderstand you and you mean leader, and yes. it wipes you leader slate. I will switch it to move all of your original leaders instead of making a new batch on game start for nomads. but The ruler was always kept alive when going nomad.
Zeypheron Apr 26 @ 10:05am 
I used the origin to start off as nomad, then chosen the option to fully abandon the planet.
Flemmi  [author] Apr 26 @ 4:36am 
well i discovered a different bug that lead to the game freezing. but no luck on finding that circumstance that kills your ruler
Flemmi  [author] Apr 26 @ 2:32am 
when i start the game as nomads, it, as it should, retains the leader when i become a nomad. without more info i dont know if i can find out what causes this.
Flemmi  [author] Apr 26 @ 2:01am 
oh chute, are you reffering to the late game normad going or the game start nomad start?
Zeypheron Apr 26 @ 2:00am 
I'm on 3.14
Flemmi  [author] Apr 26 @ 1:58am 
the switch to nomad is suipposed to retain your leader. i am checking why its not happening. are you on the 3.99 beta or 3.14?
Zeypheron Apr 26 @ 12:47am 
Is there any fix to the issue of having your ruler die if you do pure nomad? Cause that's a major annoyance to anyone who wants to actually, you know, not have a randomized ruler to start with.
Flemmi  [author] Feb 23 @ 10:30am 
yeah, the game isnt very friendly towards planetless playing. but this mod is meant to be light and low enough impact to be added to any modpack with minimal issues. but know this, maybe i can one day find a workaround.
pancake11112 Feb 23 @ 10:23am 
Being nomadic (I assume it has something to do with having no planets) seems to break most special projects. Notably, I didn't get the special project for the become the crisis ascension but I also wasn't able to get the special projects for researching spacebornes like mining drones.
Flemmi  [author] Feb 15 @ 1:52pm 
your first "bug report" just came with bad timing and i lost track of it. the only thing that is less well organized than my mod's code are the mods themself.
Skylearion Feb 15 @ 11:23am 
Much appreciated I probably should have checked first before saying that but glad to have a great dev that consistently checks in with their mod comments and feedback. You my friend do deserve respect for that alone.
Flemmi  [author] Feb 14 @ 4:53am 
and sorry for taking so long.
Flemmi  [author] Feb 14 @ 4:52am 
@skylearion
i fixed your problem too. It was an oversight and it shoulw now preserve your shipset when becoming a pirate.
Skylearion Feb 13 @ 11:49am 
Unlike the shipsets issue of not being able to choose custom ones because it reverts to species specific shipset...
Flemmi  [author] Feb 10 @ 1:52pm 
i thank you for bringing it to my attention, it was a tiny fix in anycase.
pancake11112 Feb 10 @ 1:35pm 
That was an incredibly fast update, you have my gratitude and I hope you have a good day.
Flemmi  [author] Feb 10 @ 3:28am 
I added a hive mind version of communal mess hall.
Flemmi  [author] Feb 10 @ 3:17am 
thank you for brining this to my attention, it is indeed the case that the mess hall series of components wont show for hive minds. this is due to a tech prerequestie being locked away from hiveminds.
pancake11112 Feb 9 @ 5:48pm 
The communal mess hall component is unavailable to hive minds for some reason.
victoriousdread07 (private) Jan 12 @ 11:21am 
@Flemmi adding on to my previous posts, another version of the slave ships could be used for the main species. so we wont have to start every colony with a small number pops from a colony ship. bot those "home" ships would need higher energy (and maybe consumer goods) use for every pop on board.
victoriousdread07 (private) Jan 12 @ 1:17am 
@Flemmi you could add a planet modifier for every colony made that greatly increases resources from all jobs but slowly decreases over time along with a negative effect the longer they stay. say maybe five years for the bonuses to fade to nothing and then the modifier starts to go bad. also my idea for a decision to load up slave ships would be useful for any conquered worlds from other empires.
Flemmi  [author] Jan 12 @ 12:32am 
That sounds like a great idea, I think it's doable. Making a slave ship that keeps track of how many pops it carries is doable, making sure these pops are of a specific species (that exists) also (if the species is wiped out I am not 100% sure but should still be possible). Settling a world for a short time and then packing up is also possible. I would need to implement some boni and mali to make it a good choice to leave a colony. The vanilla game is all about having more planets with more people on them. I need to make it so any one planet is only a temporary stay to get more resources for ships.
victoriousdread07 (private) Jan 11 @ 10:36pm 
@Flemmi lets say you have a colony, a slave ship could unload say 10 pops per slave ship onto a colony to fill out any resource districts we quickly need. Nomads are all about spending as little time as possible on worlds, so slave ships can be used to carry any slave species you have. when its time to pack up the colony, a decision could appear to either load up the slaves, kill them for food/minerals, or another option that i dont have. Or now that i think of it army ships could fit this role as well. when the slave ships are in space their could be a locked in component that produces resources by slaves on board.
Flemmi  [author] Jan 11 @ 10:04pm 
i might be able to solve the ruler issue.
the Component Communal Mess Hall produces unity, i can look into the balance, if that is too low.
It is propably possible to make ships that contain looted pops. there is a vanilla ascension perk for looting pops after all. But would Nihilistic Acquisition not work better on its own? Maybe you can explain a bit more what you mean with your last suggestion?
victoriousdread07 (private) Jan 11 @ 9:51pm 
Looks cool so far. But there need to be components to get more unity in this mod. Also going full nomad in the beginning kills off our ruler, and I use mods that influence the starting ruler. Any thought about making slave ships? I think they could be similar to colony ships in that they carry a single species and could reinforce any colonies we make.