Stellaris

Stellaris

Ancient Cache of Fallen Empires [Abandoned]
31 Comments
YashaSkaven Jul 14 @ 3:29am 
hoping one day either this mod updates or with permission another person able to update it eventually comes along, its so peak to remain lost in 3.14
SOPHIA Jun 2 @ 11:54am 
SOPHIA has come to inform you ACOT has finally updated to 4.0 but 4.0 is still broken. so ya know. do whatever at your own risk.
Ascension Dec 22, 2024 @ 4:29pm 
Thanks Theion.
Theion  [author] Dec 22, 2024 @ 5:46am 
Made a temporary update to 3.14 and removed the outdated fleetpower defines.
Ascension Dec 22, 2024 @ 2:09am 
@Human_me

As another user posted, remove the defines file from this mod and it'll fix itself.

ACOT's defines file updated but this one hasn't so they're conflicting.
Human_me Dec 15, 2024 @ 6:11am 
I'm going to start a new playthrough soon
Does anyone know if this needs an update to 3.14?
Flying_Squid_999 Nov 1, 2024 @ 9:21am 
Ah, found the buried dog. ACOT Defines updated the defines file and this didn't. Every corvette has 1600 FP. Just removing the defines file from this fixxes it thought.
Theion  [author] Sep 14, 2024 @ 5:07pm 
This mod has a define that dampers fleetpower like ACOT Defines, so in theory, the fleetpower on your fleet should be MUCH LOWER than they should have normally, unless you have another fleet dampering define that went much more length than that.
R3D_InFyNiTy Sep 14, 2024 @ 10:12am 
I've done some searching, and this mod break the power count of all military ship, all the station are capped at 1.6K and getting ship give an absurd amount of power like a fleet of 20 corvettes give 30K, I dont know where to report this issue so i make it here
Theion  [author] Aug 8, 2024 @ 2:10pm 
Partial carelessness on my side.

The issue is from generation of Fallen Empires, ACOT had the same issue in the past when they started with 20 repeatables, which is A LOT of technologies and because Fallen Empires are generated alongside the galaxy everything had to be dealt from galaxy generation.

Until Chiru changed everything to modifiers, which is a lot of less annoying and straining on galaxy generation.

The same issue in my mod because it gave the FEs a lot of techs for their starbases to start with Alpha tier weaponry, which I forgot to deal with despite already setting modifiers for FEs to circumvent the issue. So I deleted the part giving FEs a lot of techs and wah-lah, it worked as it should be.

TLDR: Do NOT cramp everything from galaxy generation.
Asteros'arius Aug 8, 2024 @ 10:16am 
I guess your mod truly was responsible for the slow galaxy generation issues i had before the recent update,

Out of curiousity, what was the cause of it all ?
Theion  [author] Aug 8, 2024 @ 6:26am 
Okay, I think I figured the reason, this might cause FEs to become a bit weaker but whatever. See if you can load the game fast as before.
Ruby Omega Aug 8, 2024 @ 3:12am 
The load order that I used to test that was
ACOT
ACOT Override
ACOT Secrets beyond the gate
ACOT Extra
Dawn of Ascension
Acquisition of Technology
Secrets of the Shroud
Ancient Cache of Fallen Empires

New game loads up relatively quickly as long as I don't have this one in that load order, not sure why.
Theion  [author] Aug 8, 2024 @ 1:33am 
I think you were referring to ACOT? The main mod always has massive load time due to many things were cramped from game_start.

This mod tampered mostly on FE's initializer and scripted_effect so that should not have any impact on load time.
Ruby Omega Aug 7, 2024 @ 9:40pm 
So after some experimenting I've determined this mod causes a massive amount of load time to exist when starting new games, not sure why that is?
Theion  [author] Jul 23, 2024 @ 8:33pm 
I changed that this mod doesn't require AOT anymore, the Ringworld Materialist should have similar setup to the vanilla Fallen Materialist now.
Theion  [author] Jul 23, 2024 @ 6:40pm 
Oh, I forgot without AOT, the FEs will start without fleets. Never thought that would happen. Sorry about this, but please bear with the state of the mod for the time being. Once I have time I will try to change the mod so it would function normally even without AOT.
Theion  [author] Jul 23, 2024 @ 6:18pm 
@MajorGeneralPike: Yes, because the Fallen Empires have access to Gatekeeper, Warbarge and Dark Matter Habitat in this, without AOT those won't appear. You could run without AOT (which is understandable since that mod isn't updated yet), that would cause the FEs to be weaker, at least.
Theion  [author] Jul 23, 2024 @ 6:14pm 
Update:
I made some adjustment to the initializers, mostly to modernize and ridding of outdated buildings and codes.
MajorGeneralPike Jul 22, 2024 @ 4:08pm 
Do you have to have AOT to run this?
Flying_Squid_999 Jul 11, 2024 @ 2:27pm 
Thanks for making this. Worth it just for the ACOT/ACSW compatibility, let alone the rest of this chonker.
UltraStrategyMan Jul 7, 2024 @ 7:27am 
Okay, thanks for answer, hope you will do even more compatibility submods for ACOT, ZOFE and etc
Theion  [author] Jul 7, 2024 @ 7:04am 
No, this only overwrites the designs of vanilla FEs so nothing would happen if the modded FEs used a different designs (like those FEs of different ethics from vanilla ones).
UltraStrategyMan Jul 7, 2024 @ 5:23am 
Gotcha, also, does this submods work modded FE's?
Theion  [author] Jul 6, 2024 @ 3:42pm 
No, they are incompatible because they have same function i.e rewriting the design of Fallen Empire's ships.

So whatever has higher-naming priority would simply override the other files, causing a weird mix of ZOFE-styled Fallen Empires' ships to spawn alongside ACOT-styled ships.

The modifiers do stack on another, so you might as well bracing for some stupid things when all the modifiers came out when the FEs awakened.
UltraStrategyMan Jul 6, 2024 @ 10:45am 
How this would work alongside your another submod The Zenith of Fallen Empires: Original Difficulty? Makes FE too powerful or will not work?
Gabriel Cooper Jul 6, 2024 @ 9:12am 
hmm, gotcha. iI think you can get hercs too so that's an option (please don't give them hercs for the love of god lmao)
Theion  [author] Jul 6, 2024 @ 9:03am 
No one said going to war is directly attacking your enemy ASAP.

Don't research Alpha Power right away, build your fleets and defense as possible, exhausting their initial fleets as possible using Delta Tech.

Then when War in Hell occurs, remember to be on the defensive, barricade chokepoints and let them come to you until you can sue to peace aka buying time.

If my memory was right, you can research the Precursor Ships before going to Alpha Tech so even less reason to be so dreadful of the FEs
Gabriel Cooper Jul 6, 2024 @ 8:00am 
how are you meant to fight them assuming you don't have allies tho? casue you can't get the next tiers without being in alpha for a while and they will fight you if you get to alpha right away.
Theion  [author] Jul 6, 2024 @ 7:58am 
That is intentional because this mod emphasizes the Fallen Empires' status as former masters of Alpha Powers, even if you got to Project Alpha, a player is at most comparable to them with some slight advantages for being younger, so they will remain as a threat even if you got Alpha Power.
Gabriel Cooper Jul 6, 2024 @ 7:41am 
this is really cool but idk if this might make the FEs too difficult to deal with if you don't progress further than alpha.