Stellaris

Stellaris

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AlphaMod 2.1
 
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25.072 MB
May 22, 2018 @ 8:28am
Jun 29, 2018 @ 2:49pm
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AlphaMod 2.1

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In 1 collection by AlphaAsh
How I Played AlphaMod 2.1
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Description
An unofficial expansion for Stellaris.

RE: v2.2
A lot of AlphaMod's features and content looks likely to become redundant (myself and PDX do tend to want a lot of the same stuff for Stellaris), so I'm planning to split the mod up into features and content that can be salvaged, after I've had a chance to play v2.2.

Once I'm done with the separate releases, I'll take a look at them and decide then whether to pull them all together for a complete AlphaMod for 2.2.

"...a Top 10 Stellaris Mods list would certainly feel a little empty without it." - Odin Gaming[www.odingaming.com]

"... adds a staggering amount of new stuff which helps improve an already spectacular game."- Rock-Paper-Shotgun

FEATURES
  • Additional tech, buildings, edicts, armies and strategic resources specific to each ethic.
  • New local resources: Water, Ice, Actinides, Natural Fuels, Biomass and Exotic Foods.
  • New tech and buildings for exploiting the new resources.
  • Massive MegaCities on your homeworld.
  • New buildings specific to the ecosystems of different planet-classes.
  • Many new tile-blockers and new ways to exploit tile-blockers with adjacency bonuses that improve when you preserve them.
  • Mechs, Aerofighters and the buildings to make them.
  • New policies and edicts for customising your state's governance, and to fine-tune your economy and citizenship.
  • Local government tech and buildings specific to different ethics and government types.
  • Alternative tilesets for gaia, savannah and alpine worlds.
  • New techs, buildings and edicts for exploiting normally uninhabitable worlds.
  • Carry out follow-up surveys to discover hostile worlds that you can colonise.
  • Establish a base on the moon of your homeworld.
  • Pirate lairs! Yarrr.
  • New Ascension Perks for taking new features even further.

COMPATIBILITY
AlphaMod is primarily an expansion but also part overhaul, part total conversion. That means that it does change a few vanilla files and will therefore have compatibility issues with mods that also change those files. The files changed are:
  • common/tile_blockers/00_tile_blockers.txt
  • common/traits/01_species_traits_habitability.txt
  • interface/species_mod_window.gui
The types of mods that will usually have compatibility issues are those that change or add planet classes and their habitabilities.

AlphaMod 2.1 has been built against v2.1 of the game. That means it is untested with any earlier version. There's a good chance something won't work properly if you use it with an earlier version.

Activating this mod and then expecting a current save-game to function correctly is just silly. Stop that. Start a new game.

The mod is compatible with all DLC. None of them are required.

The mod is not compatible with Ironman achievements.

RE: COMPATIBILITY
1 - I list vanilla files I over-ride. Other mods don't.
2 - Before asking me about compatibility here, try asking about compatibility there first.
3 - I generally don't make compatibility patches for mods I don't use.
4 - Please don't take my availability for granted.

THE MOST FREQUENTLY ASKED QUESTIONS
Q - Is there documentation or a manual or a wiki?

A - Click the link: https://steamcommunity.com/workshop/filedetails/discussion/1392167124/1693798344652466157/

Q - I'm not collecting the resources, water, biomass etc. and they have no number?

A - Just like Betharian and Alien Pets, they are local resources. You do not accumulate them like you do strategic resources. Just like Betharian and Alien Pets you build special 'sourcers' on them. Unlike those vanilla sourcers however, you can then benefit further with special buildings that can only be built on tiles adjacent to that sourcer.

Q - Does AlphaMod still support barren planet/asteroid settlements?

A - Yes. However, you need the Refined Colonisation tech and then have to activate the empire edict that unlocks. This will result in randomly generated follow-up surveys your science ships must do to find potential habitables (an event will tell you when a candidate is found). The tech will make at least one barren instantly habitable in your home system.

LOCALISATION
Polish by Mr.Kocur: https://steamcommunity.com/sharedfiles/filedetails/?id=1414951042

I'm not multi-lingual. I'm not running the mass of text through google translate. I'm not copying english localisation as placeholders for other languages, as it's more work than you think it is. If you can't play the mod with the game set to english (and now Polish), I can't help you, sorry.

If someone provides localisation in another language, I will be more than happy to list it here along with due credit.

BUG REPORTING
  • Before reporting a bug, check whether it is in fact a bug in the vanilla game. Then try to reproduce the bug in a new game with just AlphaMod activated. If you can't, then the issue is not with AlphaMod.
  • If you want help with solving issues that the mod causes you, do not report and run. I may need more information, so make sure to check back.
  • The more information you provide to begin with, the more likely I'll take a look and the more likely I can diagnose the issue.
  • And once again please do not take my availablity for granted. Not every problem in Stellaris is caused by AlphaMod and you don't need to ask me if it is or isn't. Figure that out first, yourself. Please.

UPDATE POLICY
Mod updates often break save-games. Other than critical bugfixing with hotfixes that should not break save-games, I will aim to make the bigger updates that may well break current save-games on a Friday. Not necessarily every Friday, but I tend to want to get new stuff in your hands pretty rapidly, so it'll be most Fridays.

RE: v2.2
A lot of AlphaMod's features and content looks likely to become redundant (myself and PDX do tend to want a lot of the same stuff for Stellaris), so I'm planning to split the mod up into features and content that can be salvaged, after I've had a chance to play v2.2.

Once I'm done with the separate releases, I'll take a look at them and decide then whether to pull them all together for a complete AlphaMod for 2.2.

Want to say thanks for the mods I make? Clicky one and cheers for your consideration!
[paypal.me]
[www.patreon.com]


Please don't post spam in the comments. I also delete trolling. It's a waste of time.
Footnote: Author's Disclaimer
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445 Comments
Seiggrain Hart Jan 23 @ 4:19pm 
@LordZ
There is not. I hate to sound like a pompous ass, but learn to read. AlphaAsh has stated that they'll update everyone once a 2.2.x version is ready.
LordZ Jan 23 @ 1:36pm 
is there one for 2.2.3?
FiddleSticks96 Jan 12 @ 12:04pm 
@AlphaAsh Ok, that makes sense. I'm hoping that the next patch comes soon and at least addresses the performance issues, because I can't play past year 2350 right now. Maybe they'll even address the bug that prevents you from ever building your main species ever again once you synthetically ascend :\
AlphaAsh  [author] Jan 12 @ 2:10am 
I've not. Whilst it has made some of my less multi-cultural plays more multi-cultural than they should be, I'm waiting on PDX to see if they address the situation, whether through tweaking the formula or presenting better ways to manage pop growth for those ethics that should really have them.

I'll come back to that one after a couple of patches. It's a bit of a hot-button controversial feature, and I want PDX to deal with it. I'm not going to become a buffer for the associated issues.
FiddleSticks96 Jan 11 @ 6:44pm 
Holy cow! 2.2 is a mess! I can't imagine any mod being balanced right now considering I can't even get through the mid-game with all the performance drops. Not to mention all the imbalances of 2.2's economy and the many MANY bugs.

@AlphaAsh May I ask if you have considered tweaking whatever formula determines which species will be grown next on a given planet? Right now species with lower amounts of pops in your empire are heavily weighted to be the next one to be grown, essentially halting growth of your main species indefinitely as soon as your pick up another race.
Werebat Jan 9 @ 7:26am 
What the - there was a 2.1 update for this? Much wailing and gnashing of teeth...

Looks like I'll just wait until March or April then. Oh well. LOL my own fault for not checking in!
AlphaAsh  [author] Dec 22, 2018 @ 1:47am 
Not really. Wild guess, March or April.
Seiggrain Hart Dec 22, 2018 @ 12:19am 
Just a quick inquiry, but would there be any reasonable eta for any 2.2 update? Even just a "Soonish" wolud be good. I miss playing games with AlphaMod, as it adds so much flavour to the game.
AlphaAsh  [author] Dec 19, 2018 @ 2:44pm 
They're also hooked heavily into several other features of the mod, and without that are OP without some major rebalancing. Especially for 2.2.

It is on the to do list to do something standalone for 2.2 with them.
Baijiu Dec 19, 2018 @ 2:38pm 
Do you have any plans for policies in 2.22 any time soon? It seems like a "simplistic" part of Alphamod, since it's just little buttons on a menu that you adjust a few times, but all the different policy options let you have a way more control over ethic shifts in your empire compared to Vanilla. I miss them so much D: