Stellaris
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More Events Mod
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18 июл. 2016 г. в 9:33
4 июн в 11:19
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More Events Mod

Описание
COMPATIBLE with Stellaris 3.12.*

Are you looking for more action and interesting events to show up while you are doing your day to day enslaving and conquering business? If, like us, you find the mid to late game a little lacking of interesting diversion, then you have come to the right place. This mod adds new anomalies and events to your game, focusing on spicing up the game after exploration has slowed down.

Note: There have been some slight changes to the galactic_features_events.txt

ACHIEVEMENTS WILL BE DISABLED WHEN USING THIS MOD

This mod will be constantly updated with new content for your game. All events are designed to be balanced with the events in the vanilla game.



Languages



Mod Content
Anomalies, Events and Archaeological sites to add more variety to your gaming expierience. Additionally there are various new species portraits (used for our factions) which are also accessable for custom empires, but they will not spawn as randomly generated empires.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.

Fun with numbers:
Anomalies:
72 with a total of 127 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 21
Primitive related events: 18
Colony level events: 13
Country level events: 17
Special system focussed events: 5
Origins: 1 (4 if you count the 3 used as switches)
Highimpact Questlines and Crises: 11
  • Elusive Carcosa
  • Legacy of the Carcharorion
  • Food Constructor
  • Lost Emperor
  • Descended Ascendant
  • Extinct Abductors
  • The Last Orila

  • Return of the Sadrell
  • Surveyor Probe
  • Broken Clock
  • Vazuran Menace

If there are ARTISTS out there who are able to produce event pics with a quality and style matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.



Bug Reports
You found a bug during your game session? Please, post it in the Bug report discussion thread so we can squish it in the next version. And if you could give us some hints on how to reproduce it, it would be also very helpful.

FAQ
Q: Is this or that event from your mod?
A: First, open your console while the event window is still there. Then type in "debugtooltip" and press enter, then close the console. Now check the tooltip when hovering your mouse over one of the event's options. It displays the event_id among other information. All of our event_ids start mit "mem_". If there's no "mem_" it's not from us.

Q: I hate these f*****g Vazurans! They are the worst crisis ever and it makes me disable this s****y mod! How do I make them go away forever!?!
A: The Vazuran Menace only has a 5% chance to occur naturally, but if you do not enjoy them at all, you can easily disable them during your game setup. Just create an AI empire with the "fainthearted backwater" origin and set it to force spawn. This will 100% prevent the Vazurans in your game.

Q: Can I activate this mod in a running save game?
A: Yes you can, but some events won´t appear in that case, as they are set at game start. Aside from this there should be no issues.

Q: My planetary shields are not correctly centered on my planets. What is wrong?
A: All shield objects are adjusted to vanilla scaling. Every mod that changes planet/system scaling will lead to our shields being off centered. If this is the case and you do not want to deactive the other mod, you'll have to deactivate our graphical shield effect in our options menu.

Real Space Users could try this compatibility fix:
Real Space System Scale/Planetary Shields Compatch 2.0


[discord.gg]



Donations

If you want to further support our work on improving the mod by adding additional art assets, please leave us a little donation. The page is set up to accept the lowest possible amount in my currency. Whatever you can spare, you'll have our thanks for it. You also won't be throwing your money into the aether either, as we have clear goals on what to do next with donated funds - visible on that page. See our latest addition (Orila, Vazuran and Neochadamus portraits) to get an idea of the quality you can expect. In the end you'll support both the mod and the artist, with whom we plan to keep on colaborating.

The Orila (+ their currently worked on expansion), Vazuran and Neochadamus (paragon) portraits were funded by us. At this point we have to make a cut however as our personal funds for this project are limited as well.

Anything further will need your support. Next we want to add new species portraits for the different Broken Clock aliens (devouring swarm molluscoids, determined exterminator robots, fanatic purifier lithoids all following the same scheme in terms of shape so we can use the same animations for all three and lower the price) which are also meant to be available for the player species.



Finished and implemented:
  • Neochadamus paragon portrait
  • Orila species portrait with outfits and hologram paragon portrait variation
  • Vazuran species portrait
  • Neochadamus portrait expansion for species portrait *
  • Overlord Trailer Emperor paragon portrait *
Currently worked on:
  • Orila Expansion (fitting robot portrait, hologram version for normal portraits, cybernetic variation)
Funded and next on the plan:
  • Broken Clock molluscoid devouring swarm species portrait *
  • Broken Clock lithoid purifier species portrait *
Planned, not yet funded:
  • Broken Clock machine terminators species portrait
* funded through donations



[www.buymeacoffee.com]
Популярные обсуждения Просмотреть все (69)
1,945
12 июн в 4:39
ЗАКРЕПЛЕНО: Bug Reports
Malthus
5
27 мая в 21:38
Last Orilia Science ship missing pilot?
Lady Wolf
280
2 фев в 5:31
Ideas
Malthus
Комментариев: 5 176
slatelobster 11 июн в 12:15 
Is this mod compatible with the real space mod pack?
Zenith 9 июн в 14:58 
@Malthus, I think you can disregard. It was a short while after their system has fallen (not more than a few months, maybe a year). No raids have happened since.
Malthus  [создатель] 9 июн в 14:11 
@Zenith how long after? Ideally the events should not fire at all after the system has fallen, but it would be good to know if it might have been a raid that was already scheduled or if it happened multiple years after.
Zenith 9 июн в 13:35 
Vazurians are still raiding after getting rid of their home system.
TheCynicalPogo 6 июн в 14:14 
@Malthus Thanks a ton for the info, I’ll be sure to let you know if I get unlucky like that again
Malthus  [создатель] 4 июн в 22:04 
@TheCynicalPogo So I checked the conditions and mechanic for starting the colony ship event. It is fired with a yearly check and if that check succeeds a randomlist with three outcomes is fired. 100 for nothing happens, 2 for permently disabling it, 1 for firing the actual event.
So I would assume you got a rare edge case of getting it early and in two games in a row. The randomness makes this absolutely possible but it is still an unlikely occurence. If you keep getting this event too often, please let me know. Then we might have to change the numbers, but for now it should be ok based on what I see.
Malthus  [создатель] 4 июн в 2:46 
@Joe C That had been changed quite some time ago because people found it to be too punishing and there was no incentive to fight their fleets before you were ready to do the final battle.

Now you get small rewards for destroying their fleets and have an increasing chance that destroying their fleet results in a retaliation. So if you destroy enough of them, you will get an attack on your homeworld.

The other way to progress the quest is by researching the damper field weakness tech you will get access to during midgame when the event about the crashed ship fires. Once the tech is researched you will also be targeted for a retaliation.
Joe C 4 июн в 2:19 
Firstly, love the mod. Every play through I find something else to enjoy. I do have a question about the Vazuran Menace though. My understanding was that after you defeat one of their raiding fleets, you face a punishment fleet. After that you get to fight the final battle.

I've stomped out a few of their fleets now, but the punishment fleet hasn't triggered. Do you have to beat them a certain number of times, or destroy a certain number of their fleets? the strongest i've seen so far is 40k fleets, but any one of my fleets totally out classes that now.

Thanks again for the hard work!
Malthus  [создатель] 3 июн в 21:35 
@TheCynicalPogo yeah that is not intended. I'll check the script for firing the event and see if you were just very unlucky or if this is a general issue and it needs to be toned down.
TheCynicalPogo 3 июн в 16:03 
@Malthus sorry for the late reply, yeah it was a colony ship appearing in my space and colonizing a planet. I'm just trying to figure out what mod it's from, cause normally I wouldn't really mind it firing but it seems to fire near every game, and tends to take my first or second guaranteed habitable, as I'm playing with System and Ships in Scale as well which slows down the initial exploration and colonization in the game a lot