Stellaris

Stellaris

186 ratings
Stargate Universe
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
793.659 MB
Jan 11, 2017 @ 10:22am
Aug 11 @ 12:28am
90 Change Notes ( view )

Subscribe to download
Stargate Universe

Subscribed
Unsubscribe
In 1 collection by Seph
Stargate
2 items
Description
Updated to 2.0.* compatibility
Total Conversion MOD with only a few vanilla files overwritten

DISCUSSION PAGE:
https://forum.paradoxplaza.com/forum/index.php?threads/mod-stargate-universe-discussion.1098809/

YOU HAVE TO MANUALLY SAVE AND FORCE SPAWN EACH RACE
(Originally each race was set to force spawn but some people didnt always want to have all the races in the game so i changed and now everyone can freely choose how many of each race they want)

Files overwritten:
00_ascension_perks
00_buildings
00_utilities
00_utilities_drives
00_utilities_reactors
00_utilities_shields
swarm_ship_designs
All pop faction types
00_random_names
All vanilla and swarm ship templates
00_ship_sizes
00_strategic_resources
Most technology files
02_special_terraform_links


Partially integrated Stargate Utopia since Jazard has been absent for the most part in the last 3-4 months
-System names
-25 tile starting planet with unique system, 1 for each race
-Loading screen
-Main menu UI

INCLUDED SHIPS with downscaled ships compatibility
-Ancient
-Tau'ri
-Wraith
-Goa'uld

CREDIT and love goes to SGI team from sins of a solar empire who created all the models and Frstwlf for importing them into stellaris. <3
http://www.moddb.com/mods/stargate-invasion

Further CREDITS
-tommythunderbolt for additional sound files
-LeethalGambits's Stargate weapons with sound and more
-Averax's planet size increase edict
-SoG-Geongeon's Stargate Emblems Pack (only used few emblems from this mod)
-Expanded Colours [144 Colours] by Veegi


Traits unlock species specific tech, buildings, ship modules and armies
-Ancient
-Nox
-Asgard
-Ori
-Tau'ri
-Goa'uld
-Jaffa
-Wraith
-Replicator
-Asuran

Weapons
-All weapons from the series are in the mod
-Additionally i added more weapons not seen in the series to allow more diversity for each race
-Still working on new weapons

Each race starts with 1st tier of their basic weapon unlocked at start

Strike craft
-Puddle Jumper
-F302
-Death Glider
-Wraith Dart
-Carrier ship sections for battleships

Shields (in-combat regen is included by default)
-Ancient
-Ori
-Asgard
-Tau'ri
-Goa'uld
-Wraith has -100% shield modifier on all their ships built but they have a lot of hull points to compensate

Armor also gives hull points
-Naquadah
-Trinium
-Neutronium

Power generator
-ZPM
-Asgard power generator
-Naquadah 1-5

Drives
-Wormhole drive
-Hyperdrive 4

Aux
-Ancient control chair
-Ancient nanites
-Aux targeting computer

Ship sections
-New and better ship sections

Armies
-Each faction has 1 unique army available at game start
-Goa'uld has additional Kull warriors later with tech
-Ancient and Ori has Half ascended troops with crazy moral damage after Ascension III

Buildings:
-Farm 6-7
-Mine 6-7
-Power 6-7
-basic science lab 2-3
-3 types of specialised science lab 6-7
-Industrial hub gives adjacency just like planetary capital
-Research center gives adjacency bonus to all science


Edicts:
-Each race has 1 edict that costs influence and boosts economy/research
-Storage edict so AI always has enough minerals saved up to rebuild fleet quickly after a loss
-Core sector systems 100 (meant to avoid AI taking care of your precious systems)

Some tech are shared by more than just one faction for example Tau'ri having access to asgard beams.


If you'd like to make a donation to me for all the work and time i spent on this mod, click the link below to donate via Paypal.
Keep in mind that your donation is much appreciated but in no way connected to the mod development process.
With that being said, if you feel generous or want to show appreciacion click the link below :)
https://www.paypal.me/oHg5SJYRHA0
Popular Discussions View All (4)
102
Sep 17 @ 8:48am
Bug report
Seph
96
Sep 16 @ 7:56am
Wishlist
Seph
2
Sep 11 @ 6:35pm
New events for the Mod
Seph
< >
1,654 Comments
Seph  [author] Sep 22 @ 4:20am 
yes, or at least after the next stellaris update comes out.
Lantian Doco Sep 22 @ 3:02am 
So i assume the mod is still in development and alive?
augarit1 Sep 18 @ 11:37pm 
I even checked if i have any tech i shouldnt have for my race and i didnt find any
augarit1 Sep 18 @ 11:31pm 
Only other mod for Stellaris i use is the Plentiful Traditions mod. I tried to switch the Dark Matter reactor back to ZPM and i saved the design but it still showed Dark Matter reactor after i saved the ZPM design
Seph  [author] Sep 18 @ 10:40am 
But the thing is unless you cheat and get tech you shouldnt have or use other mods that mess with tech you should have a clear upgrade path. I just tested this yesterday.

In case you get dark matter reactor... yes it does mess it up but you can save with ZPM and your ships spawn with ZPM on build. It only shows dark matter reactor in the designer. As long as you save it its good to go.

Only real problem is the auto designer. It uses dark matter and gives less energy so it uses modules that dark matter can support. You end up with a weaker ship so you have to design them yourself. Ill look into this bug though ^^
augarit1 Sep 17 @ 2:21am 
Im also experiencing problems regarding ship designs. Problem for me is that when i reverse engineer the dark matter generators it automatically goes from ZPM to the DM generators, when i try to go back to ZPM and save the design it goes back to using DM generators
Seph  [author] Sep 16 @ 8:00am 
if = {
limit = {
has_technology = tech_zpm
upgrades_to = "BATTLESHIP_ZPM"
}
limit = {
has_technology = tech_asgard_reactor
upgrades_to = "BATTLESHIP_ASGARD_REACTOR"
}
limit = {
has_technology = tech_nox_power_core
upgrades_to = "BATTLESHIP_NOX_POWER_CORE"
}
}
Seph  [author] Sep 16 @ 7:57am 
Unless you cheated and used console to get all tech this shouldnt happen. There is a clear upgrade path as long as you only have tech from 1 species. Once there are more SG power cores somehow game goes retard
TheCuntDownUnder Sep 16 @ 6:20am 
hey just want to know if its just me but every time i add a (ZPM) to any of my ships it resets it back to the default power generater when i save the ship. is this a bug or am i doing somthing wrong.
Seph  [author] Sep 15 @ 4:31am 
would be nice but no one added the ori ships yet :(