Stellaris

Stellaris

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The Zenith of Fallen Empires (Starter Pack)
 
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267.656 MB
May 18 @ 3:35am
Dec 9 @ 4:36am
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The Zenith of Fallen Empires (Starter Pack)

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Description
Since my original mod's release, I have received numerous request for a more...basic experience of The Zenith of Fallen Empires. So I gave it some thought and spent a good couple of hours, trying to disentangle from a complicated mod what I've been told people enjoyed, while still providing quality content that is complete and standalone. As I said before, I only intend to be actively working on a single mod, and that will be the full version. The purpose of this Starter Pack is for people who otherwise prefer using weapons from other mods, or for some strange reason did not like the full version(!) Consider those requests heard, and met.

No weapons. Just you, Ascended Empires, and a whole bunch of Fallen Empire ships.

For the full experience, please use The Zenith of Fallen Empires


Mod Features (2.0.2):

  • Fallen Empire ship and city sets (14 sets)

  • Fallen Empire ship and station types unlockable through research

  • Fallen Empire buildings unlockable through research

  • Buildable Energy Lance spaceports (Red, Blue, and Green)

  • Ascended Empires and Ascended Hive Minds (with new government and civics)

  • Ascended and Awakened Empire Subject Types (and war demands)

  • Ascended Empire war demands (Banish Ascendancy and Total Annihilation)

  • Lost Empire country type

If you are unfamiliar with these features, they are fully explained here.

Note that tech trees here are modified from the original version.


Compatibility:


Compatible with Game Update 1.9.*

If you have The Zenith of Fallen Empires, then you don't need this one.

Not using vanilla ship types or classes? Check the Ship Compatibility patch to see if it's on there.

Fight for Universe Compatibility Patch

common/subjects/00_fallen_empire_subjects
events/crisis_events_1
events/crisis_events_2
events/crisis_events_3
gfx/portraits/asset_selectors/room_textures.txt


Want a bit more?

The Zenith of Fallen Empires (Full Version)

Titan Weapons

Researchable Titan Laser

Titan Laser + Resized Lances


These are some mods I often play with my own:

LEX Extended

More Late Game challenges are always good! What will your Ascended Empire fight next?

Relics of a Fallen Empire

An essential for all fanatic Fallen Empire fans.

Psionics Expanded

More Psi stuffs for your Ascended Empire.


FAQ:

No.


###If you enjoy this mod, don’t forget to rate and subscribe :)


If you really enjoy this mod, visit my Patreon[www.patreon.com] to see if you would like to help out!

Popular Discussions View All (1)
2
Dec 16 @ 3:52pm
Mod Discussion and Feedback
Kolyn
< >
33 Comments
Airborne Troll Dec 11 @ 3:27pm 
It turns out that my mods were just slow to update. So it turns out its a nonissue.
Kolyn  [author] Dec 11 @ 7:13am 
@Airborne Troll I cannot test for a fix of this issue as I do not own the pack!
outomaton/オートマトン Dec 10 @ 11:36am 
Is it not strange to do maintain a federation and an alliance?
because To achieve dominate the galaxy.
but maintain a federation and an alliance After galatic ascendancy.
Airborne Troll Dec 9 @ 7:44am 
This mod does not work with Humanoid Species pack, or more accurately, there appears to be a problem wherein with this mod and HSP enabled, the Humanoid ship designs and city designs do not appear. It's not a yuge issue but it might be something worth looking into whilst bringing the mod up to date.
WERWOLF-SS Nov 3 @ 8:24pm 
Ascended empires are not building any ships. Some have 928k minerals and not a single ship being produced.
Archaeon Oct 24 @ 8:36am 
@kolyn 1.disregard the issue about wargoal localisation being off, it seems my client was too slow to update

2.In regards to the AI 'cheating' in regards to using it, you could just set the AI weight of the ship to 0 inside the component file (this is what LEX does with its psi lance from the nihara event, as it doesnt have a tech requirement)

3. In regards to the ascended machine empires, shouldnt you be able to just make it so that the civics that enable the rogue servitor/driven assimilator gameplay arent replaced when you ascend? (perhaps check if user has the civic, then remove the other civics and keep the pre-existing civic) as i believe the gameplay behind it doesnt actually care about the country type.

regardless, cheers for the quite response
Kolyn  [author] Oct 24 @ 6:45am 
@Archaeon Can you provide the exact lines you are referring to regarding the localisation issue? Last I checked the Banished Ascendancy wargoal should now be in the last crusade file of this pack.

With regards to the Titan Laser, there used to be a bug where it is possible to restrict a certain component to a ship, but AI will continue bypassing the restriction. I have somewhat managed to restrict the ultimate weapon on Goliath by making a huge energy requirement and creating special modules to provide that extra power. To do what you ask, you must change the energy requirement for TItan Laser, and then change the required components in the titan ship, and create new component to generate that much power.

Lastly there are 3 'ways' to play ascended machine empires. I'm not currently in a position to cater for all of these styles and create 3 subject types, civics and other things associated with them. Thanks.
Archaeon Oct 23 @ 10:32pm 
@Kolyn doing some bugfixing, it seems the localisation issue is still in the mod (as the actual localisation lines are in the last crusade file of the main mod

also, would it be possible to potentially add titan lasers to this mod, exclusive to the titan? Without them the titan feels like an overpriced battleship right now

finally, it seems that bio-trophies are forcefully displaced/purged once ascending as a rogue servitor. Is there a way for you to be able to have an ascended rogue servitor keep the RS civic? Cheers
锈色湖光 Oct 13 @ 2:00am 
NICE!
Kolyn  [author] Oct 11 @ 7:36am 
@Orolyn Tributary issue is from 1.8, not from the mod.