Stellaris
66 คะแนน
Origins Civics Beta
   
รางวัล
ชื่นชอบ
ชื่นชอบแล้ว
เลิกชื่นชอบ
ขนาดไฟล์
โพสต์
อัปเดต
512.490 KB
17 ธ.ค. 2018 @ 7: 56pm
3 มี.ค. 2019 @ 6: 11pm
12 หมายเหตุการเปลี่ยนแปลง ( ดู )
คำอธิบาย
Welcome to the Origins Civics beta branch, where I will update periodically with hot code as I create new /reworked features. Please visit the main mod for a more stable branch/full description of features.

Below is a list of featuers currently in this branch. The beta branch is updated to the Planets & Pops update.

New Features
  • Life-Seeded, Post-Apocalyptic available for Hive-Minds & MegaCorp (requires appropriate DLC)
  • Syncretic Evolution, Mechanist, Codominant Evolution available for MegaCorp (requires appropriate DLC)
  • Hive World start available for Hive Mind (requires appropriate DLC)
  • Climate Shift, Nuclear Vault, Nuclear Mutation available for MegaCorp (requires appropriate DLC)
  • Eternal Leader/Digitally Eternal available for MegaCorp (requires appropriate DLC)

Updated Features
  • Climate Shift for Regular Empire
  • Nuclear Vault (unique deposit instead of building), Nuclear Mutation Civics for Regular Empire & Hive Empire (requires appropriate DLC)
  • Codominant Evolution for Regular Empire (requires appropriate DLC)
  • Machine World for Machine Empire (requires appropriate DLC)
  • Nuked Start for Machine Empire (able to use with Servitor & Assimilator) (requires appropriate DLC)
  • Eternal Leader/Digitally Eternal for Regular Empire (requires appropriate DLC). Boon Mechanic Added for Eternal & Digitally Eternal Leaders
  • Habitat Rework in preparation for Voidborne. Habitat Districts are customized via Planetary Decisions, allow you to select which districts you want in your habitat. Habitats have specialization bonuses. Foundry District is a new district type, providing metallurgist jobs. All Habitat Districts provide housing and jobs equivalent to a tier2 planetary building. You can construct most buildings on habitats now.

To be added
  • Eternal Leader Events
  • Voidborne
  • Lost Colony/Exiled Colony
  • Alien Message/Alien Invaded
  • Ecological Disaster/Titanic Disaster
  • Colony of Earth, Colony of Man
  • Dyson Engineers
  • And More!

Compatibility:
  • Compatible with 2.2.*
  • Available in all languages, though all the text is in English.
  • Overwrites Syncretic Evolution, Mechanists, Post-Apocalyptic, & Life-Seeded civic to be available for MegaCorps.
  • Overwrites file 03_habitat_districts and the following buildings research_lab_1, commercial_zone, luxury_residences, holo_theatres, energy_grid for habitats.
  • Scripted trigger has_encountered_other_species was overwritten.
  • Ironman Compatible, NOT Achievement Compatible
กระดานสนทนายอดนิยม ดูทั้งหมด (1)
10
4 มี.ค. 2019 @ 6: 35am
Possible Bugs & Mod Compatability Issues
cbshing
72 ความเห็น
PEJNOE 30 ต.ค. 2020 @ 12: 19pm 
Sooo....
It's dead?
TurtleShroom 22 เม.ย. 2020 @ 4: 57pm 
OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Are you reviving this Mod?!
tilarium 3 ก.พ. 2020 @ 8: 50am 
@Discoll Thanks. I had remembered about this when I built my mod list and took it out. Apparently now if you verify the game files it also does mod files and it fixed the .zip file. I did the verify on the 1st after getting home from work and after pulling my hair out trying to figure out what happened I started going through my mods one at a time and got to this one. Very annoying.
Roble 19 ก.ย. 2019 @ 5: 02am 
I'll paste this here too, just to have it in both places.

The crash at 90% is either happening because or causing itself a memory freeze too, just mentioning it in case it helps.

Also, doing some basic debugging I've narrowed the issue to the file "oo99_shared_mod_global_flag_scripted_triggers.txt" located in the folder "workshop/content/281990/1294720127/originscivics.zip/common/scripted_triggers"

It's a file that apparently checks for wether other mods are activated, I assume for compatibility. Eliminating the file solves the 90% issue.

To take it out you need to find the .zip archive, decompress it, eliminate the file, and compress it again.

Otherwise the mod seems to work well, with the exception of nuclear vault, which doesn't spawn the vault itself.
Atlas the Hoss 27 มิ.ย. 2019 @ 6: 30pm 
I had the same result as Dr.Nilssom, the game would load up like normal and then between 89-90% load, it would crash.I just removed this mod and it works perfectly now.
Dr Nilsson 🖖 13 มิ.ย. 2019 @ 5: 30am 
Makes my pc freeze on 90% on the first loading screen. Same with the non beta version.
Quis Machina 4 มิ.ย. 2019 @ 1: 11pm 
I was wondering for 2.3 with the addition of relic worlds and archaeology sites would it be possible to add a civic where you start on a relic world or on a world with an archaeology site already excavated essentially like you arnt the first species to arise on your planet? Maybe the bonuses could be like starts with bonus minor artifacts and a increased excavation rate or something like that.
Stahlseele 2 มิ.ย. 2019 @ 4: 47am 
With the 2.3 rebalancing, Voidborne would become a viable choice again.
Still not sure, wether or not the AI is actually capable of making use of it.
According to ASpec on his June 2nd Livestream on Youtube, it should.
cariari 21 เม.ย. 2019 @ 2: 15pm 
What happened with the lost colony? T_T my favorite to play as humans.
JVMMs 15 เม.ย. 2019 @ 12: 05pm 
Please add Voidborn again ;-;