Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires 2.0
 This topic has been pinned, so it's probably important
Kolyn  [developer] Feb 27, 2020 @ 9:29pm
The Zenith of Fallen Empires 3.0 (Federations update)
Dev Diary time!

Oh wait no, it's just a status update. As you all know the federations dlc has been announced to release on 17th March 2020. Since ZoFE 3.0 has been planned for a while, I want to share some of the improvements I hope to implement for the next iteration as well the update schedule we can aim towards.

1) The Zenith of Fallen Empires 3.0 will be a 'new' mod on a new mod page. We will shed this crude husks of a warship and transform into a new sexy ship.

2) The Ascension mechanics will be reworked. It will be more agile. You will not need fanatic ethics to become an Ascended Empire, you will not lose civics automatically, and you will not be forced to change graphical culture and use FE ships. I believe it will widen the scope for storytelling (and potentially introduce some issues but maybe it's worth it) as well as increased mod compatibility. There will be more details on this in the future.

3) Some features previously in an add-on (such as Lost empires) will be incorporated into the base mod.

4) Currently I plan to allow myself 2 weeks to test the new build, and another 4 weeks to code the base mod from scratch. Due to time constraints I may or may not meet those targets!

If you have any suggestions to improve the basic functions of ZoFE, or any feedback, feel free to post them below. Thanks!
Last edited by Kolyn; Feb 27, 2020 @ 9:31pm
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Showing 1-15 of 62 comments
First of all thank you for this awesome mod and for not abondoning it.

Will you add more ship types for ascended empires? like necrons from W40k or ancient human ships from Halo. Those ship types are really cool

Also as you probably know there will be ''origins''. One origin we can choose is ''remnants''.I’ve wanted to RP as a fallen precourser for years, but so far no good options existed. Now I can finally achieve my dreams. And with your mod it will be even more awesome. So my suggestion is if we choose ''remnants'' as origin. Maybe some fallen empire should recognize you? and they love/hate you for that.
Last edited by Leandros(Aka Codex fanboy); Feb 29, 2020 @ 9:57am
ramp Mar 1, 2020 @ 4:07pm 
Thank you for the Update you are working on!
Atomos Mar 3, 2020 @ 7:45am 
I hope you can also fix the casus belli of the Ascended Empires, since I play with other mods with ZOFE, things such as Relic Acquisition through wars and Infinity Stones wars have been removed and the best thing I can do to acquire said stone is hope for the best that everyone will be subjugated to get those. If not, I will wait until I have all the stones before I ascend.

Another thing I'd like to add if ever. Can you add a megastructure based on a defensive structure. Like a Huge Tower of Defenses. A Grand Cannon of sorts that will be hard to destroy. Part of what I see as Ascended Empires esp. as a World Architect would be a strong defensive chokepoint that would be hard to penetrate to invade said empire.
insty03 Mar 3, 2020 @ 6:39pm 
This might be out of scope for the mod, but since you're removing the requirement to use FE culture/ships, can you add a decision/tech to be able to use crisis or nanite ships once you become and ascended empire?
Kolyn  [developer] Mar 5, 2020 @ 1:33am 
Originally posted by Dafuq:
First of all thank you for this awesome mod and for not abondoning it.

Will you add more ship types for ascended empires? like necrons from W40k or ancient human ships from Halo. Those ship types are really cool

Also as you probably know there will be ''origins''. One origin we can choose is ''remnants''.I’ve wanted to RP as a fallen precourser for years, but so far no good options existed. Now I can finally achieve my dreams. And with your mod it will be even more awesome. So my suggestion is if we choose ''remnants'' as origin. Maybe some fallen empire should recognize you? and they love/hate you for that.

New ship types are unlikely at this point. Federations already add the Juggernaught which will not have a Fallen Empire model so I will have to think about that one.

I know there will be origins like remnants and so on and I would need to see what the codes are like when they are released.
Kolyn  [developer] Mar 5, 2020 @ 1:40am 
Originally posted by Atomos:
I hope you can also fix the casus belli of the Ascended Empires, since I play with other mods with ZOFE, things such as Relic Acquisition through wars and Infinity Stones wars have been removed and the best thing I can do to acquire said stone is hope for the best that everyone will be subjugated to get those. If not, I will wait until I have all the stones before I ascend.

Another thing I'd like to add if ever. Can you add a megastructure based on a defensive structure. Like a Huge Tower of Defenses. A Grand Cannon of sorts that will be hard to destroy. Part of what I see as Ascended Empires esp. as a World Architect would be a strong defensive chokepoint that would be hard to penetrate to invade said empire.

That problem doesn't sound like a ZoFE problem per-se. If the said mod locks the casus belli behind the default country type, then you won't get it as an Ascended Empire. The only way to correct this is for the said mod author to allow for both country types for that casus belli, or someone create an override mod that loads before that mod, and include Ascended Empires in the eligible country types. But it sounds like a fairly simple problem to solve.

I thought about making some static defenses stronger, although would it need to come in the form of megastructures? (Megastructures cannot be unbuilt, destroyed, or otherwise removed once built). Also I haven't really looked since Megastructures give modifier bonuses mostly, do they support turrets and weapon locators? Can this buff to static defenses go to existing structures like defense station hp? Specifically against what are current defenses too weak?
Kolyn  [developer] Mar 5, 2020 @ 1:42am 
Originally posted by insty03:
This might be out of scope for the mod, but since you're removing the requirement to use FE culture/ships, can you add a decision/tech to be able to use crisis or nanite ships once you become and ascended empire?

This is ultimately a mod about Fallen Empires, and not really about becoming the crisis. I'm removing the requirement to use FE ships because some people prefer the NSC ship classes or ship sets from other mods.
Atomos Mar 6, 2020 @ 7:27am 
Originally posted by Kolyn:
Originally posted by Atomos:
I hope you can also fix the casus belli of the Ascended Empires, since I play with other mods with ZOFE, things such as Relic Acquisition through wars and Infinity Stones wars have been removed and the best thing I can do to acquire said stone is hope for the best that everyone will be subjugated to get those. If not, I will wait until I have all the stones before I ascend.

Another thing I'd like to add if ever. Can you add a megastructure based on a defensive structure. Like a Huge Tower of Defenses. A Grand Cannon of sorts that will be hard to destroy. Part of what I see as Ascended Empires esp. as a World Architect would be a strong defensive chokepoint that would be hard to penetrate to invade said empire.

That problem doesn't sound like a ZoFE problem per-se. If the said mod locks the casus belli behind the default country type, then you won't get it as an Ascended Empire. The only way to correct this is for the said mod author to allow for both country types for that casus belli, or someone create an override mod that loads before that mod, and include Ascended Empires in the eligible country types. But it sounds like a fairly simple problem to solve.

I thought about making some static defenses stronger, although would it need to come in the form of megastructures? (Megastructures cannot be unbuilt, destroyed, or otherwise removed once built). Also I haven't really looked since Megastructures give modifier bonuses mostly, do they support turrets and weapon locators? Can this buff to static defenses go to existing structures like defense station hp? Specifically against what are current defenses too weak?

For the second one, I see. Well, if I get interested I might set up an override once I learned how to.

As for the second one. Gigastructures has a moving planet and moon as a ship so maybe use that as a baseline for the defensive structure? I am thinking of megastructures purely bc of the reason that it can't be destroyed however the problem I see is that it will be transferred to the owner of the system if it gets changed... if ever, the new owner should rebuild it if they captured said system with the Defense Megastructure
Spider Mar 7, 2020 @ 2:52pm 
Please keep the Original People. It's a lot of fun and adds an awesome 'nightmare mode' when you Ascend. :) Maybe make their 'civic' into an Origin instead?
This mod is by far my favorite mod for Stellaris, and im so glad you're not abandoning it!
Spider Mar 8, 2020 @ 10:38am 
We can still CHOOSE to use the FE ship types, right? I actually prefer yours to NSC, lol
Kolyn  [developer] Mar 8, 2020 @ 5:07pm 
Originally posted by Atomos:
Originally posted by Kolyn:

That problem doesn't sound like a ZoFE problem per-se. If the said mod locks the casus belli behind the default country type, then you won't get it as an Ascended Empire. The only way to correct this is for the said mod author to allow for both country types for that casus belli, or someone create an override mod that loads before that mod, and include Ascended Empires in the eligible country types. But it sounds like a fairly simple problem to solve.

I thought about making some static defenses stronger, although would it need to come in the form of megastructures? (Megastructures cannot be unbuilt, destroyed, or otherwise removed once built). Also I haven't really looked since Megastructures give modifier bonuses mostly, do they support turrets and weapon locators? Can this buff to static defenses go to existing structures like defense station hp? Specifically against what are current defenses too weak?

For the second one, I see. Well, if I get interested I might set up an override once I learned how to.

As for the second one. Gigastructures has a moving planet and moon as a ship so maybe use that as a baseline for the defensive structure? I am thinking of megastructures purely bc of the reason that it can't be destroyed however the problem I see is that it will be transferred to the owner of the system if it gets changed... if ever, the new owner should rebuild it if they captured said system with the Defense Megastructure

I will take a look, although my first priority is to make sure the base mod functionalities will be stable with 2.6 which is why I am working on the ascension mechanics already this past week.
Kolyn  [developer] Mar 8, 2020 @ 5:13pm 
Originally posted by Spider:
Please keep the Original People. It's a lot of fun and adds an awesome 'nightmare mode' when you Ascend. :) Maybe make their 'civic' into an Origin instead?

I'll bring back submod content with popular demand after the base mod is done.


Originally posted by Spider:
We can still CHOOSE to use the FE ship types, right? I actually prefer yours to NSC, lol

So the new mechanic works like this: You can choose the path to use FE ships (which changes ship gfx), and you can choose not to use FE ships (E.g. NSC) and no changes to ship gfx. It's highly recommended though that if you're using NSC that you stick with NSC ships.
Kolyn  [developer] Mar 8, 2020 @ 5:14pm 
Originally posted by Urope:
This mod is by far my favorite mod for Stellaris, and im so glad you're not abandoning it!

Thanks. It seems this Federations update fits nicely in with the core vision of this mod.
Spider Mar 12, 2020 @ 7:01am 
I'd love to see what would happen if you manage to become an Ascended Empire while also having the Scion origin (the one where you start off as an uplifted/enlightened vassal of a Fallen Empire).
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