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The Plutonian Empire 2.5
   
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6.290 GB
2019 年 8 月 23 日 下午 5:19
2024 年 12 月 2 日 下午 10:35
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The Plutonian Empire 2.5

描述
The Plutonian Empire Universe, for 2.5.x ONLY! To play this, roll back your Stellaris. (Options for 2.5.x can be found in the Beta tab in properties.)


Release Notes:

(12-03-2024) Hotfix to reduce AI de-prioritization of TPE components. Some minor fixes and improvements.

(11-29-2024) Hotfix. Corrected wrong planet class for prescripted empire.

(11-29-2024) Added a new civic for xenophobic Plutonianists. Cleaned up messy code (WIP). Tweaked things around.

(05-03-2024) Got a new computer, since Steam no longer supports Win 7 T_T. As such I now have a working launcher again. I lost track of the changes I made the past few years, due to being distracted by other games (SpaceEngine, MSFS, and ESO)

(04-06-2021) I found a new host for this mod! Paradox broke my stellaris launcher so I had no choice. :( Here's the new link; check here for updates from now on, please. :)

https://www.moddb.com/mods/the-plutonian-empire-for-stellaris


(07-23-2020) Due to my intense dislike of the newer versions of Stellaris due to certain changes and removal of certain features, I will continue updates to this mod, but ONLY for Stellaris 2.5.x, until Paradox finishes updating Stellaris. As such, the dependencies for this mod have been rolled in. So older backups I've had of a bunch of other mods have been incorporated into this mod. Full credits to all the respective authors can be found in Credits.txt in the main folder of this mod.

(02-11-2020) Removed my incoporation of the Real Space - System Scale mod into this mod. Thankfully it's only an aesthetic, you don't necessarily need it in order to function, although my custom systems may seem a bit cramped without it, so I still recommended it, but it's not required. :)

Real Space - System Scale: https://psteamcommunity.yuanyoumao.com/profiles/76561198383382519/myworkshopfiles/?appid=281990&browsefilter=mysubscriptions&p=1&numperpage=30 (07-23-2020: No longer needed, it is included by default once again.)

(02-02-2020) I wanted to see if I could try to improve late-game lag, but unfortunately this mod is NON-COMPATIBLE with Stellaris Immortal. So I can't recommend loading it with this mod. That said, I scrounged the workshop looking for ANY performance booster I think I could find. Performance had minimal improvement on large (1k stars) galaxies, but might be better on smaller galaxies. I did add a few aesthetic mods tho, which probably won't change performance. I was able to remove or replace a few dependencies tho. :)

(10-19-2019) See the changelog. multiple dependencies were integrated, either wholly or partially, and therefore can be safely disabled or removed! :D (There was a 6 hour timespan between the removal of the dependencies and this actual update, due to unforseen glitches that have been fixed.)

(10-9-2019) Obviously todays Game and Launcher update has caused issues galore. I was able to load this mod as is just fine on 2.4, after manually changing the version number in the .mod files to 2.4.*

Being upfront, the TPE has always been WIP. It's my big worldbuilding project I've had since HS. I'm mainly posting to share with my friends, but everyone else is welcome to try it too. :)

Basically, as the name suggests, it revolves around a magical human Empire that lives on my favorite PLANET(!), and their eventual allies and enemies. The TPE exists as a mod for two other games as well, Space Engine and Civilization II, exploring the TPE Universe and the Empire's founding years respectively.

I have included my own slightly modified version of the Legacy version of Arcane Heritage. All Credits for Arcane Heritage features go to FLSoz and any contributing authors to it.

Features:

Arcane Heritage (Legacy)

Several new prescripted Empire, including the protagonist, the Plutonian Empire.

A unique Authority and Civic.

Several new starting systems, all based on 2200.01.01 planetary positions from the Space Engine version of the TPE. Systems with any other date in the title used those dates instead.

Unique, highly OP special technologies monopolized by the TPE & friends. Because balance is overrated! :D

A few Easter Eggs... Not saying anything more. ;)

And a bit more.


Main Changes:

07-23-2020:
* Special Neighbor Stars for TPE Sol 53200 AD; by then, the first artificial stars had already been shining for 40,000 years.
* A few new TPE-specific techs
* Likewise, some of the techs bring new terraforming abilities!
* Added a few more easter eggs. This time some of them will only show if you have certain mods also loaded.
* Added a loading screen, an artistic rendition of Pluto originally created by Bob Eggleton
* Disabled the techs for the Tri-Ship tree for the time being. (Too depressed to work on modeling. ;_; )
* Created a Drow subspecies with blue skin to more accurately reflect the skin colors I used for the Sims 2 versions of the Belle Hadeans, with a more human-like set of eye colors.
* And a bunch more that I probably forgot about at some point.


Full list of rolled in mods can be found in the Credits.txt file in the main folder of this mod.

Recommended, but not required, mods:
00 Performance
00 Performance Compatibility
Ancient Cache of Technologies
Ariphaos Unofficial Patch
Astronomical Emblem Pack
Automatic Pop Migration
Cinematic Camera
Extra Ship Components
Fantastical Magiks
Gigastructures 2.5
Guilli's Technologies
Guilli's Planet Modifiers
Hemothep's Dynamic Difficulty
Hypothetical Stars
More Events Mod (Load my mod AFTER More Events, to suppress a MEM event that hit way to close to home for me. In New Stellaris Launcher(tm) terms, make sure the TPE mod is BELOW the More Events mod. Same for Dynamic Political Events, if you choose to ignore the ruinination of TPE canon. :P )
(Dynamic Political Events NOT recommended, it defies TPE canon elements and I can't figure out how to make TPE events override DPE events ;_; )
Neutral Zone (2.5)
PJ's Mods
Sci-Fi Multiverse
Vassals Expanded and Reworked + VER-CO COmpatibility Patch

To-Do List:
* Add a "star popper" ship. Basically, a colossus that supernovas your sun. :3 (Will probably require the gigastructures mod once added)
* In the same vein, finish the TPE-specific megastructure, whose intention is to "detonate" an all new star *into* existence. Not sure how to implement this though.
* Fix the portraits of the custom heir and governors. They are meant to represent the offspring of the King and Queen. (The spousal heir. No Crusading Kings were harmed in the making of this mod.)
* Fix multiple planets' and moons' stubborn refusal to convert to Arcane magic worlds properly on game startup. They show up purple, but don't have the actual status. You can tell by looking at the Decisions menu that it wasn't done properly on game start: The Ley Line Awakening Project is still visible.


If anyone has the means to help with the to-do list, I am open! Full credits will be given!


Known Problems:

* The random empire name generator refuses to cooperate. So sometimes empires that spawn with the Family Rule authority wiil get "format.blahblahblah.2" as a name.
* Sometimes the "despicable neutrals" personality might show up. Dunno how to fix that atm.
* The startup events refuses to spawn uninhabited magic worlds properly in the custom systems.
* Start messages for custom user-made empires with Family Rule or Plutonianism are missing paragraphs.


Conficts:
* Dynamic Political Events: Portions of DPE defies elements of TPE canon, so using it will ruin the TPE immersion. I've tried everything I could think of to solve this problem and force TPE to override certain DPE events to no avail. If anyone is able to suceed at patching this REBELLIOUS issue, I will gladly incoprorated it, with full credits.


Any other issues, contact me (PlutonianEmpire) on steam or at plutonianempire@gmail.com
热门讨论 查看全部(3)
0
2024 年 6 月 3 日 上午 3:09
置顶: The TPE in other games & Lore
plutonianempire
0
2021 年 4 月 6 日 下午 1:16
置顶: New Mod Host Found!
plutonianempire
0
2020 年 1 月 29 日 下午 11:56
置顶: Mod Compatibility
plutonianempire
12 条留言
plutonianempire  [作者] 2021 年 4 月 6 日 下午 1:15 
Just a heads up, I finally found alternative hosting for this mod. I also uploaded a brand new update! I finished the TPE ship components, so now you'll have TPE plasma cannons and strike craft to start, and I added a bunch of useful terraforming and habitability techs too!

In a future update, I'm considering taking inspiration from ACOT and adding special TPE ship sections (Spoiler Hint: The Colossus Carrier ship section already added since the start of this mod was just a preview example ;) )

Here's the new Download: https://www.moddb.com/mods/the-plutonian-empire-for-stellaris/downloads/tpe-v1
plutonianempire  [作者] 2020 年 12 月 20 日 上午 2:08 
Surprise surprise. Paradox broke my stellaris launcher, so I'mma have to come up with alternative hosting 9_9

I'll post a link here and in the description when I do
plutonianempire  [作者] 2020 年 3 月 18 日 上午 1:16 
This mod will not work in 2.6 or later. Rip ;_;
plutonianempire  [作者] 2019 年 11 月 8 日 上午 5:25 
In the meantime, I have two mods for other games that also take place in this worldbuilding universe: PlutoRising for Civ 2 Test of Time on the CivFanatics forums, and The TPE Universe on the Space Engine forums. Development is still active, albeit slow for the time being
plutonianempire  [作者] 2019 年 11 月 8 日 上午 5:20 
Due to the rapid pace of updates and my mild incapability of keeping up with them (due to interest in other games too), and due to the bleepstorm of the latest updates, development on this will be paused until either PDX finishes development of Stellaris, or until the game is playable again, whichever happens first.

That said, I do intend to continue troubleshooting support on request. :)
plutonianempire  [作者] 2019 年 8 月 25 日 下午 2:55 
Ja I know. Its purely fiction. The best technobabble I could some up with was that attempting to fuse it was explosively unstable, but could be controlled and enhanced with arcane magic & technology
TurtleShroom 2019 年 8 月 25 日 上午 10:05 
Plutonium doesn't fuse. Stars can't burn anything bigger than iron outside of the actual collapse that causes the supernova.

If you want to create a star out of whole cloth, you'll need hydrogen. LOTS of hydrogen. I would suggest using the brown dwarf texture and just making a huge brown dwarf. Then, fire your magic gun and ignite the star. For added coolness, make the gun an emitter and require people to build a receiver that pumps hydrogen into the star and ignites it.
plutonianempire  [作者] 2019 年 8 月 25 日 上午 4:29 
Ja I was thinking that I'd use Giga-Structures as a base for the future version, at least for the supernova CGI. The way I have it thought out, the game would create a planemo system, with a size 5 or size 10 planet as a place-holder representing the huge amounts of plutonium in the center of the system, with a variable set of planets and their moons orbiting it (Imagine a densely populated region of space filled with rogue planets and their moons), close enough to each other that exploding a new star into existance makes it an insta-solar system. :D

Also, I went ahead and uploaded the more basic version, link is in the description. :)
TurtleShroom 2019 年 8 月 25 日 上午 4:19 
Just to let you know, the Mega-Structure that magically spawns a star can be done. Giga-Structures made a system to spawn the Interstellar Habitat by making you build the Mega-Structure around an extant star. Once it's done, the Interstellar Habitat is, in-universe, forced out of its solar system using thrusters akin to FTL (without passing through Hyper Lanes) into interstellar space.

Simply build the Mega-Structure next to a star of your choosing and use the system to create a new solar system to represent it spawning the star.

Might I reccomend making it look like a gun used by Marvin the Martian, except that it's the size of the moon? Call it the "Sun Stun Gun". Fire ot and it spawns a new solar system. Like magic!
TurtleShroom 2019 年 8 月 24 日 下午 8:26 
A lot of those are cosmetic, flag-based, or even Name Lists! Allof those can be scrapped.

1. Elves of "Stellaris" and its dependencies. Elves are already in the game. You will be forced to add a DLC ("Humanoid Species") as a dependency, but it beats this.

2. All Name Lists.

3. Expanded Colors

4. Colorable Elf Sips

5. Astronomical Emblems and its patches

6. Consider adding a version of your empire using only Vanilla rendition Ethics, so that people won't need Cultural Overhaul. If people don't have it, the "full" rendition won't show up.

I'm not sure what Real Space is doing there. I know it's a graphics Mod, but I believe it also adds new stars and other cool stuff.