Stellaris

Stellaris

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Halo: Forerunner Ships & Portraits
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文件大小
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更新日期
624.971 MB
2020 年 10 月 26 日 下午 1:52
12 月 14 日 下午 9:40
169 项改动说明 ( 查看 )
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Halo: Forerunner Ships & Portraits

在 force728 的 1 个合集中
Halo Portrait Mods
5 件物品
描述
This mod adds animated Forerunner portraits from the Halo Universe (The screenshots above use a combination of other ui and civic mods).

Features
1. Animated Forerunner portraits including Sentinel, Promethean, & Created machine portraits.
2. Forerunner shipset (Now NSC Compatible)
3. Forerunner cityset
4. Forerunner origins: Maethrillian, Installation 00 (Ark), Alpha Halo (Halo Array), Requiem, and Genesis.
5. Several new civics: Mantle of Responsibility, Ecumene Council, and Promethean Warriors
6. New technology research and megastructures: Forerunner Shield Worlds & Halo Rings (with custom districts, deposits, and modifiers).
7. 3 Namelists for Forerunners, Sentinels, and Prometheans
8. Policies based on Forerunner Rates
9. Forerunner utility components and composer colossus weapon
10. Forerunner traits
11. Forerunner rooms
12. Forerunner flags
13. Forerunner Armies
14. Forerunner Domain relic


Downscaled Ships Patch
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=2430849593

Feedback
Feedback is appreciated for this mod. If you have any suggestions or bug reports, please let me know.

Credits:
Halo concept art from Ensemble Studios, 343 Industries, Bungie, fan artwork, and other misc. sources were used to create these portraits. I did not create nor claim to own any of this art.

A link to Benjamin's artwork is provided in this link below:
http://thelakeandmountain.blogspot.com/2013/07/another-piece-of-input-i-received-after.html

Special thanks to LordZarmack and yf22 for permission to use the Forerunner shipset from their Halo: Great Journey mod. Full credit for the models and textures go to both of them. A link to their original mod is below:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1319988277&searchtext=Halo+Great+Journey

Special thanks to Twink315 for helping me get the Maethrillian model to rotate properly and for assistance with some nsc ship models and megastructures.
热门讨论 查看全部(5)
300
11 月 3 日 下午 3:11
置顶: Bug Reports
force728
131
11 月 15 日 下午 11:38
置顶: Suggestions
force728
3
2023 年 7 月 5 日 上午 11:18
Halo Array not firing, Cant find/get option to research
Sly’sMind
936 条留言
BiggyTCheese 12 月 13 日 下午 3:38 
I'm having issues with not being able to construct any buildings on my shield world. As soon as a new game month starts all progress is reset and all queued buildings disappear. Any ideas why it happens?
brandod17 12 月 9 日 下午 12:53 
do you plan to update this mod to a newer version as well?
Jotchua 11 月 28 日 下午 7:37 
I'm having issues where I cant see all the specalized districts in the maethrillian origin aka cant see all my building slots because UI cuts it off
force728  [作者] 11 月 19 日 下午 3:19 
@蔚音凛湮窗弦: Sure, I can do that.
蔚音凛湮窗弦 11 月 19 日 上午 7:01 
@force728 Dear Author,
请问可以把我的汉化文件整合到您的模组原文件吗?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3605008360
Daepapa 11 月 17 日 上午 12:08 
@force728 Thanks for the advice! It actually turned out to just be a conflict with another mod that just so happened to use the same names for the shipsets in my mod so there's always that to look out for ;;;
蔚音凛湮窗弦 11 月 15 日 下午 11:33 
大家好我补充制作完了这个MOD几乎全部的汉化
链接: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3605008360
force728  [作者] 11 月 9 日 上午 7:18 
@Daepapa: You can change it to what I have and see what happens, but if it doesn't work, then I would suggest copying one of the base game's ship set graphical_culture and asset files (like mammalian_01) and use that as a template. It may take more time to do, but you would be better off using a base ship set that's already mechanical. I usually do this when I make a new ship set.
Daepapa 11 月 9 日 上午 12:04 
@force728 Thanks for your answer! It's strange, I do have that in my graphical_culture file for both my shipsets, but they still seem to be biological for some reason. I made sure they're referencing the correct species_class as well.

I was wondering if it was maybe an .asset file issue with my entity definitions, since I saw that your baseline corvette/destroyer/etc. entities define the pdxmesh as the vanilla molluscoid mesh with different sections referencing the specific forerunner meshes, whereas my baseline ship size entities first define the pdxmesh as a mod mesh.
force728  [作者] 11 月 8 日 上午 10:45 
@Daepapa: Sure, just copy and paste this into your ship set's graphical_culture:

ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}