Stellaris

Stellaris

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More Primitives [4.2.x]
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3.339 MB
2022 年 10 月 21 日 下午 12:33
12 月 8 日 上午 3:08
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More Primitives [4.2.x]

在 Sparble 的 3 个合集中
Saasenberg Stellaris
42 件物品
sparblaris 2.0
136 件物品
Sparblaris 4.0
22 件物品
描述
Updated to v4.2.x!

Check out my Discord for patch notes & bug reports. If you want to share ideas, ask questions or just chat feel free to join!
[discord.gg]

Part of Stellaris' Mod Highlight #7!

Have you ever thought that Stellaris vanilla primitives are pretty boring?
Ever wished there were more interesting primitive ages and events?

This mod is the solution for you!

What does this mod add?
- New primitive ages
- New primitive civilization events
- New special projects related to primitives & events
- New Cosmogenesis Ending

Primitive Ages
- Philosophy Age
- Purifying Age
- Late Purifying Age
- Apocalyptic Age
- Post-Apocalyptic Age
- Regression Age
- Pollution Age
- Dieselpunk Age
- Robotic Age
- Singularity Age
- Servitor Age


Primitive Events
- Rise of the Philosophers
- Rise of the Purifiers
- Global Defense Grid
- Shroud Worship
- Shroud's Blessing / Shroud's Reckoning

- Primitive World War
- Primitive Space Colonization (If habitable planets/moons available)
- Zombie Epidemic Outbreak
- Custom Pre-FTL reactions to certain Gigastructures
- Particle Accelerator Construction
- Vanishing of a Civilization
- Black Hole Creation
- Antimatter Experiments (FTL Boost)

- Mass-Produced Machines
- Strange Incidents
- Unrests/Protests (Updated)
- The Singularity
- The AI Uprising
- Status Quo
- Machines Win
- Organics Prevail
- Internet Shutdown

- The Singularity
- Primitive Shellworld Project (Requires Hyperconstructs)
- Primitive Habitat Project

- Ever Increasing Pollution
- Approaching the Critical Point (various outcomes)
- Situation Chain: Coal Depletion (various outcomes) (Requires First Contact DLC)

- Spotting a Systemcraft (Requires Gigastructures)
- Lunar Disco Moon (Requires Gigastructures)

- And more...!


Compatibility
This mod partially overrides the following files:
- pre_ftl_scripted_effects
- 00_actions (partially, only the Pre-FTL actions)
- AI_empire_situations (partially, only the pre_ftl_tech_progress_situation)
- sol_system_initializers

Meaning it won't be compatible with other mods that override the same without a compatibility patch.
Aside from that, it should work just fine with other mods!

Additional Supported Mods?
Includes support for Ethics & Civics: Bug Branch, meaning certain events will respect the custom ethics and/or civics!
Also includes additional Pre-FTL events for Hyperconstructs and Gigastructural Engineering & More.

Must be loaded AFTER PD, Gigastructures and Hyperconstructs.


Future Plans
- Special Events for Planetary Diversity
- Special Events for Guilli's Planet Modifiers

Check out my other mods:


[discord.gg]
热门讨论 查看全部(3)
44
11 月 20 日 上午 1:55
BUG REPORTS
Sparble
18
2024 年 10 月 20 日 上午 6:15
Event Ideas
Sparble
1
5 月 31 日 上午 5:14
Need 3.14 Legacy Port.
Zoranye
298 条留言
Demognomicon 12 月 8 日 下午 4:47 
Crashes my game. I guess incompatible mod somewhere.
Sparble  [作者] 12 月 8 日 上午 3:05 
Updated. Only mod thats left for me to update is Hyperconstructs (sigh)

@Wairui thanks for the suggestion and the feedback. Glad to see you like the mods! For now I think it's fine still, I can still keep the mods updated; adding new content to them just takes a while longer. If that changes as in if I don't find enough time anymore, I'll definitely search for someone to keep them maintained.:p03:
Wairui 12 月 7 日 上午 10:31 
Sparble:
Your mods are creative and lots of thought/work has gone into them. It appears that you have time issues in maintaining them - have you thought of partnering with other modders in the Modding Den to help keep the mods play nice with the many significant changes in the base game?
Thank you so much for these mods - some of the best I've hope to use for my nice long game play over the holiday season.
Sparble  [作者] 12 月 7 日 上午 9:26 
yeah, ill update it when I find time
perl 11 月 26 日 上午 10:25 
+1 to @joakim's issue. The scripted effects needs an update
joakim.westergaard 11 月 23 日 上午 12:01 
The version of pre_ftl_scripted_effects.txt provided in the mod causes a lot of errors in error.log as it lacks some of the scripted effects from Vanilla. In fact (As far as I can tell), it calls add_primitive_farm_or_mine = yes in your version of the file but since that effect was removed in you version of pre_ftl_scripted_effects.txt it bugs.
perl 11 月 19 日 下午 8:30 
Found a bug -- the primitives (like the Purifiers) don't spawn with any defensive armies at all because they don't assign themselves to the soldier job type. This makes primitives incredibly trivial to deal with since you can just invade them with ease. Would it be possible to make the "purifier" job type spawn some defensive armies to fix this?
Fenrisúlfr 11 月 19 日 下午 5:35 
I checked the wiki and the answer is no, Depraved Arachnophile was asking for more options for a "xenophile" empire
Fenrisúlfr 11 月 19 日 下午 5:32 
@wairui, are xenophile able to invade pre-ftls?
Wairui 11 月 19 日 下午 5:22 
@Depraved Arachnophile
Until "more ways" are provided, have you tried to invade and take over the planet(s)?
Although I follow this mod, the utter lack of 'Change notes' poses too much of a risk to subscribe to this good looking mod and have update changes made that potentially breaks my long game play.