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Ancestors' Grudge Origin [4.1]
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23 jan @ 3:57
22 sep @ 11:34
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Ancestors' Grudge Origin [4.1]

Beskrivning
This mod adds a new origin: Ancestors' Grudge and a lot of content that fits the theme of crafting your own relics. This origin is primarily meant for all the Urists out there - though it can be played with any species, the only correct choice is obviously a dwarve :)



Theme

"Long, long ago, in ages past our kin lived in wealth and prosperity. Their rule spread all across our world and even space, first among their colonies was our homeworld's moon, which became the industrial center of our ancestors' empire. There they bent metal to their will, continuing to hone their craft, and forged an empire of runes and durasteel.

Their greatest of achievements was the Relic-Forge, a mighty complex providing all the necessities to smith the finest of artifacts.

But wealth draws unwanted attention. And so it came to be that our ancestors were beset by many envious foes. Invaders, barbaric and uncivilized warmongers, started to rampage in our ancestors' territory. Unable do deter and confine this threat, a century-long devastating war broke out. During the final days countless of our ancestors laid down their lives in defense of the Relic-Forge... All in vain.

Their empire laid to ruin, billions perished in orbital bombardments, but not all was lost. After decades, survivors on our world slowly began to reemerge from the vaults that saved them from the apocalypse.

It has now been nearly 500 cycles since the fall and we are finally ready to reclaim what is ours by right."



Description/Content

You start with fewer pops, more blockers, a second planet in the process of colonization and a dream. As you uncover what was lost, you learn to "craft" relics and master Archaeotechnology.

  • 3 origins: Ancestors Grudge, Ancestors Automata and Hoarding Hive
  • 2 "normal" relics
  • 3 craftable relics, each has 25 possible passive modifers, 7 quality tiers and 4 purity tiers.Never see the same relic again!
  • ~100 events
  • 2 digsite
  • 2 repeatable techs for lategame archaeotechnology runs
  • 4 archaeotechnologies each bound to its repsective origin
  • 1 "main" building: the Relic-Forge with 4 upgrades It is so much more than a mere building, it is the economic and cultural center piece of your empire.
  • 4 other buildings
  • 1 arch nemesis that spawns alongside with you. Annihilate them!
  • 2 renowned leaders, 1 rather famous blue leader with custom tech, portrait and special system and 1 very normal demon
  • 1 mean space kraken and dragon
  • 1 Subterrarean civic that has the same effects as the origin so your empire can be both subterranean and have the new origin!
  • Check images for a sneak peak!




So how do I smith Relics?

> Restore the relic world
> Upgrade the Relic-Forge to tier 3
> Employ Artifact Smith and Rune Artificers
> Wait for the "Forge Ritual" situation or activate the last relic you crafted or wait

What can I do with the Relics?

> Award them to a leader, which gives the leader the relic's passive effect but stronger
> Recycle them for minor artifacts
> For exceptional relics only: reset truces, get random research options or casually double your income for a year

Whatever you do, its a one time use and after that you have to craft a new relic.



Future Updates

  • Special interaction if you acquire the following relics: cybrex warforge, worm scales, crystal of odryskia, ever changing stone, flowmetal alloy (no promises)
  • MEM integration



FAQ

  • DLC requirements? Kinda none, but without Ancient Relics you will miss out on a lot of content
  • Compatible with X? 99%, 1 overwrite in scripted triggers (is_subterranean_empire) to enable full functionality of the Subterranean civic
  • Found a bug? Tell me. I cant fix which Im not aware of.
  • You do (not) like X? Tell me. Im open for feedback and suggestions.
  • You have an idea? Into the comments
  • Why does it say "(or Food)" in the job description? For all those catalytic lovers out there
  • External managed other languages:
  • Japanese
  • Russian



Notes from me

  • Wait, relic-crafting and a big forge. Have I seen this before? Ye, from my first public mod. Though this is a completely new version from the ground up.
    After 2 years I refined my own craft of coding and mod making to bring this idea back to life with some much needed QA, fresh ideas and some help from Malthus
  • Why are all your event IDs "mem_*", that's a More Events Mod thing?
    In the not so far future this will be integrated into MEM as a replacement for "From the Ashes" origin
  • It may feel strange that you "consume" relics for buffs, but I wanted a system thats lets you craft not just on relic and be done. Because after 3 relics your relic tab would be cluttered with minor effects and you would never use them over stronger relics. This is why I decided to implement this pseudo-random relic generator that relics more like exchangable tokens. Try it and give me some feedback :)
  • Unlike ingame tooltips, images here may be outdated
  • Should you pick dwarfs portraits for this origin? Im not the one to tell you, but have you ever seen scifi mushrooms with hammers and anvils?

204 kommentarer
Tr33  [skapare] 27 sep @ 1:49 
Gonna write that down. Problem is you could only do this once per relic, since specimens are unique per empire. Like the idea but have to see how this can be done without me needing to copy paste a dozen variations and needing a lot more art assets. I dont even like the current ones. :)
Tooltips are great, we love tooltips

I wonder if there's an organic way you could incorporate the specimen system? Like if all your leaders have relics, maybe you can start throwing them in the archive?
Tr33  [skapare] 25 sep @ 23:18 
Only one trait ( given relic) per leader. Tbh the whole smithing system is rather complex, but should be clear after looking at some ingame tooltips and playing it for a bit. I like hover-over tootltips so you will get all infos there without really playing :')
Ah I just read the text in one of the pictures, neat
Sick nasty. Can each leader only get 1, since its a destiny trait? (also thats really cool btw, no idea how you implemented that)
Tr33  [skapare] 24 sep @ 23:12 
Hives can only get 1 of the 3. The others can only have one at a time but can be crafted unlimited times. Activate the relic and smithing begins anew.
So wait, can you only craft each of the 3 relics once?
Tr33  [skapare] 17 sep @ 12:38 
Happens. You are not the first reporting this and I even added a failsafe. But hey if it works now, it works :)
RoseTinted 16 sep @ 21:18 
Yep even reloaded an earlier save of the file with the original bug, sure enough, letting the forge upgrade complete now preserves the building. I don't even know boss.
RoseTinted 16 sep @ 21:15 
Welp. I removed a mod (and its dependents), the issue stayed, I removed another, it disappeared, I readd the first mod (and dependents, Same place in load order), issue remains gone, I readd the other (again, SAME PLACE in load order) and now it stays gone??? I don't even know man, neither of these mods even has shared overwrites with Ancestors' Grudge. And neither has updated in the last 48 hours either. And the one that I removed that initially seemingly fixed it has no mutual overwrites with Ancestors Grudge...

So, I'm putting this down as "PC is possessed, sorry for wasting your time"