Stellaris

Stellaris

The Fallen
99 条留言
DamnTurk 2024 年 5 月 3 日 下午 1:41 
2024 update mayhaps?
ranma100 2023 年 11 月 11 日 下午 4:14 
Works with 3.9
zaramo 2023 年 7 月 31 日 上午 2:13 
Just found this mod. Looks interesting, hopefully it will get a update, would like to add to my playset
Flashmeister 2022 年 6 月 5 日 下午 3:11 
@ranma100 perfect
ranma100 2022 年 3 月 8 日 下午 3:18 
Seems to work with 3.3
Flashmeister 2022 年 2 月 5 日 上午 8:58 
@ranma100 still works past 3.0?
ranma100 2021 年 9 月 27 日 下午 7:33 
Looks like it works with LEM.
Supplicant 2021 年 4 月 22 日 上午 11:21 
does this work on 3.0?
ranma100 2020 年 7 月 18 日 上午 12:20 
Seems to work just fine.
Flashmeister 2020 年 7 月 17 日 下午 2:26 
what about 2.7?
TurtleShroom 2020 年 3 月 25 日 下午 2:54 
@Alphaclj

Yes.
Trivial. 2020 年 2 月 15 日 上午 3:28 
Still works on 2.5?
TurtleShroom 2019 年 9 月 25 日 下午 1:14 
Psst: your Archaeological Sites have had a bug for years. When they spawn on custom Planets with few or no other Deposits, up to twenty-five of them can (and will) show up in their place. I have seen this when I have ordered the "EFFECT REROLL_PLANET" command on, for instance, a Giga-Structures Alloy Forge World.

There needs to be a cap on the size of your Archaeological Sites. I would suggest two or three.
TurtleShroom 2019 年 9 月 12 日 下午 1:12 
I second the other men here. Making this into an Ancient Relics system with an Archeological Site would be BASED .
SadisticNemesis 2019 年 7 月 8 日 上午 5:26 
Any eta?
Bepiss 2019 年 6 月 26 日 上午 7:29 
Sounds dope as FUUUU* How far are you from full 2.3 release?
luna  [作者] 2019 年 6 月 15 日 下午 9:13 
The new update shouldn't conflict with the mod as is, due to the mod's archaeology being a planetary feature. I will be working on an update asap! Sorry everyone for the delay, I was away from the computer for a bit there and as such I am a bit late to the Ancient Relics DLC, for now I am going to play the DLC and see the direction I want to take this in.
Sipherion 2019 年 6 月 12 日 下午 9:27 
will there be an update?
ranma100 2019 年 6 月 1 日 下午 9:57 
Is the new update going to conflict with this mod? Since it has archaeology.
luna  [作者] 2019 年 4 月 14 日 上午 8:47 
@Tozz that is strange it should fire off upon discovering a barren planet, I am currently working on an update but its slow going with a bunch of other stuff going on in life. I will try to update it for this week to up the %chance spawn of the event.
Tozz 2019 年 3 月 26 日 上午 1:51 
used this for like my last 10 games cause i love fallen empires/precursors and have never got the event. Should I just uninstall and not bother with it? Or will the next update fix this issue?
CaptainKampfkeks 2019 年 3 月 8 日 上午 11:47 
@LordZ they give a job when colonized. The events pop up when the job is worked.
LordZ 2019 年 3 月 8 日 上午 4:59 
ive seen these archaeological sites on planets but how do i use them? i cant seem to do anything with them
luna  [作者] 2019 年 3 月 8 日 上午 3:15 
@LordZ there is a random event that triggers upon surveying a barren planet, it's a chance % you may get it or you may not get it. There are also archaeological sites that can pop up on a planet.

@WERWOLF-SS should be save compatible I've tested it a few times except some of the newer stuff I have included is created on game start so those parts won't be possible in a save.
WolvesofZiu 2019 年 3 月 5 日 下午 1:38 
Does this work with save games?
LordZ 2019 年 2 月 25 日 上午 10:18 
am i missing something here? i have it installed but how do i get the event? :(
Journeyman Prime 2019 年 1 月 28 日 下午 9:28 
What do you guys have to say about this mod? Is it a good story pack? Should I get it?
AlienGeek 2019 年 1 月 1 日 下午 12:39 
There is still one missing:
[14:22:44][trigger_impl.cpp:798]: Script Error: Invalid context switch[owner], file: events/the_fallen_random_archaeology_events.txt line: 277, Scope:
starchitec 2018 年 12 月 25 日 上午 8:30 
Enjoying this so far. minor quibble, localization for mod_job__tf_archaeologist_add has an extra _ in it so it isnt working.
AlienGeek 2018 年 12 月 24 日 上午 5:29 
I think you need to add:
has_owner = yes
in all triggers in the file the_fallen_random_archaeology_events
else the event will trigger for the AI also...
luna  [作者] 2018 年 12 月 23 日 下午 8:48 
@Nikal

I just saw this error and will try to look into it when I'm back at home (just away for the holidays for the next few days). I don't believe it should affect gameplay other than possibly messing up one event. But if it does let me know as I cant test atm.

@brutus_61

Thanks! I kind of ran into the mod as a small story to get better at modding but without too much of a plan which has changed as I have more figured out in terms of progression of story so expect the events' localization files to be improved in the next while, while I also try to place the megacorp government style into the narrative. I appreciate the kind words!
brutus_61 2018 年 12 月 23 日 下午 2:42 
Hay just want to say I love your mod and keep up the good work.
Nikal 2018 年 12 月 20 日 下午 3:21 
Heads up, I'm getting this error log print:
https://pastebin.com/raw/TNYJA9XK

Sorry I couldn't test further; there might be some error from another mod mixed in. I kind of don't wanna abandon my current game... :steambored:
Raksha 2018 年 12 月 20 日 下午 1:04 
ty and cheers mate
luna  [作者] 2018 年 12 月 20 日 上午 5:31 
@Raksha
@AkraticCritic

I fixed the issues that you two experienced.
Raksha 2018 年 12 月 20 日 上午 1:38 
ty for the quick response mate. ill wait for the update then.

on another note, dont take this as an offense, but i found some of the writing kinda lackluster . if u want to i could revise some of the event popups. like i would just change some little things like syntax etc, then send the texts back to u and u could see for urself if u like what i did or not. pm me if ur interested.
luna  [作者] 2018 年 12 月 20 日 上午 1:11 
@Raksha I am aware of it and I will have a fix when I get home to upload, until then you can use console command to remove the deposit.
Raksha 2018 年 12 月 20 日 上午 12:51 
archeological site is spamming the same event nonstop (unity/science rewards). modifiers keep stacking up on the same planet
AkraticCritic 2018 年 12 月 19 日 下午 8:18 
Great thanks :) I removed the deposit via console as a workaround and that stopped the popup spam
luna  [作者] 2018 年 12 月 19 日 下午 7:41 
@AkraticCritic

Thanks for the heads up I will definitely be looking into this. I believe I missed a trigger. As for the fact that it spawned 2 I had initially wasn't sure if I wanted it to spawn as a deposit or as a chance deposit upon colonization. Unfortunately I won't be able to fix it tonight, but I will have a fix for you first thing in the morning.
AkraticCritic 2018 年 12 月 19 日 下午 7:21 
@kiwusek I found a gaia world that already had an archaeological site on it, settled it and another one spawned so the planet now has 2 sites. I'm now getting the 'Ruined Science Installation' popup every couple of months or so.
https://pasteboard.co/HSxNGTs.jpg
luna  [作者] 2018 年 12 月 17 日 下午 6:36 
@ Lizard Luminosity

Change Notes have been added

@ranma100

This is saved game compatible, although just giving you a heads up that the new deposit (Archaeological Site which adds the Archaeologist Job) is added through an event at when colonization is complete (which has a % chance of happening). So depending on how far along you are in your save game you would be missing out on the chance for some of your planets of having Archaeological Sites. Likewise the main story line is also based on an anomaly (so if in your save game you have no more surveyable planets you won't get the event chain). Having the mod on should not break your save games so you can put it on and forget it.
ranma100 2018 年 12 月 17 日 下午 4:58 
Will this work in a saved game or do I need to start a new game to use it?
Lizard Luminosity 2018 年 12 月 17 日 下午 2:16 
Can you please put what you changed into the change notes? I like being able to read what changes in a mod with each update.
luna  [作者] 2018 年 12 月 10 日 下午 12:01 
@Kami I don't believe the compatibility should be affected as I haven't mucked around much in the pops/buildings/tile blocker side of things. Perhaps one planetary modifier I have in there will be broken (non-main quest event).

I will be updating it this week (exam time so a bit slowed down atm).
Kami 2018 年 12 月 7 日 上午 9:28 
Does this require an update or can I just change the compatibility to get rid of the red !
WolvesofZiu 2018 年 12 月 4 日 下午 8:16 
When will this be ready and how hard will it be?
luna  [作者] 2018 年 11 月 20 日 上午 6:18 
Addendum, I usually play with a large quantity of stars, normal density, but not too many empires. As I enjoy the playstyle of a wondrous and unexplored galaxy much later into the game (a la Star Trek).
luna  [作者] 2018 年 11 月 20 日 上午 6:16 
@w.girl27

I am really sorry about that I have gotten a bit busy with school so the mod is a bit on a slower pace, it is a known issue btw. I will be looking into it again/posting the code to the discord because I am unable to recreate the issue on default hyperlane density.

Wait quick question I just realised how many stars do you play with? As it just hit me, depending on how far along the game you are, the conditions for "owner" might be what is the cause of this. That is to say, the mod calls for the star to be unowned for the spawn to happen. So what I may now be suspecting is on low star count maps, the map may get filled up with empires before the event chain is triggered, leaving no available star systems for the coordinates to spawn in.
w.girl27 2018 年 11 月 19 日 上午 11:12 
hey i love your mod but it keeps onlu spawning one coordinate for the wild goose chase quest ive even tried upping hyperlanew density but nothing works