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报告翻译问题






Wow that's cool to get a comment here! I havent tested this one for many many updates!
Is there a way to salvage what you created here? You put so much work into it and it shows? a way to take the passive things like namelists, custom races (Without auto spawn) and any events or artifacts?
You could just rip the name lists out on your end, have fun with them! And the name lists are pretty modern honestly - I wrote/updated most of them <9months ago.
Is it possible to just use the races/name list still? What a lot of work you put into this, all lovingly. I am sorry, I didn't see it until now.
Would you be willing to make a name list for me if I could send you the names?
Hah thanks! This one has a lottt of detail but has always felt kind of "incomplete" since I removed the actual portrait pictures/art for the species. Maybe I'll look back at it one day.
This one is pretty on ice, but it should function just fine. What update did you want?
I'll probably take the opportunity to go back to good art for the races, or something. But it'll be a long while. (Message me if you wanna help)
Still no new empires so I guess I shouldn't call this a "major version" but the truth is are sweeping improvements to the mod across the board in this one. Especially with name lists, they're all way bulkier and more interesting, with all the ordinals and roman numerals and ship prefixes all correctly setup.
Main headlines:
Better Namelists
Making the mod compeltely compatible with Stellaris 3.9 (galactic paragons, first contact, etc). Completely clean error log.
New origins/civics/features incorporated from the new game updates.
Fixed some basic mod bugs that slipped through the cracks before.
Full changes and comment from me in the change notes tab of this page (up at the top).
Thanks for the response, will add this on my next play through and see what if anything breaks.
Yeah this is pretty out of date, and I want to change some of the origins again (I kinda hate the federation origins, they don't fit because they spawn random empires).
I'm also just disappointed in the art. There is an AMAZING quaggan portrait mod here on the workshop and I just wish all the tyrians had portraits of that quality. Using the default paradox visuals, even though their animated, just feels weird/awkward.
~Massive army namelist updates (about 300 new army names)
~Overlord Intergration, including new underground races, shroud walkers, and so on
~Toxoid intergration, skritt are now scavengers, charr are relentless industrialists, new graphics for some empires and more
~ New Empire, the Harpies - with the doomsday origin!
~ Several other tweaks and changes to improve the mod.
Check out the "change log" tab for full information, and you're welcome to drop some comments/ideas/feedback (either here or even better on the spreadsheet)
Highlights:
One new empire, the avengers of the echovald! These are the wardens, complete with unique personality, government, dialogue, everything. Their unique room will come next patch.
Hundreds of personality changes, too many to list, for better AI.
All non megacorp and non machine empire civics in the game, from all DLCs, are now released.
The spreadsheet has also undergone massive expansion, showing a lot more mod detail than it ever did before. As always, you can right click any cell and comment an improvement, suggestion, or straight up addition and I'll add it.
This update is still pretty big and does contain a bunch of other changes, though. Many are new lore related improvements:
- The first totally new custom governments have arrived! This means more flavourful, varied and lore appropriate leader titles (the Charr actually have a khan-ur now, the Asura have a high councillor, Adelbern of the foefire has become a ghost-king, and many many more). The governments have cool new names and unique mouse-over lore text.
- Namelist works (new classes of ships, armies, planets and fixes for several empires)
- Some other changes.
Check the changenotes tab at the top for full details! There is a lot there.
Audio queues for all empires! This is a really big and cool thing to have now, I'm super happy with it.
Two hidden galaxy campaign maps.
The next two empires, including centaurs and arachnias terrorweb who I am really excited about.
And then just a bunch of other changes, all listed on the change notes tab.
Yeah basically I own all the DLC and I made this mod to be as intergrated into their features as possible. So the more you have the better!
You are totally right I only had the 4 species packs that are required for this mod and I just assumed that those would be enough to play all empires haha. I did since get Utopia for the hive mind trait, and the elder dragons (except for the drenched which seem to require the aquatics species pack) showed up so yay :D
The error log confirms that I would need some more DLCs to play all the empires, but for now I'm good. For anyone looking to have all empires in their game, here's what you'll need (from what I've gathered):
- Plantoids Species Pack
- Humanoids Species Pack
- Lithoids Species Pack
- Necroids Species Pack
- Anniversary Portraits
- Synthetic Dawn Story Pack
- Megacorp
- Federations
- Leviathans Story Pack
- Aquatics Species Pack
- Apocalypse
- Federations
- Utopia
Cheers!
Hey! So I'm really not sure why Elder Dragon empires aren't showing up for you, Is it possibly because you're missing a DLC?
There is also a chance that there is a bug with the current version? Not to worry, I'm posting an update super soon and will double check they work on my end! This version was meant to be very short lived and the next update is very very big, I could have finished and uploaded it a few days ago but burned out, I guess. Your comment makes me super happy, I'll work on it tomorrow!
In the meantime if you're super desperate to diagnose the problem I'm 99% sure that if you go to your stellaris folder in my documents and read the "error" text file in the "logs" folder (I think it's in "logs) it will tell you why those empires aren't showing up. Good luck and let me know!
Unfortunately I have an issue where, when I start a new game I can only choose from 14 empires (namely kodan, choya, elementals, awakened, margonites, angchu tengu, skies above the sky, stone summit, grawl, mursaat, deldrimor dwarves, charr, sylvari and norn). In game these 14 are also the only ones who spawn. I did go into the mod files and changed the spawn_enabled from always to yes in the tyrian prescripted countries which made it possible for other empires to show up in game. Unfortunately I can still only select from the 14 even though I would love to play an elder dragon :D
Does anyone else have this problem or knows what's going on/ how to fix this? Thanks!
... And over 2,000 new star/system names. Take a look at the mod images for a demonstration of a Tyrian galaxy! You can also the change-notes for more information, or the spreadsheet for full documentation and to make suggestions/changes if you like.
Basically for these last three patches before 1.0 I want to add two empires plus a big new feature. That starts now!
The big new feature is that nebula and stars are getting Tyrian location names. For example various nebula now have names based around Guild Wars mists lore like the rift, the underworld, and so on. This also included PvP map references (where immersive, I'll prboably remove one or two next patch) And I'll be adding as many star names as possible over the next few updates.
And the two empires are fully feature complete, but may want tweaking so let me know your feedback if you have it! They are the consortium and the black lion trading company, two very different flavours of megacorps.
The final four empires, coming in the last two patches, are all ones I'm really excited about. I'll talk more about the new features when the patches themselves drop.
Check the change-notes for full release details
This was a very, very, very big update. Check the change-notes for full details but three key things:
Fixed a stupid bug causing primitive/presapient empires to have blank names and use ugly portraits.
Removed vanilla prescripted empires by default as my assumption is that you just want a Tyrian galaxy if you're having a playthrough on this mod. If you'd like to re-enable the default empires and have them randomly spawn alongside Tyrian stuff I will post a simple guide (takes two seconds) in the discussion area.
Finally: Added 162 new Tyrian animals, demons, creatures, monsters and wildlife forms. These will now spawn as primitive empires and presapient species around the world for you to uplift, observe, nuke from orbit, or whatever. They ALSO have Tyrian locations coded fo home-worlds, but these aren't appearing in game. No idea why.
Next patch I'll look into that a little more and clean up the back-end a bit for compatibility sake.
Several weapon preferences have been altered to match the lore better.
Other big highlight is the G.O.L.E.M uprising empire has arrived!
Check the "Change notes" tab at the top for full details.
That said, there are no totally new empires being added this time. Just tonnes of balance and character dialogue (diplomacy). I think three or four races got full sets of dialogue in this one.
Any comments would be very much appreciated!
1. Go to steam\steamapps\common\Stellaris\prescripted_countries
2 Copy all files.
3. Go to your mod folder; this will probaply be somewhere in steam\steamapps\workshop\content
I made a small sub mod in User\Documents\Paradox Interactive\Stellaris\mod\ , but it should work the same in the steam mod folder (if steam doesn't automatically overwrite those files, I don't know for sure)
4. Paste the files.
5. Open the files you copied and remove all text. (make sure you leave 01_tyrian_prescripted_countries.txt alone!)
That should do it. If you want certain species to remain (I kept basic humans, for instance) you just got to add them again from the base files.
Secondly is there a "'scenario" I can load so only/all Tyrian species are in the game?
Finally; while I can see why you integrated the standard portraits, I find most of them to be somewhat a flavour downgrade. Primordus and elementals work, but Dredge and Norn don't fit at all.
Apologies if I sounded a bit too harsh there. I am already satisfied with the existence of this mod!
(Invisible for me as well.)
Thanks for having me waste even more time in Stellaris now! :D
- Margonite greeting diplomacy options. There are some quotes from the Gw1 Apostate quest chain, as well as references to the scriptures of Abaddon.
- Choya greeting "diplomacy". It's mostly copy-pasted nonsense in theme with the way they talk. I want to adjust weights here to make their unique diplomacy completely replace traditional diplomacy instead of merely supplementing it, but I'm not sure how. Advice would be nice!
Many of you have been talking about the races and empires not showing up if you already use a lot of other mods and species packs. With todays update the default architecture for the mod now follows BahamuTs described format lower in the comments, and everything (as it always has been..) is confirmed working on my end. It should be all good now, but I would love to hear that testimony from someone else in the comments also!
@Voidwarrior
No Charr yet. The reasoning for this is described on the mod details!
@TheSilverInfinity
I've changed the mod to no longer require plantoids.