Stellaris

Stellaris

Halo: UNSC Portraits
423 kommentarer
Sigmar 28. sep. kl. 17:44 
If a mod adds city sets will it be what's causing the UI bug?
force728  [ophavsmand] 24. sep. kl. 14:51 
@Enderblade: Yes.
Enderblade 22. sep. kl. 20:03 
Will you be updating this for the latest version?
Omuraisu 22. sep. kl. 18:16 
Could the effects for nukes be reworked? When you have a lot of them, it's a lot of consecutive bright flashing lights. Also, the Light MAC could do to be more noticeable like the L slot Heavy MAC.
ssbest15 21. sep. kl. 10:57 
This seems to be crashing a lot for me, which is a shame cause I really like the ancient humans start.
loaf of peas 5. sep. kl. 20:04 
My ships arent spawning when i build them at the shipyard, happens when using mod tech
force728  [ophavsmand] 3. sep. kl. 15:00 
@Hekate's Melody: What ship sets? There are none in this mod.
Hekate's Melody 3. sep. kl. 4:00 
the shipsets that this mod adds aren't working? are they supposed to be default ship models or are they supposed to be actual UNSC ships etc.?
djpaulycee 1. sep. kl. 15:18 
@force728 Hello! I posted my report on the balance of ancient humans, forerunners and created on the "ancient humans vs forerunners" discussion thread up above!
djpaulycee 28. aug. kl. 16:30 
@force728 all good, thank you! The fact that you are aware of the issue and working on a fix is all i wanted to know lol
force728  [ophavsmand] 28. aug. kl. 16:19 
@EldritchSheep: Alright, I still can't replicate your issue on my end, but try using this mod by itself and see if it still crashes. If it does, then resubscribe to re-download it again.

@djpaulycee: I'm aware about the trait, please be patient.
djpaulycee 28. aug. kl. 16:10 
@force728 any solutions to the spartan problem? Spartan portraits arent appearing at all and its breaking immersion lol
EldritchSheep 28. aug. kl. 16:01 
i am not using any UI mods!
force728  [ophavsmand] 28. aug. kl. 15:55 
@EldritchSheep: If you're using a UI mod, resubscribe. This happened on my end with the UI Overhaul mod after Stellaris updated.
EldritchSheep 27. aug. kl. 19:26 
whenever i click on earth while using the UEG start, it crashes to desktop
djpaulycee 26. aug. kl. 18:41 
@force728 spartan commanders (with the spartan traits) no longer appear with the spartan portraits. They just look like normal humans. I know its possible because ive seen it occur prior to 4.0. You even have a jerome looking spartan in your preview images
Emiya322 25. aug. kl. 19:01 
works with 4.0?
BetaGotBack 24. aug. kl. 14:53 
Whatever you did fixed it. Thanks for keeping this updated one of my favorites.
force728  [ophavsmand] 24. aug. kl. 6:36 
@zubsmckushdanks: I'll look into it, but please post your issue in the bug reports forum the next time you have an issue. The comment section isn't the place for this:

- I found the problem with the UNSC Vehicle Depot building not showing up, so I'll update the mod shortly.
- I'm aware about the civilian ships refusing to update their drives to use the modded UNSC ones. I'm still working on fixing that issue.
- That's intended. The CR-03 Series-8 MAC is for ships, the Mark V Heavy Coil is for Ion Cannons only.

@Dr. Kleiner: I can't replicate your issue on my end. It doesn't crash after 5 days, but I think that it may have to do with either an incompatible mod(s) or you may have to resub to this one again to redownload it.
zubsmckushdanks 23. aug. kl. 15:42 
I have also made sure to check and the problems are consistent over multiple saves and remain no matter which of the initial tech events I select at game start and whether or not I pick the civics and/or origin and command add the research to see if that changes anything. I assume that a couple of these issues might be across your other mods though I haven't had the time to look into it given I suspect these issues stem from 4.0 being temperamental at best. I tried to replicate BetaGotBack's crashing after day 5 but couldn't replicate it.
I hope this helps if you are looking into the issues and thank you for the amazing mod series it's always a goto for me as a massive Halo nerd.
zubsmckushdanks 23. aug. kl. 15:42 
I also have the issue of not having army buildings after having the tech, specifically in my case I the vehicle depot refuses to appear. I tested it a couple times and also noticed a couple other issues though these may be a 4.0 specific issue:
-The Shaw Fujikawa engine refuses to apply to civilian ships and with further testing they don't apply the Macedon engine either (though you can manually add these to military ships and they do indeed automatically upgrade from the Shaw Fujikawa engines). If you research jump drives separately then these will be applied however only the base game jump drives
-The only T type MAC that seems to appear is the CR-03 MAC
-As mentioned prior specifically the vehicle depot building will not become available to build and just to be sure I checked to see if it was appearing in any of the separate districts available and I can confirm it is not an option anywhere
Dr. Kleiner 23. aug. kl. 14:18 
Some of the planetary features on earth do not give the districts. This is with the UNSC origin
BetaGotBack 23. aug. kl. 7:10 
Thanks for updating but I think the UNSC origin is broken game crashes consistently after 5 days on start
BroncoXeno2035 11. aug. kl. 13:46 
@Strife Did you use the the Sol System (UNSC) System start? Because the three additional systems are tied to the system intializer and not the Origin
Strife 9. aug. kl. 15:14 
used the unsc origin but no reach or other planets that are supposed to come with the origin
force728  [ophavsmand] 25. juli kl. 17:45 
@ADudOverTheFence: Do you have the UNSC civic? You need that to unlock the buildings.

@CS-HS: I'm not planning to at the moment. If you're having trouble with the bioship issue for custom ship sets, just copy and paste this in the graphical culture for both cov_01 and unsc_01:

ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
ADudOverTheFence 25. juli kl. 11:20 
I have the issue that once UNSC army techs are researched the buildings required doesn't appear on the planet's building list.
CS-HS 23. juli kl. 10:24 
Hey, do you think you would be able to ask permission to upload the ship models from SotP so that they can stay updated?
DocHolliday 13. juli kl. 13:51 
I had to uncover ancient lost texts to gather what little info I did on Fibril Cutters so sorry for the essay lol.
DocHolliday 13. juli kl. 13:51 
Even if an energy shield is able to stop the first particle, there's another hundred billion particles right behind it, and it only takes ONE to get through for the others to follow suit. In fact the only viable way I have seen theorized to defend against a dust gun is by having a reactive cloud of dust yourself to place in front of it or something else that can actively repair faults in it's integrity while under fire. Either way it's definitely not a conventional laser weapon, and it was the primary weapon for the Ancestor Human ships when they were competing on a near even level with the Forerunners, militarily that is, so it's definitely no limited by the same rules of conventional energy weapons, it's also just a more fun concept imo than having yet another "laser cannon".
DocHolliday 13. juli kl. 13:51 
Honestly I cannot find any lore explaining what a Fibril Cutter really is to begin with lmao, I got the idea from some Reddit forum where people were discussing it. However, "fibril" simply refers to slender strands of fiber. Meaning it;s using sub microscopic fibrous materials as ammunition, or in others words it could function sort of like a 3D printer for ammo, and it's not just visual recreations of those ammo types. However it's also kind of described as functioning like a dust gun, where said fibrous strands are simply accelerated via static electricity up to hyper-velocity, which in theory should still function exceptionally well against basically every kind of shielding regardless even if it can't magically spit out plasma on demand lol. As small fibrous particles moving that fast are nearly unstoppable in such high quantities.
BroncoXeno2035 13. juli kl. 13:00 
Does the UEG Origin replace the standard Stellaris Sol surrounding Systems, or does it add the three stars to the base one?
force728  [ophavsmand] 13. juli kl. 8:29 
@DocHolliday: That sounds interesting, but where did you get this information from?

@Daepapa: I did a check in the files and I didn't find anything associated with Transformers in this mod. There are no districts files, so I don't know why you're seeing that district name in the industrial base technology. I don't see it on my end.
DocHolliday 13. juli kl. 0:34 
The Forerunners themselves actually complain about having no way to defend against some Human weapons in some obscure lore I don't remember, and they were talking about Fibril Cutters.
DocHolliday 13. juli kl. 0:33 
hey I know you probably don't want them to be OP but the Ancient Human "Fibril Cutter" isn't a laser gun, it fires matter that can change form based on the enemies armor type, so it can become plasma to melt through armor, or solid ballistic objects to destroy shields. So theoretically it should have an equal bonus against armor, hull, and shielding, in fact the sentinel beam from the forerunner mod basically does what the fibril cutter should do, whereas the sentinel beam is a slightly more conventional energy weapon in lore. Amazing either way, never thought I'd see the day when not just the Forerunners, but Halo's Ancient Humanity too was brought to life as playable factions in a game!
Daepapa 8. juli kl. 12:29 
Did some code from your Transformers mods leak into one of the Halo mods? The starting technology 'Industrial Base' says it unlocks a district named 'district_cybertronian_industrial'
temujin321 26. juni kl. 18:34 
The idea by @Carnage sounds awesome, but I need to bring up an issue. For whatever reason since 4.0 science ships will not adapt Shaw-Fujiwara drives once the tech has been researched, do you know if there is a fix for this? If you got one that is fantastic. Either way this is still one of my favorite mods and I can't stand playing without it, so thank you for all your work on it and all your other great mods (all Halo ones, Transformers, Scrin, Star Wars, all are indispensible).

Also hoping one day you can get perms from Sins of the Prophets mod people to include their shipsets and cities in the mod.
Spector641 23. juni kl. 12:13 
What's in the new update?
Carnage 21. juni kl. 6:46 
Can you make an addition or perhaps another mod where UEG start also adds a voi digsite with the portal to the ark and the halo array if the forerunner mod is installed?
lionheartrmsy 10. juni kl. 20:40 
Do the ship names appear with the NSC additional ship classes?
EraTic - Impressive 7. juni kl. 8:32 
SAY THANKS ONE MORE TIME BRO YOU HAVEN'T BEEN POLITE ENOUGH YET GRRRRRRRRRRRRR :steamthis:
Mattie AH 4. juni kl. 13:09 
thanks for allowing me to do that
Mattie AH 4. juni kl. 13:09 
yes its for peronsal use only nothing will be uploaded about it
Mattie AH 4. juni kl. 13:07 
Tecnology
Mattie AH 4. juni kl. 13:06 
ah ok thanks i gust throughout it would be beast to seek your permission first um yeah its just for personal use nothing will be uploaded to the workshop on my end its just for the weapons and etc mainly its the closes mod i can get to mass effect weapons
force728  [ophavsmand] 4. juni kl. 10:42 
@Mattie AH: Go ahead, you don't need my permission to alter the mod if it's just for personal use on your end.
Mattie AH 4. juni kl. 10:27 
hi um i just whanted to ask if i could just change a civis on your mod i will use if got my own purposes it wont be uploaded to the workshop or anything i was just wondering if i could get your permission yo change a few lines to on one of your civics of your mod
Terbuis 31. maj kl. 22:44 
Getting two daily empty event pop-ups when using any mod in this set. Love the mod but unsure of how to fix this, its to the point that its essentially unplayable.
nico 29. maj kl. 12:36 
Update please i love this mod
A Heroic Musket 23. maj kl. 8:02 
If anyone else is having issues with the Shipset being bio ships, there is a fix in the comments of said mod. You can then just replicate this fix on the banished Mod for example to sort out their shipset

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=751394361&searchtext=Sins+of+the+Prophets