Stellaris

Stellaris

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More Events Mod
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1.735 GB
2016 年 7 月 18 日 上午 9:33
11 月 25 日 上午 6:33
199 项改动说明 ( 查看 )

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More Events Mod

描述
COMPATIBLE with Stellaris 4.2.*
Link to 3.14 version

Are you looking for more action and interesting events to show up while you are doing your day to day enslaving and conquering business? If, like us, you find the mid to late game a little lacking of interesting diversion, then you have come to the right place. This mod adds new anomalies and events to your game, focusing on spicing up the game after exploration has slowed down.

Note: There have been some slight changes to the galactic_features_events.txt

ACHIEVEMENTS WILL BE DISABLED WHEN USING THIS MOD

This mod will be constantly updated with new content for your game. All events are designed to be balanced with the events in the vanilla game.



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Mod Content
Anomalies, Events and Archaeological sites to add more variety to your gaming expierience. Additionally there are various new species portraits (used for our factions) which are also accessable for custom empires, but they will not spawn as randomly generated empires.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.

[more-events-mod.wikidot.com]
Our Wiki is still under construction. Everyone is welcome to add info to it they would expect to see there.

Fun with numbers:
Anomalies:
71 with a total of 129 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 25
Astral Rifts: 1
Primitive related events: 18
Colony level events: 13
Country level events: 17
Special system focussed events: 8
Origins: 2 (4 if you count the 2 used only as switches)
Highimpact Questlines and Crises: 12
  • Elusive Carcosa
  • Legacy of the Carcharorion
  • Food Constructor
  • Lost Emperor
  • Descended Ascendant
  • Aevum
  • Extinct Abductors
  • The Last Orila

  • Return of the Sadrell
  • Surveyor Probe
  • Broken Clock
  • Vazuran Menace

If there are ARTISTS out there who are able to produce event pics with a quality and style matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.



Bug Reports
You found a bug during your game session? Please, post it in the Bug report discussion thread so we can squish it in the next version. And if you could give us some hints on how to reproduce it, it would be also very helpful.

FAQ
Q: Is this or that event from your mod?
A: First, open your console while the event window is still there. Then type in "debugtooltip" and press enter, then close the console. Now check the tooltip when hovering your mouse over one of the event's options. It displays the event_id among other information. All of our event_ids start mit "mem_". If there's no "mem_" it's not from us.

Q: I hate these f*****g Vazurans! They are the worst crisis ever and it makes me disable this s****y mod! How do I make them go away forever!?!
A: The Vazuran Menace only has a 5% chance to occur naturally, but if you do not enjoy them at all, you can easily disable them during your game setup. Just create an AI empire with the "fainthearted backwater" origin and set it to force spawn. This will 100% prevent the Vazurans in your game.

Q: Can I activate this mod in a running save game?
A: Yes you can, but some events won´t appear in that case, as they are set at game start. Aside from this there should be no issues.

Q: My planetary shields are not correctly centered on my planets. What is wrong?
A: All shield objects are adjusted to vanilla scaling. Every mod that changes planet/system scaling will lead to our shields being off centered. If this is the case and you do not want to deactive the other mod, you'll have to deactivate our graphical shield effect in our options menu.

Real Space Users could try this compatibility fix:
Real Space System Scale/Planetary Shields Compatch 2.0


[discord.gg]



Donations

If you want to further support our work on improving the mod by adding additional art assets, please leave us a little donation. The page is set up to accept the lowest possible amount in my currency. Whatever you can spare, you'll have our thanks for it. You also won't be throwing your money into the aether either, as we have clear goals on what to do next with donated funds - visible on that page. See our latest addition (Orila, Vazuran and Neochadamus portraits) to get an idea of the quality you can expect. In the end you'll support both the mod and the artist, with whom we plan to keep on colaborating.

The Orila (+ their expansion), Vazuran and Neochadamus (paragon) portraits were funded by us. At this point we have to make a cut however as our personal funds for this project are limited as well.

Anything further will need your support. Next we want to add new species portraits for the different Broken Clock aliens (devouring swarm molluscoids, determined exterminator robots, fanatic purifier lithoids which are also meant to be available for the player species. And then there is still more we'd like to add.



Finished and implemented:
  • Neochadamus paragon portrait
  • Orila species portrait with outfits and hologram paragon portrait variation
  • Vazuran species portrait
  • Neochadamus portrait expansion for species portrait *
  • Overlord Trailer Emperor paragon portrait *
  • Orila Expansion (fitting robot portrait, hologram version for normal portraits, cybernetic variation)
  • Broken Clock molluscoid devouring swarm species portrait *
  • Broken Clock machine terminators species portrait *
  • Broken Clock lithoid purifier species portrait *
  • Rebel Yell Event - female Foxkin Paragon *
Currently worked on:
  • Sadrell/Broken Clock 4 - Better Dwarven Species Portrait - better beards and hairstyles, no tattoos, new female face, more militaristic armored clothing *
Funded and next on the plan:
    Planned, not yet funded:
    • Voggo the Great - Ancient Frog Paragon
    * funded through donations



    [www.buymeacoffee.com]
    热门讨论 查看全部(75)
    2,192
    11 月 13 日 上午 5:15
    置顶: Bug Reports
    Malthus
    292
    9 月 21 日 下午 4:12
    Ideas
    Malthus
    6
    10 月 6 日 下午 10:17
    EDEN Protocol question
    argroww
    5,886 条留言
    Tr33  [作者] 8 小时以前 
    Did you try to narrow it down to MEM aka removing all mods but MEM ? Did you try no mods at all. Frequent and random crashes are oftenn a sign of corrupted files. Maybe try checking for integrity in steam
    Malthus  [作者] 11 小时以前 
    I have no doubt, that you are experiencing crashes, but unfortunately I cannot confirm this issue on my end, which would be necessary in order to attempt to fix it. Tr33 is currently still working on the vazuran rework, so the next update will still take some time. Fingers crossed you will have a better time then, but I cannot guarantee it unfortunately.
    ChaosBlaster 12 小时以前 
    I found that this mod is the reason why my game crashes, which sucks since its one of my favorites. I even removed all other mods and only added this one, but it still crashes for me.

    And it happens at random too, during gameplay, when opening, and when I hit new game

    I wish I could give more info. but that's really it. If you happen to update this mod, I would really love to play with this again.
    perl 12 月 11 日 上午 9:58 
    My favorite mod
    Malthus  [作者] 12 月 7 日 上午 12:01 
    As Tr33 said, if we are speaking of the same digsite, this one is vanilla.
    Biggs 12 月 6 日 下午 8:13 
    the one where you find a giant metal cube. its impossible to dig it.
    Tr33  [作者] 12 月 3 日 下午 11:45 
    The english name of the digsite or an debug id would suffice. There are several cube events and not all from this mod. ( if you are talking about the cube that gives living metal, ye thats a vanilla digsite)
    Biggs 12 月 3 日 下午 5:05 
    more context? ok, i have starbase in system. right click on dig site, no option to excavate.
    cannot select dig site and assign scientist either. what more to say? is this dig triggered by an event or something that allows me to dig it?
    Goats bite23 12 月 3 日 上午 9:08 
    I solved it! The mod files and SkynetGPT kept insisting on using "ship_event = mem.factory.10 etc" to force the event but nothing happened, so I found "event mem_ancient_robots.201" to create the research project on the planet. 20% engineering research and 1 Engineering Job per 20 pops is sexy robots like that Megan Fox movie where she's a house clanker and violates all the laws of robotics.
    Malthus  [作者] 12 月 3 日 上午 8:40 
    We have no sexy robots here. But if you want to fire a specific event with the console, you have to fire it in the correct scope. If it is a ship event, you have to scope to a ship, if it is fleet scope you have to have a fleet selected or scope to it, etc.