Stellaris

Stellaris

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More Events Mod
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File Size
Posted
Updated
1.561 GB
18 Jul, 2016 @ 9:33am
22 Jul @ 8:55am
193 Change Notes ( view )

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More Events Mod

Description
COMPATIBLE with Stellaris 4.0.*
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:
70 with a total of 128 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 24
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]
    Popular Discussions View All (73)
    2,150
    18 Jul @ 1:02pm
    PINNED: Bug Reports
    Malthus
    284
    21 May @ 3:21am
    Ideas
    Malthus
    18
    1 Jun @ 11:04pm
    PINNED: Dev Diaries
    Malthus
    5,730 Comments
    Aki Zeta-9 22 Jul @ 9:43pm 
    Yes, I chose Embrace and the planet had a low population.
    BroncoXeno2035 22 Jul @ 2:38pm 
    You're welcome for the assistance.
    riksanper 22 Jul @ 2:35pm 
    @BroncoXeno2035 that worked perfectly, thanks
    BroncoXeno2035 22 Jul @ 2:24pm 
    Yes, there's 'effect add_situation progress = x' with x meaning the number while selecting that situation.

    Also, there's 'effect remove_modifier = y' with y being the code identifier of the feature and selecting the planet.
    riksanper 22 Jul @ 2:06pm 
    Any chance I can remove/resolve the situation and remove the planetary feature through console?
    Malthus  [author] 22 Jul @ 2:02pm 
    There are likely a lot of events that should be completely blocked for wilderness. This origin is a bother from beginning to end.
    riksanper 22 Jul @ 2:00pm 
    Having trouble with festering wound event using Wilderness. I took the "Remove carcass" approach but won't budge because of "Too few gas extractors". Is it expecting X amount of workers? Wilderness only has 1 worker per job so might need some adjustment when using this origin.
    Malthus  [author] 22 Jul @ 8:58am 
    I just uploaded a fix for the broken situations of the amoeba and crystal attack events.

    @Aki Zeta-9 Did you choose the Embrace approach and did you have less than 300 pops on the planet when that happended?
    Aki Zeta-9 20 Jul @ 9:28am 
    The Festering Wound event killed the entire colony population, after which I recolonized the planet, but the situation disappeared. Is there a way to reset the situation so that it reaches its end?
    Daniellm 12 Jul @ 7:48am 
    @janlitschka Arguably it is a you problem. Just not in the way you think