Stellaris

Stellaris

735 ratings
[JP_EN]Origin - F.C.S.S & M.C.S.S
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329.500 MB
26 Aug, 2021 @ 5:44am
1 Jul @ 2:42am
74 Change Notes ( view )
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[JP_EN]Origin - F.C.S.S & M.C.S.S

Description
起源「要塞戦闘星系」を追加するmodです。

この起源では開始星系が「先駆者の戦闘星系」になり、母星系内に特殊補正を持つ機械惑星、3つの古代の機械惑星、1つの大陸型惑星を持つ状態でスタートします。
居住可能惑星保証はありません。

機械惑星の障害物を除去するごとに専用の惑星補正が増加し、全ての障害物を除去することで星系内の古代の機械惑星を居住可能にしたり、星系全体に要塞を配備する惑星補正を解禁できるようになります。

また、要塞の大部分を完成させることにより、星系そのものを艦船「機動戦闘星系」に組み替えることもできます。
機動戦闘星系の武装は導入しているmodに応じて換装することができ、以下のmodに対応しています。
Gigastructural Engineering & More
Ancient Cache of Technologies
Extra Ship Components 3.0 [Actual]
Additional Vanilla Weapons
Extra Ship Components NEXT
Ancient Cache of Technologies : Secrets Beyond The Gates


なお、「先駆者の戦闘星系」専用ファンタズマゴリア・トゥルースは設置に前提技術が必要であるため、[JP]Star system cluster range weaponが必要です。


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It is a mod that adds the origin "Fortress Combat Star System".

In this origin, the starting system becomes the "pioneer Combat Star System", starting with a mechanical planet with special corrections, three ancient mechanical planets, and one continental planet in the mother system.
There is no habitable planetary guarantee.

Each time you remove an obstacle on a mechanical planet, a dedicated planetary correction will increase, and by removing all obstacles, you can make ancient mechanical planets in the system habitable, or lift the planetary correction to deploy a fortress throughout the system. You will be able to do it.

Also, by completing most of the fortress, the star system itself can be recombined into the ship "Mobile Combat Star System".
The armament of the mobile combat star system can be replaced according to the mods introduced, and it corresponds to the following mods.
Gigastructural Engineering & More
Ancient Cache of Technologies
Extra Ship Components 3.0 [Actual]
Additional Vanilla Weapons
Extra Ship Components NEXT
Ancient Cache of Technologies : Secrets Beyond The Gates


In addition, [JP]Star system cluster range weapon is required because the Fantasmagoria Truth dedicated to the "Pioneer's Battle Star System" requires prerequisite technology for installation.
223 Comments
6thStrikeUnit  [author] 3 Jul @ 5:34am 
@Flippy
It is by design that star systems are destroyed when MCSS is completed.
Make sure you have colonized star systems in addition to your fortress systems.
Flippy 1 Jul @ 11:25am 
You are awesome thanks, <3
My last and final question, because I am not sure if this is how it should be.
Is it normal or planned that all planets / Babel`s Spires are destroyed by the gigastructure/ship as soon as it is complete? (Game Over)
I fixed it with an external planet, one hyperlane away.

@6thStrikeUnit
6thStrikeUnit  [author] 1 Jul @ 2:43am 
@Flippy
The description regarding MCSS upgrade has been corrected.
Flippy 30 Jun @ 11:19am 
Thanks for the quick fix. <3 @6thStrikeUnit

Sorry if I'm bothering you with this, unfortunately I found something else... i think
(Always for machine species).

The same flag problem is now at Stage 2 God`s Heart -> Upgrade -> to God`s Brain.
The flag requires 50 pops on every rebooted planet*.
(I tryed 50 - 500 - 5k and 50K [yes i have no other hobbies])
Even with Console/debugtooltip it didnt worked to skip/set flag/instabuild.

*Or do they mean the Babel`s Spire? They are not colonizable for me.

I mainly tried the “fcss_mcss.5XX” [20-40] but without success.
Unfortunately I'm not a dev so I don't know much about it.

Thanks in advance. =)
6thStrikeUnit  [author] 30 Jun @ 3:48am 
@Flippy
The internal program has been modified.
Flippy 29 Jun @ 12:11pm 
The Stasis Grave does not work for machines either. The field is grayed out and the flags are all negative. The stockpile for alloys is positive but not selectable.

(Theory: The resource option is accidentally linked to the slave flags?)

(I even bought slaves for the other options, but negative).

You couldn't even bypass the flags with comands. Unfortunately... =/

If you could fix that would be great, the modpack is really cool so far. =) @6thStrikeUnit
Command Wanzer "Bloodking" 12 Jun @ 5:11am 
Hmm. The option to use food to deploy stasis graves is no longer there. Is this intentional?

And also. Can i only use slave pops to deploy stasis graves? I'm currently on a playthrough with this origin. And I'm worried that once I reached the point where I'm able to mechanize my slave pops (so I can actually put them on the machine planet). It turns out that deploying stasis graves is completely bugged anyway.
WariousGaming 18 May @ 4:29am 
is this mod 4.0 yet?
Inny 10 Jan @ 8:24am 
Thank you!
6thStrikeUnit  [author] 10 Jan @ 3:45am 
@Inny [The Merger]
I updated it to the version that added the variables.