Stellaris

Stellaris

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Human Space
   
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3.711 KB
25 Jun, 2016 @ 6:46pm
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Human Space

Description
This mod adds new variants of the Sol and Deneb starting systems, each of which causes the other system to spawn nearby, under the control of the United Nations of Earth or Commonwealth of Man, respectively.
26 Comments
joseph_anthony_king 5 May, 2020 @ 2:31pm 
There is similar mod available, Forward Earth, which can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073000388
5Echo2 3 May, 2017 @ 6:39pm 
Can you please update this mod?
joseph_anthony_king 25 Feb, 2017 @ 9:39pm 
Hi, like the mod but it should be updated to the latest version... thanks! :steamhappy:
RedRapture 27 Jun, 2016 @ 5:29pm 
Is there any possible way to change the mod, or make a new one, that simply has Deneb spawn close by to Sol? That way if you want to play a game with a lore that has another race nearby Earth, you can do that without having to restart the game over and over until the right race pops up next to you.
Sebaya 27 Jun, 2016 @ 9:21am 
Thanks so much for this!
Saryn 26 Jun, 2016 @ 6:37pm 
@H4shX Those are the lines to change those aspects of the Empire. Try changing those lines in the human2 = { ... } part of the code and see what happens.
Saryn 26 Jun, 2016 @ 6:33pm 
@ Lord Zarmack. If I understand your problem correctly, you're using the Sol System with Deneb Initializer on your custom empire, and you have another empire with Deneb as the start system that you want to have spawn. But, the prescripted race is taking precedence over your custom Deneb that you have spawning?

If that's the case, I'd try commenting out the UNoE and the CoM from the 00_prescripted_countries.txt file entirely, then putting your custom races in that file rather than in user_empire_designs.txt. Put your custom empires inside brackets like so:

humans1 = {

your custom sol start empire code

}

humans2 = {

your custom deneb start empire code

}

The reason I'm suggesting this is that (without looking at the mod files) I'm assuming the mod maker is having human1/human2 empire spawn via his event. So, commenting out the orginal human1/human2 and adding in your own code might make it work.

If that doesn't work, maybe the mod maker can give you more insight.
H4shX 26 Jun, 2016 @ 2:29pm 
@ Galle,
Question I have I want to in your event when creating the species ( I managed to get it to create one from scratch based on the flags) but I want it to pick a certain Graphical Culture / City and Ship Appearance aswell as Customize the Ruler.

What would the command be?

graphical_culture="arthropoid_01"
city_graphical_culture="pirate_01"

ruler={
gender=male
name="Ka'hairal Ib-ba"
portrait="batarian_male_leader3"
texture=0
hair=0
clothes=0
ruler_title="Supreme Leader"
ruler_title_female="Supreme Leader"
}
}
LordZarmack 26 Jun, 2016 @ 11:38am 
so right now, my faction starts with deneb system --

ie planet_name = "Unity"
planet_class = "pc_continental"
initializer = "deneb_system"
system_name = "Deneb"

and the System allience starts with

ie planet_name = "Earth"
planet_class = "pc_continental"
initializer = "sol_system_with_deneb_initializer"
system_name = "Sol"


-- testing now
LordZarmack 26 Jun, 2016 @ 11:35am 
aslong a s i have the system allience with "sol_system_with_deneb_initializer" - thatl spawn the only other faction with the daeneb system a s a starting location yeah.

ie- if i play as deneb sol will spawn near by =) - problem ive been having is it initialises united fed.