Stellaris

Stellaris

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Ascellian Race Extension
   
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1.765 MB
22 Apr, 2017 @ 8:22pm
2 Oct, 2018 @ 10:51am
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Ascellian Race Extension

Description
This file has been discontinued and will not feature further development or updates. Unless you are actively using a part from this mod, I suggest you disable it, as most of the items are no longer functioning as intended or even compatible with the original versions of the game designed for.

PLEASE NOTE THAT THIS IS A WORKING FILE. WHILE I HAVE IRONED OUT MOST OF THE BUGS AND KINKS I HAVE ENCOUNTERED, IT IS, FOR ALL INTENTS AND PURPOSES, ONLY A BETA AND BEING RELEASED DUE TO MILD INTEREST BY THE PUBLIC.

Created for and intended to be used in tandem with the Ascellian Race mod, found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871702728

This mod package includes the following:

- The enigmatic Nova Outres system, available for budding empires to start in. A 25-tile variation is also available.
- A singular species trait for easy selection of the logical Ascellian traitset, simple titled "Ascellian." Provides a brief description of their culture and physiology.
- Five subtraits that are together equivalent to the Ascellian trait in order to allow for mix-and-match.
- A name list adapted from one of the originals that incorporates previously ship-exclusive names as pop names, and adds optional descriptive titles in place of last names to further distinguish pops from one another. Also renames all ground units appropriately for the culture and gives an assortment of -scellia planetary names.
- An Empire room, vanilla-based building type, and vanilla-based ship type (subject to be updated later).

The Empire room image is adapted from a piece of work by Christian Hecker ( https://www.artstation.com/tigaer https://tigaer.deviantart.com/art/Room-With-A-View-394387969 )

LAST UPDATED 5/23/17

DEVELOPMENT LOG

5/23/17
- Checked and proved 2.1.0 compatibility (This breaks 2.0.x and 1.9.x compability)
- Commented out naming for failed system experiment (Nova Cluster) that should fix a name_NAME false system appearing

12/07/17
- Checked and proved 1.9.x compatibility
- Re-named mod to match the existing work title, as it better describes the current scope of features
- Disabled an incomplete developmental starting system (Nova Cluster) pending ongoing troubleshooting
- Switched Ascellian Expanse pre-defined empire from spawn_enabled always to spawn_enabled yes

11/24/17
- Inherited framework from the main mod to improve compatibility
- Implemented framework to begin building pre-sapient and pre-space Ascellian nations
- Added preset Empire (Ascellian Expanse) with custom personality

10/01/17
- Added basic Ascellian building type
- Added Empire starting room
- Inadvertantly added (Plantoid) ship type

9/28/17
- Fixed 1.8.x compatibility issues with the Nova Outres starting system
- Added a 25 tile variation of the Nova Outres starting system ( "Nova Outres (25 Tiles)" )
- Added five subtraits that account for each piece of the standard "Ascellian" trait
18 Comments
Azi_Dahaka12th 12 Oct, 2017 @ 8:52pm 
It's not that they need to be changed, just have the cost go up for balancing, as it is now, makes them very over powered
TheMinxLynx  [author] 12 Oct, 2017 @ 7:05pm 
@Azi_Dahaka12th, the ships are just the Plantoid ship type (DLC item) placeholder for now. (That might be a workaround for something that is otherwise supposed to be locked, don't tell anyone!) The image is this: https://tigaer.deviantart.com/art/Room-With-A-View-394387969 with some adaptations, of course. They're bathing innocently, promise. I'll keep looking at traits.

Primitives, pre-space and Empire template are in the works.
Azi_Dahaka12th 12 Oct, 2017 @ 6:48pm 
Me again, been a while, but as far as i can tell everything is working fine now, iv come across no problems at all. there is however the balance issue still each of the positive traits would cost 4 points, if you look at the in vanilla traits of the same effect you would see, the negative ones still don't balance it out(to me at least), also where did you get the ships? and the government room? what are the 2 on there knees doing...looks..ermm..sexy?
TheMinxLynx  [author] 8 Oct, 2017 @ 5:39pm 
@CHAMPION OF THE SUN, I can look into that, yeah. I can base it off of what I typically use pretty easily, I'll just have to be sure I cut out the civics I borrow from other mods. I'll drop it in an update next weekend, if everything goes well.
CHAMPION OF THE SUN 8 Oct, 2017 @ 2:48pm 
Are you going to make a pre-scripted empire featuring the contents of this mod?
Azi_Dahaka12th 28 Sep, 2017 @ 4:25pm 
so much for my island paradise full of scantly clad ladies....
TheMinxLynx  [author] 28 Sep, 2017 @ 4:12pm 
Growth speed has been allocated to the research bonus, leaving happiness and ethic attraction as a separate trait.

As for my own take on the race, I use the Savannah homeworld and picture them as some nature-appreciating, decidedly simple-living tribalistic creatures who frolic about the warm surface, with the six ears being somewhat related to their psionic abilities. My own personal "canon" has their religion being a development from their biological facts and very largely based around the idea of the Shroud's psionic energies being responsible for all life in the universe, themselves being most directly connected.

The traits are all supposed to play off of that sort of storyline.
Azi_Dahaka12th 28 Sep, 2017 @ 3:46pm 
with the 1.8 habitiblity is kinda pointless for hive minds so maybe a food bonus and growth speed for hive minds, also bit of a side question as this is original work iv had to fill in blanks, but what is there homeworld like? i use them as a ocean world race that can breath both underwater and air :P but was just wondering what your thoughts were on that
TheMinxLynx  [author] 28 Sep, 2017 @ 3:42pm 
I think the tile blocker penalty only works for systems outside the home planet, but I may be mistaken on that. So the home planet is the same values still, and I think that's because they're hard-coded somewhere.

I'll see about shuffling the traits up to be more hive-mind friendly. At least the research bonus, seeing as it's identical with intelligent and therefore wholly unnecessary. Might shuffle growth speed in with it, with "psionic" as the general explanation.
TheMinxLynx  [author] 28 Sep, 2017 @ 3:42pm 
Right. I need to look into the hive mind problems, but I'm also waiting on 1.8.1 to officially roll out with their mod-friendly fix for species classification. The extra trait points issue is also related to that in small part. I'd rather not invest in a temporary and needlessly complicated work-around in the meantime, assuming that 1.8.1 is just around the corner. To try and put it simply, I would have to overwrite the default traits, and the hive mind, to allow them to work specifically with the Ascellian category. 1.8.1 adds a new flag to all species "BIOLOGICAL" that does the same thing without me having to overwrite any base files, if that makes sense. It's sort of a nutshell half-explanation.