Stellaris

Stellaris

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V-Mods Species - Pandora Hierarchy
   
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118.221 KB
12 May, 2017 @ 2:41am
12 Jul @ 12:21am
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V-Mods Species - Pandora Hierarchy

In 1 collection by El Chupacabra
V-Mods - Species
22 items
Description
This Mod is a part of 'V-Mods - Species'.


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12 Comments
jtexasboyz 13 Dec, 2017 @ 3:49pm 
I just added the logic proccessor trait and they are fine. I also downloaded a mod Syncretic Mechanist which gave the 2 robots and 2 sevitile pops. Made sure to give the organics extreame adaptability trait. I'm roleplaying that pandorians made a truce with the survivor and after a century they are rebuilding together. I also used the cybernetics civic from the Network Intel mod to intergrate them. My funnest playthrough ever.
El Chupacabra  [author] 25 Nov, 2017 @ 8:57am 
hehe yeah, their only strength is basically ground combat - which is unluckily totally inimportant in the current build.
Syth Ascension is maybe the best option, but you can also take the bio-ascension tree (even if this maybe doesn't make 100% sense in RP view). There is a trait which negates all the research & unity mali etc. (if i'm right it's "besouled" or somethign like that).
zoommooz11 25 Nov, 2017 @ 6:48am 
No worries mate. I am playing them and find the role playing great, but they are quite hard to play (ie the poor research, unity and energy production, along with the growth only on home planet). I assume they should go thew sythetic acension path?
El Chupacabra  [author] 25 Nov, 2017 @ 2:50am 
hi, no problem :)
yes, this was made before synthetic dawn.
I didn't change the points you've listed because the Prometheans shouldn't be a machine-hive-mind as the synthetic dawn species. The prometheans are designed as a species of warmachines without real intelligence, except some leader-units. BUT, in contrast to the SynthDawn's, they are still individuall units. There is no overwatching machine interlligence behind it, it's more an regular empire under semi-intelligent robots. (-> more like ascended synths)
I agree that not all authorities & civics & techs fit the prometheans, but to create all of this from scratch... I don't have this time :(

Maybe, just maybe I will rework then one time, but atm I'm satisfied in general. Yes, I agree there are some strange things that doesn't really fit the prometheans, but the machine-intelligence civics/goverment also didn't fit in the design of the prometheans I had in mind.

If you have further questions, just wrote me :)
zoommooz11 24 Nov, 2017 @ 4:23am 
BTW, not complaing, just interested
zoommooz11 24 Nov, 2017 @ 4:17am 
Just wondering is this was made before Sythetic dawn, as the main race although robotic, still get trait modification by geno modding, aslo the main civic traits are from the biological tree, not synthetic. Is this intended??
El Chupacabra  [author] 30 May, 2017 @ 12:09am 
fixed :)
somehow I've deleted the localization for these traits with mod version 3.10.00. I thing it was a copy-paste issue :S
Now it should work fine again
El Chupacabra  [author] 29 May, 2017 @ 12:16pm 
oh oh, this sounds very bad :D
have to check it out, thanks for the report. Will fix it tomorrow morning (~09:00 CET)

thanks for playing my mods, i'm very happy if you like it :)
Epee 29 May, 2017 @ 9:46am 
um.. traits aren't diplayed like that. what i can see is "trait_pandora" and "trait_pandora2". the only problem is name. everything is ok but name.

by the way, thx for mod. i really like the mood of it.
Vegose 29 May, 2017 @ 8:10am 
The localization doesnt work for those two traits. Same issue