Stellaris

Stellaris

Union Project - Core
126 Comments
Nordgeez 21 Jul, 2019 @ 1:07am 
Is the Leviathans Story DLC required?
Galaxar7 8 Dec, 2018 @ 4:50am 
update please to 2.2.1 ver
Chastity the Celibate  [author] 4 Jun, 2018 @ 6:41pm 
No problem, yeah the landscape has changed a lot since 2.0, with a lot more modders focusing on compatibility and mods like Planetary Diversity and New Worlds (part of CGM Planets Enhanced) being nearly universally compatible.

It will be interesting to see where Union fits- most people are concerned about balance/synergy that compatibility now.
H4shX  [author] 4 Jun, 2018 @ 6:26pm 
@Everyone Hey guys, i apologize for not updating the mod, Real life issues and work took up most of my time away from Stellaris unfortunately. The Project is not Dead, however I have for my own personal use merged the entire thing within the list and made sure it works with Stellaris 2.0.

Due to permissions etc. I cannot upload this, but i will be uploading "Patches" and Items I do have permissions for, but it may take time. Since 2.0 made significant changes a lot of thing have been removed, adjusted or even updated.

@Xnadu27 Thanks for holding the fort. I also see you in the process of doing your own compilation.
MountainMan 23 May, 2018 @ 1:20pm 
Is the project dead?
Rilf Danielson 4 May, 2018 @ 5:06pm 
@Afrika: You have to remember all mods have to work seamlessly together, most of those are total conversions that would not support the current mods.

If the devs want exposure they should post on the subreddit.
Chastity the Celibate  [author] 26 Mar, 2018 @ 12:19pm 
Real space is in the mod
Wanderer 26 Mar, 2018 @ 8:24am 
Any updates on the mod progress? if you want more exposure for the mod I suggest adding the more popular ones such as real space, isb, nsc,alphamod,stellar expansion, etc. to bring more attention to the mod. Maybe then more modders will come together and the progress will be faster..
Chastity the Celibate  [author] 17 Mar, 2018 @ 4:47pm 
Well it has to be updated to 2.0 before he can add new mods.
EclipsedStar 17 Mar, 2018 @ 8:37am 
When will more mods be integrated into the mod(When is this going to be updated with more mods inside?)
GoodLookingEoka 23 Feb, 2018 @ 12:26pm 
Thanks H4sh ;)
H4shX  [author] 23 Feb, 2018 @ 10:18am 
lol yes i will :) I am just giving sometime incase a small minor fix update from Paradox occurs.

@Robin the fix will be applied on the next update.
GoodLookingEoka 15 Feb, 2018 @ 2:35pm 
Okay ! :D I will send them tomorrow
H4shX  [author] 15 Feb, 2018 @ 9:10am 
C:\Users\joosu\Documents\Paradox Interactive\Stellaris\logs <-- go check error.txt or debug.txt
GoodLookingEoka 14 Feb, 2018 @ 1:56pm 
Sure but where shall I find them ? :steamfacepalm:
H4shX  [author] 11 Feb, 2018 @ 10:15am 
@Everyone I am currently looking into the issue, any new update or patch will occur soon, with regards to the crashing please contact me and share with me the Log Files.

This is the reason why I have not yet uploaded the update, which includes several other Mods and Compatibilities.

szoelloesitibor0 10 Feb, 2018 @ 10:39pm 
@Robin des bois1107 : Hmmm strange, I will keep it in mind.

@xnadu27: Yeah, I know. I don't really know, why I have mentioned near future. Wishful thinking got me :-)
GoodLookingEoka 10 Feb, 2018 @ 12:57pm 
@szoelloesitibor0 Maybe your mod causes an issue, but I' ve got the same without any mod touching the capitals ...
Chastity the Celibate  [author] 10 Feb, 2018 @ 4:17am 
Patches for Overhauls will come at the end of the project, unless Union gets permission to use it. If they do, it will come at the phase with Ethics and Civics.
szoelloesitibor0 10 Feb, 2018 @ 4:02am 
I have the same with the Megaplex, it is researchable, but not buildable (upgradable).
I think it is because, I always use the Cultural Overhaul (aka EGR by Petruxa), which touches the capital buildings.
Could we expect a compatibility patch sometimes in the near future?
Because if my memory does not betray me, the Cultural Overhaul is intended to be compatible in the future.
Chastity the Celibate  [author] 9 Feb, 2018 @ 2:52pm 
Reinstall Stellaris. Delete your everything in your mods folder and resubscribe. That usually does the trick, for any mod.
Superbreadninja 9 Feb, 2018 @ 2:49pm 
So I was going to wait until a little more was integrated but I ended up breaking down and trying this out. Turned every mod off but the 3 Union mods, Planet Modifiers, and the compatibility patch for it. The game crashes when I try and open the "build" button for new buildings. I have tried verifying game files and everything. I've gotten the crash multiple times with multiple randomized empires. I've got it both with all technologies unlocked, and with none.
Chastity the Celibate  [author] 8 Feb, 2018 @ 4:07pm 
@H4shX, I tried to respond to through chat, but I guess you didn’t get it. If I can help with the Union Project in any way, just tell me.
henk 7 Feb, 2018 @ 6:58pm 
Will you include Stellar Resources and Strategic Resources expanded too?
GoodLookingEoka 7 Feb, 2018 @ 9:07am 
Hellow :3 I'm using the Union Project, and I saw the Megaplex research. After the research was discovered, I enjoyed the fact that it did NOT allowed me to create the megaplex. Next I looked in the Union modlist, and found the Novus Orbis. After checking my game, I saw that all the resource related buildings and their strategic resources (as enriched soils) were here. So, why is the Megaplex not working ? o_O
H4shX  [author] 4 Feb, 2018 @ 2:16pm 
@Liquidfire:

ALIEN SUNS: ATMOSPHERES - S.C.Watson's Workshop
More Planet Types - knuckey333's Workshop
More Star Classes - Kepler68's Workshop
Hypothetical Stars - Vµ? ?'s Workshop
Planetary Diversity - Gatekeeper's Workshop | Including Souldoubt and Tommy.
Strange New Worlds - docflamingo's Workshop
Real Sol Textures - Alex FRD's Workshop
Real Space - Annatar's Workshop
Real Space - Planetary Ringworlds Patch - Terran538's Workshop
Novus Orbis

Immersive Galaxy - Planet Variety - by Dwaine <-- please subscribe to his mod seperately as it is completely compatible.

Guillis Planet Modifiers - Have to subscribe to his mod and a compatibility patch is available via the links.

This is what is included with some tweaking and adjustments :)


henk 4 Feb, 2018 @ 9:23am 
I am getting more confused by this mod, what mods ARE included? and which arent?

Because I am looking to reduce my ammount of mods, and if one big project could combine several of them it helps the game go a lot faster(since mod GUI is so unresponsive after 100 mods)
H4shX  [author] 27 Jan, 2018 @ 6:38pm 
@Xnadu27 - Nope, the good thing the changes to the update wont effect this by much. As the main or largest changes found on that update and the Project at the current state are minimal. We have read about the proposed changes and are purposely avoiding including anything that the update will drastically change.
Chastity the Celibate  [author] 27 Jan, 2018 @ 1:59pm 
Will this actually be completed before February 22nd?
dog!♡💤 22 Jan, 2018 @ 4:51pm 
Alright, understandable! I'll cross my fingers and wait for the day your workload potentially opens up and allows for some freetime then, lol.
H4shX  [author] 22 Jan, 2018 @ 11:47am 
@dog!♥💤 - It is possible, but we will only be allocating time to it closer to the end of the Project, the reason being is we have decided to push all Overhauls to the end of the Project in this way we know and can see the entire impact of Compatibility or Integration (if permissions are given) since they effect multiple aspects of the Game. If this makes sense especially if there are duplications of features from various Mods within this Project
dog!♡💤 22 Jan, 2018 @ 2:29am 
Would it be possible to produce a compatibility patch for Alphamod 1.9? I love the mechanics of it, but I also adore the galaxy generation of this. All the other compatibility patches seem to be out of date, so I figured I'd ask. :thdog:

Great mod! Loving it so far, only wish I could play it with Alphamod.
H4shX  [author] 21 Jan, 2018 @ 9:46am 
@Bio D - All you have to do is go to the Planet Classes.txt file and set each Planet Class to colonize = yes and adjust the habitability Traits, however i will be releasing a patch that will allow all to be colonized.

@sixtrojans - As it stands it does not require the DLC's as such but for best play it is recommended as nothing is used from either DLC's, eventually though however it will be a must, but the team is still deciding how to accomodate the Project where it does not require the DLC.
EclipsedStar 20 Jan, 2018 @ 5:01am 
Will this require those DLCs or will they be compatible with this?
henk 18 Jan, 2018 @ 9:29am 
Well, if one mod replaces 10 mods it's a lot friendlier for my modlist. Because it's tiring when you try to activate mods that's what I meant :)
H4shX  [author] 18 Jan, 2018 @ 6:42am 
@Liquidfire - I suggest you subcribe with Star Classes (show of support) as the Mod is fully integrated within this. However just on the launch menu uncheck it.

We have not tested this with AlphaMod, and due to restrictions in place by the original Modder unfortunately it will not be included, so i cannot guarantee hundred percent compatibility, however we may in the near future create a Patch :)
henk 17 Jan, 2018 @ 8:35pm 
For the star classes, can I remove the orignal mods nad use this one?

How is competability for Alphamod?
Tavixo 15 Jan, 2018 @ 2:08pm 
this is gonna be awesome and Im so pumped for when its done! [Insert inspirational Quote here]
Chastity the Celibate  [author] 12 Jan, 2018 @ 2:34pm 
Will this require all DLC once finished or will DLC-requiring mods will be separate?
H4shX  [author] 8 Jan, 2018 @ 3:08pm 
xnadu27 - Update, improve, Remove certain things that will be made redundant and well make it work :)
Chastity the Celibate  [author] 8 Jan, 2018 @ 1:51pm 
What are you going to do when 2.0 comes out?
CAAOS 5 Jan, 2018 @ 8:50am 
Thx! :D
H4shX  [author] 4 Jan, 2018 @ 8:22am 
CAAOS 4 Jan, 2018 @ 6:59am 
thx!
but I actually meant a collection for the Union-mods itself, once they are finished or at least developed further. That way you can give people quick access to your work
H4shX  [author] 4 Jan, 2018 @ 5:24am 
@Christ Ortner - There is a collection of all Mods that i have interest in, but awaiting for permissions for is actually linked to my Profile. Have a look see. I will create another Collection Solely for the Mods that are currently in play with Union Project. :)
CAAOS 4 Jan, 2018 @ 1:48am 
you should start a collection to easily give access for all the people interested :)
Amazing work so far btw. You just started (basically) but one can already see the potential
Rohzdear 3 Jan, 2018 @ 4:53pm 
I think Atmospheres somehow does it by only allowing each species to have a single habiltability trait and unable to change it, but I'm unsure of how exactly they accomplish that.
H4shX  [author] 3 Jan, 2018 @ 4:36pm 
Hey guys, hope you all had a good new years and Christmas :D

The Project has been updated to Version 0.08, with the integration of Novus Orbis. Which is used as the Base of Union Core. However all Icons as it stands is Work In Progress or/and will be changed in some form eventually.

Enjoy :D Oh and please let us know if there are any issues

@Rohzdear - We will have a look at it, thanks for letting us know. I think it is to do with the Planet Habitability Traits found in Original Mod having Trait Points (very high) linked to it compared to ours. But we will look and see if we can resolve the issue.
Rohzdear 20 Dec, 2017 @ 10:00pm 
Er. I don't know if this problem has been reported yet or if I'm the only one experiencing it, but Randomly generated species spawn with almost all of their Traits used on Planet Habitability traits, while in the original Atmospheres they spawn only with one. and more of the original species traits.