Stellaris

Stellaris

Homeworld: Conquest
103 Comments
Somethinglikemyfavourites 6 Oct, 2023 @ 2:04am 
@Skylearion Like the Exiles to their ancient Homeworld, it shall (hopefully) Return... Or something similar.
Skylearion 19 May, 2023 @ 12:08pm 
one day...
Junko Space Mommy 19 Feb, 2023 @ 5:23pm 
Hope this mod returns one day.......
LeeAdama2022 23 Aug, 2022 @ 7:32am 
Will you update soon...
SpaceHamster 15 Jul, 2021 @ 3:29pm 
will this ever be upgraded?
A Flying Brick 23 Oct, 2020 @ 7:26pm 
I'm sad that this no longer works.
Latex Santa 4 Oct, 2020 @ 11:01am 
I would love to see some stand-alone Homeworld ship sets, especially the Beast ships.
Those would be PERFECT for a Devouring Swarm.
𒀭 Enki 𒀭 4 Jan, 2020 @ 9:11pm 
Marvelously abandoned
RoReaver 26 Sep, 2019 @ 10:52pm 
Pangolin is a old-school Homeworld 2 modder and he would vanish for long periods of times. If memory serves he was part of the Chinese contingent that also worked on FX mod back in the day so yeah he might go a long while without updating this mod or maybe he'll split it up for longer term compatibility.
NinepointRider_Official 26 Sep, 2019 @ 8:11pm 
causes game to crash
NinepointRider_Official 24 Sep, 2019 @ 8:32am 
how do I get it to work so I can play the races and are their custom guns/weapons for this mod to make it more like homeworld or just the vanilla weapons?
Sam Klein 16 Sep, 2019 @ 4:07pm 
I am such a massive Homeworld fan, I would love if this gets updated. Is there any news of it from the Mod Creator, or is it completely dead?
malthric 30 Mar, 2019 @ 6:07pm 
update it please
Berg 23 Feb, 2019 @ 9:11am 
@irondragoon1942 you are a freaking god among men! THANK YOU! I thought I had tried that, but apparently not 0.o
irondragoon1942 13 Feb, 2019 @ 8:29pm 
Use the code "oldstellaris" in the beta tab to access the older versions, such as 1.9.x. Also, is there anyway we can get the customizable galaxy sizes again? I seem to only be able to use the Emergence map or a random elliptical without being able to introduce advanced ai starts or adjusting the star count
malthric 1 Feb, 2019 @ 12:03pm 
make a new version for version 2.2.3
Berg 20 Jan, 2019 @ 3:01pm 
Has anyone else noticed that 1.9 is no longer an option in the beta? The recent update reset my load status (forgot to uncheck auto-update) and I can't get back to 1.9 for this mod.
RoReaver 13 Jan, 2019 @ 8:25pm 
Be patient guys. Pangolin's a very old Homeworld 2 era modder, he's been in and out of contact sometimes for months at a time but he's always brought some insane work every single time he updates.
GoGoShalls210 13 Jan, 2019 @ 7:10am 
can somone remake this mod PLEASE!!!!!!!!!!!!!!!!!!!
Cryptid 5 Jan, 2019 @ 2:10pm 
All the good ones die it seems.. :(
malthric 22 Nov, 2018 @ 7:42am 
can you make a new one for the current version of this game
Bomb boy 9 Sep, 2018 @ 12:00pm 
Can you keep this going
Reserve Bank of Zimbabwe 27 Aug, 2018 @ 5:28am 
Didn't knew this mod got updated. thanks for an update!
irondragoon1942 28 Jul, 2018 @ 12:44pm 
Gotta say, I still enjoy this mod quite a bit, and I'll be sticking with 1.9.x for the forseeable future given 2.0's changes. If you're still planning on updating the mod, I'll definitely continue playing it
MangoCobra 13 Apr, 2018 @ 10:42am 
Sorry for the dumb question, but are you willing to do a SCX patch?
Niviryd 2 Apr, 2018 @ 9:18pm 
maybe I misunderstood when I first looked at it, but when I read the description of this mod initially, it seemed like it completely replaced all ship types in the game to only be homeworld ships. what I mean by standalone is so that it adds homeworld ships to the choices in addition to the other ship choices.
Pangolins  [author] 2 Apr, 2018 @ 2:00pm 
@[Sky] Guardian of Lore what do you mean by standalone version? There is a shipsets only version called Homeworld:Ships which is also updated for 2.0.x, maybe that's what they are looking for?
Niviryd 22 Mar, 2018 @ 5:20pm 
when this mod gets updated, will there be a standalone version? I have some friends who won't necessarily want to use these ships, but would like to see them with their own fleets.
Pangolins  [author] 20 Mar, 2018 @ 5:27pm 
@Drake Warlord I am working on this when I have time and will update it eventually. stellaris 2.0 broke the mod pretty badly and Paradox made some really frustrating and mod-unfriendly changes like permanently removing warp and combat speed. you can always play the existing version with 1.9.
Drake Warlord 19 Mar, 2018 @ 8:43am 
This mod is still alive ? Just asking.
Big Chungus 3 Mar, 2018 @ 4:33pm 
@Pangolins Please update the shipset mod if you can also.
Bomb boy 28 Feb, 2018 @ 3:00pm 
Please The gates look like balcoa from games.
moresaghi 26 Feb, 2018 @ 2:04pm 
Great mod Pangolins i would like to cmment on a few things but its a bit longer then 1000 characters which is the max , where can i send u a PM or something ?
RoReaver 23 Feb, 2018 @ 7:49am 
Capital ship = battlecruiser/heavy cruiser?
Pangolins  [author] 20 Feb, 2018 @ 2:35pm 
@irondragoon1942 I appreciate the bug testing! I'm about to take a week's holiday and then I will play some vanilla stellaris 2.0 and get a feel for the new gameplay. After that I'm going to bring this mod up to date, which will require some changes to ship sizes and techs, and I will try to make sure the issue with motherships is resolved.
irondragoon1942 17 Feb, 2018 @ 2:46pm 
It isn't a major problem, just something I've noticed, as the AI's don't produce them either despite having absolutely ridiculous economies that support 600+ ship fleets.
irondragoon1942 17 Feb, 2018 @ 2:43pm 
In my playthrough, I've gone through the full engineering and physics tech trees and am running repeatable techs (Strike craft damage and attack speed 10 or 11 by now). I remember researching a mothership tech because I needed the larger shipyards to make my heavy cruisers.
Pangolins  [author] 14 Feb, 2018 @ 7:44am 
@irondragoon1942 motherships should be unlocked by an advanced tech.
irondragoon1942 9 Feb, 2018 @ 7:43pm 
Is there anyway to produce motherships? I don't see them in the ship designer
akeean 3 Feb, 2018 @ 5:42pm 
Totally understandable that you pause working for now, see what changes with 2.0, but don't forget about it :)

Also, you know about this site? If it updates quickly for 2.0, it could be handy to help you updating your stuff: http://dosaki.net/stellarisdiff/

Hopefully 2.0 doesn't come with changes to model formats, that certainly would be the biggest problem.
Pangolins  [author] 3 Feb, 2018 @ 9:17am 
@akeean if you think the cap ships just need generally longer ranged weapons, I can increase the weapon range modifier they get from their required components, although I'm not sure that's working right now. (at present, Homeworld Destroyers, Cruisers, Dreadnaughts, and Sajuuks should be getting 20%, 40%, 60%, and 80% range bonuses from their respective reactors.) Although I've pretty much put work on this mod on hold until Apocalypse comes out in a few weeks.
Pangolins  [author] 3 Feb, 2018 @ 9:07am 
@akeean thanks for testing the mod. unfortunately the code for limiting weapons to a certain ship size doesn't work as far as I know, even though people have been asking Paradox to fix that. the upcoming Stellaris update is introducing at least two new weapon slot types though, so I will probably make changes to the weapons in this mod based on that. fixing Frontier Outposts isn't a priority for me since Paradox is removing them in two weeks anyway. I'm not sure how to fix the ringworlds, it may be just a matter of shrinking their radius from the planet, I will look into it at some point.
akeean 2 Feb, 2018 @ 3:41pm 
Also I think ringworlds are a little bugged from being downscaled, so they don't connect anymore and Frontier Outposts end up being eaten by larger size suns :)

If you prefer open a discussion thread for bug reports, I'd like to help make this mod better in any way :)
akeean 2 Feb, 2018 @ 3:39pm 
Are you planning to add more behaviors to the slots and perhaps more options for the utilty slots of carriers etc (i.e. have cloaking device be an option to put instead a FTL inhibitor)?

It bugged me a little how you end up losing tons of frigates, even if you have plents of battlecruisers, as the smaller ships keep rushing forward towards a group & get themselves murdered while the battlecruisers take waaaaay too long until they get in firing range. I mean, having to replace frigates all the time, is pretty vanilla Homeworld gameplay, but considering that they don't have any better evasion than BCs in Stellaris they really should not be rushing that much, it would be cool tho if you could tweak that via combat computers.

Personally I just incrased the range of capship main weapon systems. (Torpedo & Ion frigates need another type of weapon then, probably via limiting pf power or a different slot type, I've already "fixed" the kepers ion beam so Ion Frigates can't equip it at all.)
Pangolins  [author] 29 Jan, 2018 @ 4:02pm 
@akeean thanks for letting me know. those issues should now be fixed.
akeean 29 Jan, 2018 @ 8:26am 
Thank for the workaround.

I've also noticed that I have unlocked light corvette variants with slots for torpedoes, but no torpedo weapon to put in there (also as hiigarans) - I do haveconcussion missles, but they are orange S slot items, not T slot.

The basic light corvette also has 2 slots shown, but only accepts 1 weapon (in the sections file i could see that both were named identical as 'weapon 2', instead of 1&2.

Yeah, makes a lot of sense to wait for 2.0 with the big changes.
Pangolins  [author] 29 Jan, 2018 @ 1:16am 
@akeean thanks. I will diversify the fighters, but I'm waiting till 2.0 comes out before making major changes, since it's coming out a lot sooner than I expected and it may be a lot of work to bring the mod up to date. long term plans will probably include more custom techs, and some homeworld-specific resources and buildings.

I'm aware of the sound bug, it's not Hiigaran specific afaik, it actually happens when you open ship designer in galaxy view, so an easy workaround is to open it in planet view instead. I think it's because I replaced the Stellaris galaxy view noise with the one from HW2, so it probably has something to do with how the sound file is formatted, but I like that change so I'm not going to remove it for now. If anyone has any idea what's wrong with the sound file please let me know.
akeean 28 Jan, 2018 @ 8:51pm 
Excellent progress! This mod has a chance to boldly join STNH as must-play mods. It's not there yet (aside from HW fans), but it won't be long.

Curious what your plans are with all the different fighter tech, its nice that you've included all the different fighters/corvettes and mostly let them be a cosmetic pick (tho pulsar corvettes rule, just like they did in HW2)

I've noticed a bug in the 1005 build, there is a very quicky looping/overlapping sound when you have the ship designer open as Hiigaran player. Closing the shipdesigner mutes that sound again.
Big Chungus 28 Jan, 2018 @ 12:18pm 
Also I would recommend using different human portraits for different factions, and a different UI.
Big Chungus 28 Jan, 2018 @ 12:17pm 
You need to download the skyboxes from the original games but this looks legit.

Going to download when I get home.