Stellaris

Stellaris

Niri Mod
15 Comments
Shadowstorm 17 May, 2018 @ 9:36am 
First, I want to thank you for a MOST EXCELLENT mod.Second,I want to thank you for such a quick response.Third,I want to say im a total numbskull,lol.I just set my up my custom empire and changed the name of my homeworld to Niri and the solar system came up as Niri.I'm now sitting here laughing at my self for being a tard.Again Sir, I thank you...this is gonna be soooo much fun,hehehe.Hope the days going good for you and ima keep an eye open for you future stuffs.Very much liked and favorited,This is gonna be an even more awesome game now.
bigoof  [author] 17 May, 2018 @ 2:41am 
Hey kwaune, this might sound like a stupid question but are you sure you set the starting system as Niri for your custom empire? That is the simplest reason i can think for this problem coming up.
Shadowstorm 16 May, 2018 @ 10:33am 
The game changes seem to be there but i cant for some reason get the niri system to show up.My starting plantet is still 18 tiles and no sign of the other ones either.Is there something im missing?
bigoof  [author] 15 May, 2018 @ 5:43pm 
Hey Doc,

The neighboring systems have been fixed, they should spawn now. I don't think there should be any problem with a multiplayer game as long as both parties are using the same version of this mod.

While not exactly what you asked for, I do intend on creating more system starts in future versions. However, this may take some time as I am almost always busy with other responsibilities. I will attempt to have something new for you guys in the near future.

Thanks for your feedback!
Doc 12 May, 2018 @ 6:26am 
Great mod! I'm having a little trouble in a multiplayer game, however.

Two of us are using the Niri system start. The home system is fine, but none of the neighboring systems are spawning for either of us. Is there anything that needs adjusting for a multiplayer game?

Alternatively, could the Niri system be copied a few times with different system names so each player can have a unique start system?

Thanks for the mod. I really enjoy the balance tweaks.
Cog117 22 Apr, 2018 @ 9:21am 
Thanks so much!
bigoof  [author] 20 Apr, 2018 @ 1:17am 
Just uploaded the new rebuilt version and the edict cost bug has been fixed.
Cog117 18 Apr, 2018 @ 8:49pm 
Activating this mod causes for all edicts to lose their cost. I really like this mod, but this is a bit of a big bug.
bigoof  [author] 6 Mar, 2018 @ 7:50pm 
Short answer is No, I didn't directly change strategic resources.
However it is possible that due to the increased chances of mineral and energy deposits spawning there could be an inherently smaller chance of strategic resources spawning instead of minerals or energy.
Lyrdian 6 Mar, 2018 @ 11:35am 
Did you change strategic resources in anyway? seem to be far less common than before
bigoof  [author] 4 Mar, 2018 @ 1:46am 
Thanks for pointing this out good2go5x5. It seems the problem lay within the changes to the planet_classes file. I have removed the modified file from the mod as all it had done was change the minimum and maximum size of moons. This should sort out the megastructure spawning problem but please let me know if the problem persists.
good2go5x5 3 Mar, 2018 @ 6:00pm 
I liked this mod! I made a 800 star galaxy. However, the map did not spawn any mega structures.... v.2.0.1
哈曼宇宙第一卡哇伊 28 Feb, 2018 @ 9:30am 
good mod
bigoof  [author] 27 Feb, 2018 @ 8:54pm 
Thanks for subscribing! Glad you liked it.
Allowishus Fuddpucker 27 Feb, 2018 @ 8:41pm 
Thanks, I like what you did with the place.