Stellaris

Stellaris

Master of Orion for Stellaris
18 Comments
Johan Wallin 23 May @ 8:03am 
This mod needs to be brought back from the dead.
Steven 11 Nov, 2018 @ 6:44pm 
be kinda nice if game added spying to the game.
Maximum Gamer 22 Jun, 2018 @ 9:04am 
Update please ser
Werebat 27 Apr, 2018 @ 6:53am 
Expanding on the Darlok idea, you could probably design a species trait "shapeshifter" that grants influence and maybe something else. Their other big thing was their invisible ships; not sure if the game has a tech for that but if so maybe they could just start with it? Or it could be another species mod - I know range of ship detection is a thing in the game.
Werebat 27 Apr, 2018 @ 6:51am 
I also tried to give everyone their own homeworld type, and tried to have roughly the same number of species for each of the four main categories of homeworld in the mod I am using (Cold&Wet, Hot&Wet, Cold&Dry, Hot&Dry). Thus, the Bulrathi hail from a forested Cascadian world (Cold&Wet). If I were at home and had my notes, I could give you everything I've got for this, but again it is largely dependent on mods I am using and I'm not sure you want your mod to be mod dependent...

I *DID* end up making Darloks, though obviously the conversion was not perfect. I figured that Influence was the closest thing to Spying in the game, so I made Darloks the masters of Influence, and gave them civics like Cutthroat Politics. Have not yet seen how they play out but it could be interesting playing a highly Influential stellar empire. Of course I put them on a swamp homeworld.
Werebat 27 Apr, 2018 @ 6:50am 
I can try to get you what I used for traits/civics/ethos, but again I am using some mods so they will not all add up. I went with what made sense (for example, Bulrathi got Militarist/Ecologist/Socialist/Spiritual/Authoritarian), but I could see some quibbling about what makes the most sense. I also tried to balance things out a bit so that there were roughly equal numbers of adherents to any particular side of an axis (so, as many Materialists as Spiritualists, for example). That's not part of original MOO design but I think it is healthy for the game and it wasn't that hard to do.

Maximum Gamer 23 Apr, 2018 @ 12:16pm 
Good work here. Thank you.
c_freman  [author] 23 Apr, 2018 @ 11:40am 
Working on adding the new Techs and ship modules, but I have limited time lately. Will continue updating the mod.
c_freman  [author] 14 Apr, 2018 @ 6:55am 
Added Orion and fixed a number of reported issues (thanks, Werebat!). Next update will most likely be either the Orion/Antaran specific techs or fixing the government traits/civic/ethos mess (I'm open to suggestions too!)
Zyrixion 13 Apr, 2018 @ 4:04am 
@c_freman you can just call regular on_game_start for adding modifiers to empires at the absolute beginning of the game, and go through each country checking for traits and such from there.
c_freman  [author] 12 Apr, 2018 @ 12:26pm 
Good finding Werebat, you're right!
I'm currently working on Orion and the Guardian. Once I have that I'll revisit the Meklars.
Werebat 12 Apr, 2018 @ 8:43am 
Slaa is Arid and Fieras is Tropical? Shouldn't that be the other way around?
Werebat 12 Apr, 2018 @ 8:40am 
Damn - I find this after hours and hours of obsessing over my own conversion. I wasn't planning on making a mod, though, so good on you! I agree that the Darloks, sadly, have no place as galactic spies in the current incarnation of Stellaris. What I have done is use mods to emulate the MOO2 races, such that my Bulrathi (for example) are Militaristic, Authoritarian, Socialist, Spiritual Ecologists who hail from a Cascadian world. And so on. Has made for some fun games.

One comment on the Meklars. I don't think it would be out of line to make them a machine empire that had the Assimilators civic, which means they start with some cybernetic bio-pops. Early in the lore, and also in the more recent game, it was said that SOME of the Meklar were cybernetic beings and SOME of them had fully converted to machine beings. So I think this setup would fit them. Although they would need some mechanism to get regenerating ships to get the full "feel" for them.
c_freman  [author] 8 Apr, 2018 @ 2:37am 
All races have the appropriate default species type except for the Silicoids (didn't really fit anywhere) and the Meklar (since they are technically not 100% mechanical).

Overwritten files are 00_species_archetypes, 04_species_traits and all the prescripted countries (I'll add this info to the mod description). I also changed the default research options.

As for the species mod without the extras, what do you mean exactly? Other than the traits/civics (without which the species themselves wouldn't work), there is not much more.

Gemüsegarten 7 Apr, 2018 @ 9:44pm 
Played it for a couple of hours. Nice work, thx. Best played with the MOO2 soundtrack in the background. I'm waiting to see more features implemented.
Zenithas 7 Apr, 2018 @ 7:43pm 
Do the races have the appropriate species type (ie; humanoid, mammalian, reptilian, etc)? Or are they all custom categories?

Is it possible to retain the species mod without the extras as a submod?

Are any files overwritten?
battlecrasher78 7 Apr, 2018 @ 7:13pm 
cool
WolvesofZiu 7 Apr, 2018 @ 3:33pm 
nice more aliens to add to the game!