Stellaris

Stellaris

Origins Civics - Unbalanced & Untested
66 Comments
starfirejordan 12 Jan, 2021 @ 1:36am 
epic
Ghost Fox 6 Oct, 2019 @ 4:33pm 
You can try to replicate the base mod's fix, that's about it. It's been how long since the author was even online?
Elmommyo 6 Oct, 2019 @ 10:40am 
Hey man, is this getting updated anytime soon? Used to really love playing this back in 2.1, and I've managed to get back into Stellaris recently, so I was hoping to play one of my favourite mods, but it's not working properly on the latest update. I know about the fix for Origins Civics, but this mod in particular I wish was working.
StormTheSquid 19 Feb, 2019 @ 3:48pm 
I imagine most people have some kind of lag at the start of their game regardless of mods. Adding a little more probably won't do anything. As for it being single-player only, you could code in a single-player restriction, but I'd suggest against it. Most multiplayer matches will be organized in some way and usually between friends. They likely would be sure to only have one player in an EGC.
cbshing  [author] 18 Feb, 2019 @ 6:54pm 
@ToddTheSquid, while I could make it work this way I didn't really like the lag effect I had at the beginning of the game. Plus I think I could only make it work for a single player game. If more then one players want to use the civic, I think it'd bug out. Maybe I'll make it as a test mod, something as a proof of concept to show how I think it could work.
StormTheSquid 5 Feb, 2019 @ 4:41am 
Edit: That would, however, cause their entire starting system to be randomized as with the cluster unless their starting system can somehow be called in inside the EGC as well but that seems like a lot more work.
StormTheSquid 5 Feb, 2019 @ 4:40am 
Would it be possible to have an event that fires upon starting a game which first generates an extragalactic cluster, then calls a second event that then moves the empire's start location to a system within that extragalactic cluster? It might break if more than one EGC is trying to be called in at once but it'd work if restricted to just the player, since some mods have player-restricted civics.
cbshing  [author] 25 Jan, 2019 @ 7:21pm 
@nukestar, I will look at it again, but its not in my near term to do. I haven't had success with extragalactic clusters for the reason they are created by events. But I haven't checked out if there are other mods that offer an extragalactic start for some inspiration.
nukestar 24 Jan, 2019 @ 8:33pm 
R4d6 From what I understand, extragalactic clusters can only be created by event and not during galaxy generation. So I don't think that's possible
cbshing  [author] 30 Dec, 2018 @ 7:29pm 
@Palynium, I'll have to check that mod out to see how it works. @R4d6, I've tried modding that before but it didn't work out to well. I'm planning to try a cluster cut off in the middle of the galaxy.
Aether 30 Dec, 2018 @ 7:12pm 
I wonder, a civic to start in an extragalactic cluster?
Palynium 30 Dec, 2018 @ 7:09pm 
Understandable, oh and regarding the wormholeone you might want to look into the extragalactic clusters mod. Seems like it might be workable as a way to prevent issues with some of the early game event chains, given it would have neighbouring systems depending on the cluster size.
cbshing  [author] 30 Dec, 2018 @ 7:05pm 
@Palynium, ha I got it now. Yeah, that was kind of the idea. The beta branch will contain pieces of this as I get to it, but I want to add these civics as true addon mods with their own events.
Palynium 30 Dec, 2018 @ 7:00pm 
Well it is kind of the next version of this anyway, I figured beta branch would be the 2.2.x version of this.
Palynium 30 Dec, 2018 @ 6:59pm 
Oh that wasn't at you cbshing, just pointing that out to others as you hadn't yet on this.
cbshing  [author] 30 Dec, 2018 @ 6:48pm 
@Palynium, I'm slowing working on update it. Sorry for the delay, there are some major changes that I'm trying to write through.
Palynium 29 Dec, 2018 @ 2:52pm 
Update released as Civics Beta
cbshing  [author] 20 Dec, 2018 @ 3:30am 
@thog, at some point in time. See the main mod page for the schedule on updates.
APE GAMER 19 Dec, 2018 @ 6:55pm 
will these be updated for 2.2
cbshing  [author] 7 Oct, 2018 @ 2:53pm 
@Redeemed Soul, yes please feel free to leave an idea on the Origins Civics discussion page. I'm focusing on plans for 2.2 right now along with adding features of a Living Galaxy plus Alien Message I spoke about in that discussion page, so it will likely be a long time till I get around to new ideas.
Cyber Warlord 10 Sep, 2018 @ 12:05am 
I got a new idea for a origin civic if your intrested or still taking request.
ฅ⎛⎝Yummy π⎠⎞ฅ 21 Aug, 2018 @ 8:09am 
@cbshing thanks for the reply
cbshing  [author] 19 Aug, 2018 @ 7:03pm 
@Delicious Intent, I'm overhauling the main mod again so a fix for the Dyson Engineers issues may be a while. My guess is either there is some scale factor that I may be missing in the Dyson Sphere file or there is an issue with the model itself. With the gateway, I'm not sure what's the issue. I'm looking into developing a better way for this start to spawn, but I'm very far behind in my update.

@Redeemed Soul, it can be something I look into in the future. I haven't charted out the course for making Cybernetic and Psionics work as a viable civic yet. Since it would touch the ascension perk files it may have issues with other mods, but I will circle back to it in the future (looking to see what 2.2 changes will do to pop ascensions.
Cyber Warlord 19 Aug, 2018 @ 1:42pm 
Would it be possible to remove the ascension perk of the Cybernatics and Psionic if we spawn with them? It would be nice to use that 1 extra slot for something else.
ฅ⎛⎝Yummy π⎠⎞ฅ 17 Aug, 2018 @ 7:37am 
another problem I have found with dyson engineers is that sometimes the other gateway doesnt spawn
ฅ⎛⎝Yummy π⎠⎞ฅ 15 Aug, 2018 @ 6:46am 
pretty much every time I start a game with dyson engineers, the star its suppoed to be covering is bigger than the sphere itself, what am i doing wrong, i have no mods that mess with stars or dyson spheres
cbshing  [author] 7 Aug, 2018 @ 7:08pm 
@Captain Artraya, yes it should be possible. Habitat Life should run the same code as Voidborne, with the exception of swapping your start preference with Habitat preference.
ฅ⎛⎝Yummy π⎠⎞ฅ 7 Aug, 2018 @ 2:46pm 
For the Habitat Life start, is it possible to upgrade the void habitats to make them standard habitats later in the game?
cbshing  [author] 10 Jul, 2018 @ 6:40pm 
@rainy67, please check out the replacement mod for Presapient Traits Selectable, called Unlocked Traits . It lets you select "Presapient Traits", "Advanced Traits", "Event Traits", and "Origin Traits". Look for the "Synthetic" or "Awoken" traits to play as individualistic robots.
forerunner398 6 Jul, 2018 @ 10:33pm 
Thank you so much, I did not even think of traits for my idea.
cbshing  [author] 6 Jul, 2018 @ 4:43pm 
@rainy67, I'm exploring something like this in my replacement mod for Presapient Traits Unlocked, so please check that out when I release it in the next few days (probably by Sunday). It'd be as a trait though, and I'll incorporate a similar function into the next update to this mod.
forerunner398 6 Jul, 2018 @ 7:00am 
Can we have an unbalanced civic to start as individualistic robots, so basically starting pops are fully done with Synthetic evolution.
cbshing  [author] 17 Jun, 2018 @ 6:42pm 
@ToddTheSquid, I see. May your Devouring Swarm RIP
StormTheSquid 15 Jun, 2018 @ 7:21pm 
I was able to escape with a jump drive, but I was a devouring swarm caught between fanatical purifiers and exterminators. It didn't last long.
cbshing  [author] 13 Jun, 2018 @ 7:04pm 
@ToddTheSquid, I'll take a look into fixing this. Thanks! And how did your bugged wormhole start game turn out? Were you able to escape that star?
StormTheSquid 26 May, 2018 @ 12:51am 
One thing I encountered in another game is that the Dyson Sphere start, if it spawns in a system with a binary or trinary star, it will spawn with an uncompleted dyson sphere just floating in between the multiple stars, sometimes clipping through, and I don't think it can be completed.
cbshing  [author] 24 May, 2018 @ 9:06am 
@Txeptsyip, glad you were able to figure out how to edit your save game. In a future update for this mod I will investigate how feasible it is to add a mechanism to reenable a missing civic.

@Txeptsyip, I added a single hyperlane back through hostile territory as a temp fix for the broken event chains associated with no hyperlane connection. Hopefully with 2.1 I can use the cluster galaxy generation system to add the feature back in.

@ToddtheSquid, @Xoatl of Civics and Origins Reloaded has also informed me of the changes to wormhole, so it looks like this civic will be unplayable until I return. You can use Xoatl’s mod though to have a wormhole start. I wish you best of luck as you continue your game and I’ll keep a watch on your Reddit thread.
StormTheSquid 23 May, 2018 @ 11:30am 
As of the new DLC, THIS happens when using the wormhole start- My assumption being that the game failed to generate the wormhole as intended. I'm actually gonna be playing the game and updating the story on that thread as I go along, as I have other custom empires force-spawned that have other civics from this mod. If I find any other bugs, I'll report them.
Txeptsyip 22 May, 2018 @ 1:48pm 
currently a tad confused here

when dyson spheres was in the main mod it removed all hyperlanes

now in this mod it does not? is there a way i can get the old version?
Txeptsyip 20 May, 2018 @ 6:42am 
@cbshing yeah i edited the save to put it back on

for anyone wondering unpack the .sav (i used 7-zip) open gamestate in notepad++ make sure encoding is UTF-8 (if you get a broken save try again with UTF-8-BOM)

find your empires civics (search for a civic your empire still has) then make a new line and put "civic_cbshing_dyson_sphere" in to add the civic back (it is not as i thought dyson_engineers)

then pack up gamestate and meta using 7-zip making sure to set archive format to zip change .zip to .sav and put tc=off in perameters and make sure the method is deflate (do not use winrar for re-packing it will apparently never work)

for me leaving everything else the same worked but apparently if you get a broken save changing the compression level can fix it
cbshing  [author] 19 May, 2018 @ 6:16pm 
@Txeptsyip, unfortunately I do not know of a good way to add the civic back in once you've started the game. Definitely if you revert to earlier save you should be able to recover the civic. The only other thing I could think is to edit your save file. The wiki has some advice here https://stellaris.paradoxwikis.com/Save-game_editing . When I get back I can attempt to build some mechanism whereby if you removed this mod it could be added back, but I don't have better advice unfortunately.

@SuperStuvr, I'm kind of hoping that when 2.1 comes out I could use the "hyperlane highway" mechanism that separates clusters to isolate the Dyson Sphere and hope that fixes the event point of interests not spawning issue. I've tried it with a guardian, but it also felt unnatural.
SuperStuvr 19 May, 2018 @ 4:34pm 
While I enjoy your mod very much, I really miss my first game with Dyson, where I spent 150 years without 2nd stage of gateway in full security from xeno scum. I'll leave this as suggestion: can be a guardian spawned near, cz that 1 hyperlane that I hate to see is ruining all isolation feeling?
Txeptsyip 19 May, 2018 @ 9:43am 
is there any way to add the dyson engineers civic back onto my empire? i was using it from the other mod in a multiplayer game and did not realise it had been removed until a few hours into the session
cbshing  [author] 17 May, 2018 @ 5:35pm 
@Soye'kin the Lurker , @Gorthaur the Cruel yeah I should have realized that since you skip the initial construction phase you don't get the tooltip that building a Dyson sphere freezes the entire system. I'm still thinking of a better way to incorporate that knowledge into this civic, maybe some text before you click that final upgrade megastructure box.

It's been interesting to read those stories though. I saw a post on reddit where someone wrote the Dyson sphere froze their 25 tile gaia capital! I'll at least write some blurb here for now.
Gorthaur the Cruel 17 May, 2018 @ 11:28am 
It's a shame there's no way to cancel dyson sphere upgrades. I have accidentaly fully upgraded my starting dyson sphere and doomed my capital.
Soye'kin the Lurker 13 May, 2018 @ 6:56pm 
@cbshing Actually did that in my first play through, and I was wondering why suddenly all my sectors disolved. Thankfully I got a earlier save so I wasn't totally fucked. Thanks for telling me though!

Looking forward to those new features, they all sounds fantastic!
cbshing  [author] 12 May, 2018 @ 9:04pm 
@Soye’kin the Lurker, cool I’ll fix that soon. I can’t wait for 2.1 to come out and I hope the “hyperlane highway” mechanism can fix the bugs with the event chains creating POI due to being locked in hyperlane-less system for 7-10+ years. Right now I want to focus on redeveloping all of the current civics for neat features, like the Unification War for the Lost Colony civic, a lengthened event chain for the Alien Message civic, an edict/boom feature for the Eternal Leader and more. Look forward to your stories ! Also, a hint if you haven’t gotten that far, don’t complete the Dyson Sphere otherwise it’ll freeze your homeworld and all other planets in the system (except for habitats).
Soye'kin the Lurker 12 May, 2018 @ 7:06am 
@cbshing
You are welcome. Dyson Engineer is the very first Civic I picked from this DLC to create a custom empire and it left many good memories. Hope it'll come back in shape soon!
cbshing  [author] 12 May, 2018 @ 5:24am 
@Soye'kin the Lurker, you are correct about the hyperlane jump speed. Looks like in one of the numerous iterations I forgot to comment out that line! I'll do that in the next update. Thanks.
Soye'kin the Lurker 8 May, 2018 @ 12:24am 
@cbshing It's understandable since this mod mainly contains civic that's still WIP. I'm glad it's not intentional !

For Hyperlane jump speed, right now although it's not stated, all vessels still have 50% jump speed penalty on them.