Stellaris

Stellaris

Fatal Foundations Story Pack [2.1]
124 Comments
Zeta Syanthis 7 Jan, 2019 @ 2:26am 
Also, any chance this is on github or somewhere else? I'd love to help maintain, but keeping version history would be nice.
Zeta Syanthis 7 Jan, 2019 @ 2:16am 
Thank you for mod, and for leaving the 2.1 version online! <3<3<3<3
TFL  [author] 29 Dec, 2018 @ 7:11pm 
forerunner398 17 Dec, 2018 @ 3:23am 
Looking forward to this being updated!
Kami 7 Dec, 2018 @ 9:29am 
Can't wait for update :D
TFL  [author] 5 Dec, 2018 @ 4:42am 
Well, it's finally that time everyone. With 2.2 and Megacorp dropping tomorrow, everyone's mods are, to put it nicely, royally screwed. But not to fear! Fatal Foundations will bern updated to 2.2 Soon(tm). I will do one more short bug pass and push one or two missing events before i retire this item and keep it as the 2.1 compatible version. Expect FF 2.2 at some point in the future. Once more unto the stars, my friends...
Extinction 27 Nov, 2018 @ 3:28am 
I figured out the problem.

option = {
name = "Try to turn it on."
enable_special_project = {
name = fatalf_wormhole_generator_project
owner = owner
location = owner.capital_scope
}
hidden_effect = {
solar_system = {save_event_target_as = wormhole_generator_system}
}
}

option = {
name = "Leave it running as-is."
from.orbital_deposit_tile = {
add_deposit = d_enormous1_physics_deposit
}
}
}


has to be:

option = {
name = "Try to turn it on."
hidden_effect = {
solar_system = {save_event_target_as = wormhole_generator_system}
}
enable_special_project = {
name = fatalf_wormhole_generator_project
owner = owner
location = owner.capital_scope
}

}

the wormhole has to be saved in a target before the special project gets enabled
TFL  [author] 26 Nov, 2018 @ 5:36pm 
Oof. Thanks. I'll take a look
Extinction 26 Nov, 2018 @ 8:19am 
there is an error in the wormhole event:

[effect_impl.cpp:231]: Script Error: Invalid context switch[event_target:wormhole_generator_system], file: events/fatalf_anomalies.txt line: 335, Scope:

type=planet
id=2
random={ 0 2239371305 }
from={
type=planet
id=2
random={ 1 2824435197 }
from={
type=ship
id=1
random={ 1 2057738104 }
from={
type=planet
id=2088
random={ 0 1337222111 }
}
}
}

trying to fix it myself now
Solar™ 1 Nov, 2018 @ 3:53pm 
Would be nice if you make a discussion were you explain each event in a little more detail, but looks interesting so far
NiKuTa 30 Oct, 2018 @ 2:12pm 
thx for languages :D
TFL  [author] 30 Oct, 2018 @ 12:52pm 
Also added YML files for other languages.
TFL  [author] 30 Oct, 2018 @ 12:41pm 
Update: Reworked the Hyperlane Disturbance (finally). Now instead of shuffling the hyperlanes around, you recieve a 6 month warning, and a temporary hyperlane bridge appears between two systems. The bridge lasts for one year, then disappears. Now the underlying geography will not be altered as it was before. Unless of course, you choose for it to.
TFL  [author] 29 Oct, 2018 @ 4:42pm 
Ah. Didn't know that. Sure thing!
NiKuTa 29 Oct, 2018 @ 4:26pm 
No. You have to put text for all languages even in english. Jost creat all other languages file and put english text and all will be good.
TFL  [author] 29 Oct, 2018 @ 1:22pm 
I don't know any other languages :(. But it should still show up in English? Is everything turning out unreadable, or just certain things?
NiKuTa 29 Oct, 2018 @ 9:20am 
Hi. Good idea for a mod, but no other languages are supported. :( I have ....._......._...... text :(
selageth 28 Oct, 2018 @ 4:33am 
@Nephtarine - for better or worse, they also stopped moving in my game at the moment. So they do not pose any threat until I whittle them down or take them on with a 200k fleet. Still very sad that they didn't attack anyone else. I'm using many other mods but no other event mods, maybe that could be a reason.
TFL  [author] 27 Oct, 2018 @ 1:56pm 
Jk, commented it out with the lgate update. Fixed
TFL  [author] 27 Oct, 2018 @ 1:53pm 
There is one. Weird. I'll check it out.
Nephatrine 27 Oct, 2018 @ 1:19pm 
The mods L-Cluster Access and A Deadly Tempest add a policy that controls access to the L-Gates. If I close off access and then open it again, I get the Hyperlane Disturbance message again as if its the first time. Maybe add a variable to check whether its already gone off so it doesn't trigger multiple times?
Nephatrine 26 Oct, 2018 @ 10:27am 
@selageth - Wow. In my game they only seemed to spawn a dozen or so clusters of 2-4 seed ships each and pretty spread out - not focused on any single empire. Some also are just sitting there and not moving towards any occupied worlds. I've got a 24K fleet trying to fly around the entire galaxy cleaning them up though since my protectorates (the AI in general really) seem to be completely helpless against them.
selageth 26 Oct, 2018 @ 12:51am 
Thank *you* - the clustered fleets aside, I really like this mod. Keeps the tedious midgame exciting. :-)
TFL  [author] 26 Oct, 2018 @ 12:45am 
Oh jeez. That is /definitely/ not intended. I'll get right on that. Thanks for letting me know.
selageth 26 Oct, 2018 @ 12:42am 
Thanks for the quick answer! The ships are no real problem since they are only hull. It's the clustering. Like here:

https://i.imgur.com/mQ9Sg1l.jpg

There are two fleet clusters that size, only attacking my empire, although all my rim worlds were a) uninhabited and b) further away than AI controlled ones. And they cluster up, each fleet amounts to about 30 ships, so about 120.000k fleet power. It is manageable, just not very interesting and... weird. Feels like a personal punishment rather than a galactic plague.
TFL  [author] 26 Oct, 2018 @ 12:38am 
The Overgrowth ships are completely random. 10 random non-occupied systems around the galaxy, then they move to the nearest (by hyperlane distance) habitable planet, and if they can't, then the nearest occupied system. That was so they would not get stuck due to pathing errors, though I will see what I can do since you say it makes them gang up. If you think the ships themself are far too difficult, I can bump it down. I don't have too too much trouble with them, but as a tip: They have no shields, all hull, and they attack with only fighters, so flak is useful. Hyperlane Disturbance and Overgrowth can be disabled from the mod manager in the edict menu. Thanks!
selageth 25 Oct, 2018 @ 11:59pm 
Also I am not a huge fan of the other negative L-Gate outcome with the hyperlanes; L-Gates already have a 33% chance of being "bad", in addition to having to race other empires to be the first one to open them. Is there any way to disable that part of the mod?
selageth 25 Oct, 2018 @ 11:56pm 
The Overgrowth event tends to be pretty boring instead of exciting; the seed ships seem to target one empire over all others (tested in 3 games so far); that empire takes the brunt, about 90% of their fleet. Shouldn't they disperse more? Attack the galaxy as a whole? Even when the nearest habitable planet is waaaaaaaay off their spawn location, they still rather target that one planet of the "target empire" than the other habitable planets of other empires closer by.

It radically ramps up the difficulty as well, since the combined overgrowth fleet amounts to about 200-300k fleet power.
Nephatrine 25 Oct, 2018 @ 1:36pm 
What exactly am I supposed to do during Overgrowth? Just kill all the Seed Ships that come into my area? The situation log entry says it's easy to track them... but it's not trackable. Are they spawning from something I'm supposed to find and destroy or am I just supposed to hold out until they're all destroyed?
sloppy steev 25 Oct, 2018 @ 7:13am 
Do the fixes to Lost Desire and Wandering Wormhole apply to already present savegames, or would they require a fresh start?
TFL  [author] 24 Oct, 2018 @ 9:59pm 
Thanks for the criticism. There shouldn't be any systems completely cut off, so I will take a look at that. And yes that is an unfortunate effect of the event, and if you have any ideas on how to make it less infuriating I would be glad to hear it. The original idea was to replace it with an alternate sublight speed buff/reduce in certain systems, but that is simply not possible with the tools I have :(
Nephatrine 24 Oct, 2018 @ 6:00pm 
I like the concept of the Hyperlane Disturbance, but as a fanatical pacifist my options to actually obtain control of all the L-Gates is fairly limited. Now I've got my largest shipyard system with no hyperlance connections anymore and have to go the long way around the entire galaxy to get from one side of my empire to the other. I assume that even if I cheat to complete the Hyperlane Disturbance it probably won't fix the damage it did to the hyperlanes already right?
Exende 23 Oct, 2018 @ 6:46am 
Would it be possible to have the lost desire worlds to spawn a little closer to you? They spawned on the opposite end of the galaxy every time :/
TFL  [author] 22 Oct, 2018 @ 5:46pm 
Yep!
汽水没气了 22 Oct, 2018 @ 5:21pm 
Hello! Is this mod save compatible?
TFL  [author] 20 Oct, 2018 @ 1:27pm 
UPDATE: Hyperlane Disturbance now works if your federations helps you own the L-Gates. Priority for the event is given to a random human that is in the federation that owns the gates.
Lost Desire should now (hopefully) not break under certain situations.
Wandering wormhole should also (hopefully) not have any problems in certain situations.
TFL  [author] 6 Oct, 2018 @ 11:00am 
Sorry everyone! Classes have been keeping me busy. I see the problems with the Wandering Wormhole and Lost Desire chains, so I will try to fix those when I can. Since 2.2 is coming out soon, don't expect any new content until then.
MTB 6 Oct, 2018 @ 1:06am 
Lost Desire - little hard to colonize worlds that a) are already colonized by another faction or b) are behind a Fallen Faction with a mid-size threat (Rubicon in my case) present.
Wandering Wormhole - in which system is the wormhole, and, after researching "Examine the Closed Wormehole' - should there be happening something?
calmatt89 5 Oct, 2018 @ 6:38pm 
"Lost Desire" event won't finish or advance. I've colonized both worlds. :(
TomKazansky 2 Oct, 2018 @ 10:32pm 
Can this mod compatible with "Splinter Colony"mod?
Combat Wombat 1 Oct, 2018 @ 6:30pm 
How well balanced is this? I am cautious to install any content mods and make the game any easier than it already is.
GOODYOB 26 Sep, 2018 @ 12:38pm 
Does this mod have RUS localization?
Mattie Rethyu 25 Sep, 2018 @ 12:42pm 
If I rolled this mod's L-Gate Outcome, do nanite planets become terraformable at any point? I have control over all the L-Gates and have "stabilised" the hyperlane network, but the special project "Hyperlane Disturbance" is still present in the situation log, and there is no "Terraform" button on any of the planets in the L-Cluster, even though it's supposed to appear once you're done with its events.
Also, I too now have a random wormhole that goes absolutely nowhere.
Exende 19 Sep, 2018 @ 10:37am 
does this interfere with the new L-Gate outcome with the newest patch?
SpaceRice 17 Sep, 2018 @ 1:13pm 
@AVP2000 yep have the same problem
Do'tasarr o Khajiit 13 Sep, 2018 @ 3:18pm 
Uh, what has been updated?
Do'tasarr o Khajiit 9 Sep, 2018 @ 8:27pm 
@aggravatedInsanity only 3? In my game my empire got 6 vordin, my neighbor 2, my rival 8 and the L-Cluster got 1
ChaosCrash13 31 Aug, 2018 @ 7:02am 
In other lenguiges text of modification is copied?
TurtleShroom 27 Aug, 2018 @ 10:18am 
@WC

I experienced that same bug, where Starbase influence costs for adjacent systems is quadrupled.
Devito 26 Aug, 2018 @ 6:08am 
I've run into an issue for the L-Gate event. I've just done the Wormhole event and created the Wormhole in Terminal Egress but I can't do anything from there. I send a science ship to explore it and it just stays there and does nothing even though it says it's exploring the wormhole.