Stellaris

Stellaris

Animated Revan's Sith Empire Portraits
57 Comments
C.R.Nix 27 May @ 7:33am 
Yes same, the star forge cause the crash game in 3.14 and appear the second month of the first year game starting
ShadowWolf 2 Jan @ 6:11am 
the star forge start crashes the game in 3.14
BigSwangs 9 Dec, 2024 @ 12:24pm 
Could we have an update for this? Ill paypal you a tenner lol. Trying to use beta feature to go back to 3.12.5 and the star forge civic is gone. Would be nice to use with LOTR overhaul though
Mister F 12 May, 2022 @ 11:31am 
Need a update, portraits are not displayed correctly
Z1njio 12 Apr, 2022 @ 9:56am 
update?
Alter 30 Apr, 2021 @ 4:05pm 
update?
PhilosopherKing 17 Dec, 2020 @ 11:17am 
Does anyone have any idea how to make Revans Empire portrait mod (the Star Forge in particular) compatable with Fallen Republic?
PhilosopherKing 17 Dec, 2020 @ 11:16am 
By building the sith academys
Natharion 27 Apr, 2020 @ 2:32pm 
a question regarding the influence penalty.. how is one supposed to support the forge if it has a penalty of -20?
tyriael_soban 25 Aug, 2019 @ 2:24pm 
Ah, ok cool, i wasnt sure if one of my mods was interfering with its normal generation or not.
force728  [author] 25 Aug, 2019 @ 11:25am 
Yes, the habitat deck is setup like a normal habitat with an added custom modifier. I may add custom districts later to make it more lore-friendly when I have the time.
tyriael_soban 24 Aug, 2019 @ 4:41pm 
The starforge habitat deck, is it supposed to just contain habitat sectors, commercial districts and leisure districts?
Tex 29 Jun, 2019 @ 10:39am 
Oh I gotcha, thanks for the clarification. Awesome work.
force728  [author] 29 Jun, 2019 @ 10:38am 
Yes, I made it so that the Star Forge would be a habitat structure at first but you also have the ability to "activate" (construct) it into a megastructure. Think of it as both a habitat and megastructure as one entity if that makes sense.
Tex 29 Jun, 2019 @ 9:08am 
I guess I'm confused. I started with the Star Forge system with it already built, do I still need to build it?
force728  [author] 29 Jun, 2019 @ 7:23am 
@God Emperor: It doesn't matter what level your starbase is, just as long as you have an open module slot and completed the Star Forge megastructure project.
Tex 29 Jun, 2019 @ 12:11am 
What starbase level is Infinite Engine module available at?
force728  [author] 7 Jun, 2019 @ 3:38pm 
@Noobmaster69: Sounds interesting. I've been working on a Star Forge quest off the precursor event tree in the past. When I get the dlc, I'll be sure to make another attempt.
Cosmonautical_Alex 14 May, 2019 @ 8:08am 
So with the new relics dlc announced, would making star maps and putting them around the galaxy to unlock the Star Forge system be something you're considering?
Caro ⚧ 17 Mar, 2019 @ 5:03pm 
Love the new Star Forge, thanks a lot (not sure if I ever activate it but as a habitat with its modifier its already dope). As BankGuy mentioned Rakata Portraits would be fun too.
BankGuy 7 Mar, 2019 @ 11:49am 
@force728 Thank you very much for this mod! I recently completed playing Kotor for both ending, and i like it. But i have a question. Could you also create the Rakatan Infinite Empire? With his own Civic, portraits and planets
Alexander lohengram 2003 3 Mar, 2019 @ 3:31am 
Force728 thank you i have enjoyed playing your mods your best is the Cis mod i have an idea for your next mod darth Mauls shadow collective starting on dathomir with the planet modifiers witches of Dathomir rancors and kwa infinity gates also i have some ideas for neighboring systems like mandalore with a primative modern era society a kessel system and a tatooine system
Resh 26 Feb, 2019 @ 3:57pm 
@force728 I am enjoying it! Thank you for including the dialed back version as well!
force728  [author] 26 Feb, 2019 @ 3:02pm 
@Bucket: I'm glad you're enjoying the changes. Yes the Rakata Tech civic is only for people who don't want the Star Forge's insane build times. Just a simple flat out bonus towards shipbuilding and robot assembly.
Resh 26 Feb, 2019 @ 2:34pm 
@xmandan again I agree with this; empire wide effects after they build the star forge (assuming they'd even be smart enough to save up the resources) and removal of the infinite engine module would be a good way to deal with AI being to stupid to build out of a specified shipyard. Of course the AI Only civic kinda takes care of this doesn't it? That bonus is applied faction wide I believe. The trade off being he's got the max power at the start. And so far in our game he's a scary sight. I think two empires have become subjects of his, my friends empire included haha
Resh 26 Feb, 2019 @ 2:32pm 
@force728 Love that you added multiple options! We are currently playing a game with Reven in it WITH the AI Only civic and hes terrifying but luckily on the other side of the galaxy. Unfortunately one of my friends spawned next to him lol he immediately donated tons of resources to Revan until he could become his subject hahaha

About one of those three options, just so I'm clear; Rakata Hybrid Tech stays at that level of bonuses right? Essentially a lighter advantage? Just wondering because if so it may be the one we end up settling on using the most if the AI Only one proves too much for us.
LogosDistributing 26 Feb, 2019 @ 7:44am 
Maybe call this one "Droid manned capital ships" "Droid Navy" etc so it can be used on any machine empire
force728  [author] 26 Feb, 2019 @ 12:33am 
@xmandan: Interesting, I'll try that out as a new civic for the CIS droid navy to go with the army one. Thanks for the input.
LogosDistributing 25 Feb, 2019 @ 11:20pm 
Your mods clearly inspire me bc every time I write a response I think up a new idea....Talking about whether the increased fleet command makes sense I just realized something different you may want to add to the CIS mod - What if attached to the civic they get you added the feature of increased Fleet command of say 20, and naval supply of say 50 BUT with a 5 or 10% decrease to accuracy - Now that makes extreme sense since the ships aren't "manned" and makes an interesting play style that is essentially less effective without a strong economy but very strong with
LogosDistributing 25 Feb, 2019 @ 11:13pm 
Sounds great!, and again my suggestions for the nerf is to simply halve the total naval capacity and fleet command bonus...that will still be op but as you say lore friendly.

One more possible solution is rather then tied to the module to simply make the build speed bonus to just be factionwide and then maybe nerf that a bit too - I'm thinking IF the AI even did build the correct module it may still build ships all over anyway....This also fixes any potential compatibility issues with other mods adding modules which in my experience don't always play well together. A player can very easily purposely build ships only in that system if they want to restrict themselves a bit. I tend to already do this Building KDY ships only on Kuat for example or naming classes of ships after systems I specifically build them bc I'm crazy and it adds to the immersion:steammocking:
force728  [author] 25 Feb, 2019 @ 6:24pm 
@Bucket Ok, I just updated the mod with the civic changes we discussed:

1. Star Forge (AI Only): After some more testing, I noticed that although the AI would build the megastructure, it would not build the starport module that unlocks the faster build speeds (It keeps building shipyards for some reason even when I increase the AI weight to use the infinite engine module). So, I incorporated the module's bonuses into the civic itself.

2. Star Forge: This is the same civic as the Rakata Hybrid one, but with reduced initial bonuses. This civic will allow the construction of the megastructure and the module for players.

3. Rakata Hybrid Technology: This civic is for players who don't want the megastructure in their game. It's similar to the old Star Forge civic that just gives a flat out bonus towards shipbuilding, upkeep, ship cost, and robot assembly but with a negative trust growth.
Resh 25 Feb, 2019 @ 3:06pm 
@force728 sounds great since we've been trying out grand admiral no scaling. Did you give them the resources or did they earn them? Because my next thought is will they make a priority to save the necessary resources or will they spend them as needed making it very unlikely they'd ever save enough to build it.
force728  [author] 25 Feb, 2019 @ 2:50pm 
@Bucket, @xmandan: Okay, so I enabled the AI and did a test run. So far, the higher difficulty AI (Tested on Admiral) will immediately build the Star Forge once given the necessary resources. The lower difficulty AI, however, refuses to build it even when given the same resources. I'm still testing things out, but its a good start so far. I'll try to see if the AI will build the Forge when given half of the resources.
force728  [author] 25 Feb, 2019 @ 2:02pm 
@Bucket: Yeah, those starting system stats are also op (especially the Temple of the Ancients giving a bonus towards all research). I'll see if I can nerf them a bit.
Resh 25 Feb, 2019 @ 2:01pm 
@force278 hey no worries it's your mod these are just suggestions. I'm excited to see where this goes
force728  [author] 25 Feb, 2019 @ 1:59pm 
@xmandan @Bucket: Ok, so what I'm getting from this:
1. Enable the AI first. Let's see if it will build the Star Forge. I'll test this out today to see if it works.
2. I agree with the nerfs regarding command limit and capacity. I personally think 1,000 is a bit too much.
3. Make a new civic if the AI won't budge and give them the bonuses from the megastructure.
4. Unfortunately, Bucket, the Star Forge is supposed to be op. That's why Revan and later Malak nearly toppled the Republic (although, they did convert roughly 1/3 of the Republic Fleet after the Mandalorian Wars to join them and then raided the Republic fleet again at Foerost at the start of the war). Anyway, I do want to reduce the bonuses if I can, but balancing this is going to take some trial and error.
Resh 25 Feb, 2019 @ 1:59pm 
@force728 after looking more at the new lohn star forge start i don't think its as bad as i thought. I was picturing imperial center or republic or mandalorian spawns with 4 planets and gaia worlds with crazy stats on them like that. But I started with an ocean world with the colonizable star forge and i think thats not too bad. This is balance aside of course stats are still wack haha but functionally that method of it being there with colonizable is cool. It would still be cool to be buildable elsewhere visble and functional. But this is kinda cool too.
Resh 25 Feb, 2019 @ 1:38pm 
@xmandan good idea on civic only if they refuse to build the dang thing. If it ends up being impossible then the civic buff may be the way to go at least for enemy AI sake. Any specifics on nerf stats??
Resh 25 Feb, 2019 @ 1:35pm 
@force728 @xmandan Heck yeah it'd be fun to invade afterwards and yes I just tested it again and noticed it was invisible lol

I don't want you to get the wrong idea, I love this but I'm just worried about what happens when we beat him and a PLAYER gets control of it, everything will be kinda too easy even at max difficulty.

SO OVERALL: I do think to feel right it may need to be dialed back to a stellaris level. In a perfect world in my mind it would increase the build speeds (between 40 and 80 perhaps?), increase the naval capacity (possibly lower to 500 instead of 1000?), but do nothing for command limit (let them build multiple fleets i say) and of course making it function like a habitat (without having to use an already op lore start) like you said with an empire modifier for these stats. I'd love to hear more input from xmandan though for what he had in mind in terms of nerfing.

Sorry for the wall of text!
LogosDistributing 25 Feb, 2019 @ 1:06pm 
Still thinking about it and IF AI wont build it no matter what I can think of a workaround based on what you and Bucket are talking about - bringing back the old civic only INSTEAD place a new civic Called "Star Forge AI Only" or something that gives the AI many of the benefits without the Megastructure - I'd then decrease the benefits even more though since we can't destroy the base to even things out and they would have the benefit from day 1.....much cooler if we can get the AI to use it as is though which i'm happy to test if you go that direction.
LogosDistributing 25 Feb, 2019 @ 1:01pm 
Yea I figured AI may not cooperate. I'd go the other direction - halve the fleet capacity and command limit. Especially the bigger command limit makes little sense logically as the forge doesn't help the commanders coordinate larger actions but taking it out completely is also silly since with such a huge capacity Its better to not have 50 fleets. The super fast build time is perfect and lore friendly.....just my opinion.
force728  [author] 25 Feb, 2019 @ 12:50pm 
@Bucket: Did you have the civic when you put the cheats in. I have the Star Forge Megastructure tied to this civic. So even if you put the cheat in to research all technology, it wouldn't come up. Also when I said it won't work properly is not entirely true. It works, but the model is invisible. Its more of a compromise where I can have the Star Forge as an orbital habitat and megastructure all-in-one. I thought it would be more fun to invade the system and once you beaten the defenses there, you could send troops to take the Forge.
Resh 25 Feb, 2019 @ 12:41pm 
@force728, @xmandan Having both options would be optimal!

I do think the structure could be a fun spoil of war if we can defeat them! If the AI will actually build it. I agree with xmandan! If we dialed back the level power it currently wields and we can make the AI build it, then it could make for an excellent enemy to band together to over come! This could be awesome to fight against!

On another note I used cheats to build it at the start using a random start system (Because the star wars lore spawns are too powerful for my tastes and for my friends who don't play as them anyway.) And after "research all" cheat and "max resources" cheat I was able to build it just fine so is this true?? -> "You must pick the starting system: Lehon System (Star Forge). You cannot build the Star Forge anywhere else but this system or it won't work properly and you cannot build more than one."
force728  [author] 25 Feb, 2019 @ 11:03am 
Thanks for your comments everyone:

@xmandan: I see, what would you want to have decreased? Currently, the Star Forge increases build speed by 300% (the number was just based on the statement made by that admiral talking to Darth Malak), produces 500 alloys and minerals, increases fleet capacity by 1,000, and fleet command by 150. The cost for activating the Forge is 15,000 alloys and 300 influence. The build time is 3,650 with an upkeep of 100 energy, 100 minerals, and 2 influence.

I could reduce the slightly reduce build speed or increase upkeep or cost. What do you think?

Also regarding AI, I can enable it, but I can't promise it will build the structure.

@Bucket: Thanks for your input. I could add another civic that has the same stats as the previous Star Forge civic. You could pick that instead of the new Hybrid civic. That way, you can play the game with friends without the potential of building an op structure like this.
LogosDistributing 25 Feb, 2019 @ 7:53am 
Love the Star Forge model!! My 2 cents- It works for this mod rather then separate, but it's a bit TOO op to the point where it would take all fun out of the game.. I'd love it slightly turned down and with AI use enabled for the opposite effect- an enemy faction that if not destroyed early or appeased can basically stand as a new endgame crisis! Imagine playing on a huge successful KOTOR playthrough and then this total war breaks out.
Resh 24 Feb, 2019 @ 10:32pm 
I like the civic stats but being able to have those stats in a civic or the structure would be the best option imo
Resh 24 Feb, 2019 @ 10:31pm 
I would like the option to choose one or the other because not all my friends might not be comfortable with it being a obtainable building. But that's just me I'd be super grateful
Rax-Tex 24 Feb, 2019 @ 9:57pm 
I think it's better to keep it as part of this mod since it was literally the engine that drove Revan's empire. :lunar2019piginablanket: Bravo all around
force728  [author] 24 Feb, 2019 @ 9:15pm 
Hey guys, I wanted to open a discussion with you all about this update. I wanted to know if the addition of the Star Forge megastructure should be part of this portrait mod or be its own separate mod. What do you guys think about this? Thanks in advance.
Valdorel 14 Aug, 2018 @ 11:57pm 
Ah Gotcha.