Stellaris

Stellaris

New Army Types
39 Comments
Soryn 22 Jan, 2020 @ 3:30pm 
does the Ai build these armies as well?
»Matrix™  [author] 12 Oct, 2019 @ 10:41am 
This mod now supports Stellaris 2.4.*
키으기 26 Jun, 2019 @ 8:44am 
Thank you I'll use it well
»Matrix™  [author] 22 Jun, 2019 @ 1:43pm 
@The Sun This mod doesnt modify any tech. I just created new armies which require existing techs. That means I can just add a new army type that requires Gene Seed Purification and Telepathy which is kinda easy for me. How strong do you want them to be?
The Sun 21 Jun, 2019 @ 12:46pm 
Ascension Enhancements and !!AM Plus - Ascension both allow you to choose multiple ascension paths, though Ascension Enhancements is outdated. I don't think you need to make a specific patch for those mods though, just add a tech that has both Gene Seed Purification and Telepathy as it's prerequisites. As you already modify those techs for your armies, it shouldn't make any more files that would need patching.
»Matrix™  [author] 20 Jun, 2019 @ 10:14am 
@The Sun I can see what I can do. What are the names of the mods?
The Sun 15 Jun, 2019 @ 9:29am 
Can you make a mix of the Genetic Super Soldier and Psionic Master for mods that allow you to mix the genetic and psionic ascensions?
»Matrix™  [author] 9 Jun, 2019 @ 3:55pm 
@oakwhelie1 The mod supports 2.3 now! :)
oakwhelie1 1 Jun, 2019 @ 11:48pm 
update pls
»Matrix™  [author] 8 Feb, 2019 @ 12:10pm 
This mod is now compatible with 2.2.4
»Matrix™  [author] 23 Jan, 2019 @ 4:29am 
They have no descriptions yet.
Maximillionysis 22 Jan, 2019 @ 8:26pm 
@»CH3mistry™ Just letting you know, something's up with the Descriptions of the armies, they aren't appearing at all.
»Matrix™  [author] 14 Jan, 2019 @ 9:17am 
@Maximillionysis Unfortunately I am not using any kind of version control, I just delete the old incompatible files after every patch but I could put the exact values of each unit in the description
Maximillionysis 12 Jan, 2019 @ 8:21pm 
What were the balance changes? I would be interested to see what changed. I'm one of those number junkies.

I forget, what was the difference between Robotic and Synthetic armies? It might be worth while to add them back in if the difference is noticible enough. After all, Synthetic Ascension does get the crap end of the stick in terms of military might.
»Matrix™  [author] 12 Jan, 2019 @ 7:18am 
Btw the devs removed synthetic armies from the game. Do you want me to reintroduce them?
»Matrix™  [author] 12 Jan, 2019 @ 7:08am 
I just released a new update. This mod is now compatible with 2.2.2 and I also rebalanced some units
Maximillionysis 10 Jan, 2019 @ 3:01am 
I second the question below... There was a message saying that this post will be updated, but no update is in site...
The Erubian Warlord 8 Jan, 2019 @ 5:58pm 
will this be updated to 2.2?
Maximillionysis 20 Dec, 2018 @ 1:59pm 
It seems this mod only works for 2.1. All of the armies have no cost associated with them. While fun and overpowered, this also means the AI spawns more armies than can be dealth with...
Maximillionysis 17 Dec, 2018 @ 7:30am 
Very interesting idea here. Is this mod compatible with the current version of Stellaris, or only 2.1?
»Matrix™  [author] 2 Oct, 2018 @ 2:56am 
@Torlo50 Ok I will look into it. Just send me an invite for the discord.
CB|Torlo 2 Oct, 2018 @ 12:37am 
@»CH3mistry™ If you add custom icons, please look at the Stellaris Modding Den, and find the compiled list for compatibility with other mods. (Every mod tries to keep theirs updated with the current master one, for maximum compatability.) Otherwise you will be un-compatible with any mod that also adds icons. While this still might bhe the case, any mod that uses the master file for icons will be compatible. On a smaller note, you would be welcome to the Discord, and get an assigned channel as a modder.
kerrigan1603 1 Oct, 2018 @ 4:07am 
@»CH3mistry™ Good to know!
»Matrix™  [author] 30 Sep, 2018 @ 5:44pm 
@kerrigan1603 Not yet. But I'm working on it.
kerrigan1603 30 Sep, 2018 @ 2:42pm 
@»CH3mistry™ Does this have custom icons?
Canon 30 Sep, 2018 @ 4:11am 
Maybe some sort of power armor units and some sort of mobile garrison could be cool
»Matrix™  [author] 30 Sep, 2018 @ 12:52am 
@Flying Cat it modifies only the assault armies file
RevanInHeaven 29 Sep, 2018 @ 4:59pm 
Usally I don't use decoys, I'd rather use the local population. I call it "acceptable casulties".
Not Ela 29 Sep, 2018 @ 4:45pm 
This doesn't edit any base game file does it?
Trogdorfubar 29 Sep, 2018 @ 1:08pm 
How about Conscripts as the name for the weak armies?
Gbrille 29 Sep, 2018 @ 11:23am 
Sound fun. Thx !
Ghoiv 29 Sep, 2018 @ 8:41am 
could you maybe change the name of the Decoys to CANNON FODDER
Godd Howard 29 Sep, 2018 @ 4:15am 
Hey maybe you could make a version of this mod which doesnt requirs dlc like the synthtic d hive mind area of stuff. Just a thought
»Matrix™  [author] 27 Sep, 2018 @ 11:33am 
@edey5000 I added 2 new psionic armies.
»Matrix™  [author] 27 Sep, 2018 @ 10:54am 
@Kepos They are now called Decoys and they are available to all civics including hive minds and machine intelligence. They no longer have a pop limit as well.
Kepos 27 Sep, 2018 @ 2:15am 
Fake Armies? I'd call them 'militia', 'civil defense' or 'home guard' so everybody knows they are weak troops. Fake Armies sounds like a newspaper posting while there are no real troops.
»Matrix™  [author] 26 Sep, 2018 @ 9:34pm 
@edey5000 I'm working on it
edey5000 26 Sep, 2018 @ 7:40pm 
No psionic add ons