Stellaris

Stellaris

Dynamic Galaxy - Special Projects Extended
361 Comments
FirePrince 23 Aug, 2024 @ 11:52am 
I doubt, there was a lot top update, now updated to v3.12 and included in Unique Ascension Perks 3.12 DEV branch
Maschinenmensch 7 Jun, 2024 @ 11:46am 
Seriously, this mod is a gem. Last updated 2019, still works like a f*cking charm,
Beast-Storm 6 Feb, 2024 @ 11:15pm 
Is it possible to make a 3.6.1 version?
iluvstrategy games 28 Jan, 2024 @ 3:41am 
Does this mod still work. I would like to use it. Thanks
FirePrince 27 Aug, 2023 @ 10:01am 
If anyone has to offer something, I want to publish a 3.9 patch for this.
LAJ-47FC9 6 Apr, 2023 @ 9:36pm 
I'd be delighted to help with proofreading both this mod and the orginal anomaly mod. Friend me on Steam and we'll talk.
CaptainChaos 29 Oct, 2022 @ 11:49am 
Hmm no answers since my question of May, so (respectfully) bump.

Does anyone know if there is a downside for doing most of these? There doesn't appear to be a trade off most of the time, like giving up research or resources for something else. Most of these appear to be a "free" bonus?

If anyone knows and can spare the time to answer, would appreciate it!

PS I realize some of these projects may have dangers (I just stumbled into one that looked very suspicious) but I mean is there a "cost" do these other than using the occasional constructor or science vessel.
ranma100 19 Sep, 2022 @ 1:47pm 
This mod still works fine.
nukethecat 28 May, 2022 @ 6:28pm 
Does this still work? fantastic mod:steamthumbsup:
kroganwar22 16 May, 2022 @ 6:26am 
Hi there! I hope you are having a good day, I am thinking about making a separate Mass Effect total conversion different from Mass Effect: Beyond the Relays. I would humbly ask can I have permission to use your mod to help me out in that process? I understand if that answer is no but I thought I would ask regardless. Of course I will give you credit for the hard work you've accomplished! Thank you for your time no matter the answer.
CaptainChaos 11 May, 2022 @ 4:07am 
First, I do like this mod. It adds a lot of flavor thank you.

However, I have a question that has been bothering me for awhile. Is there every a reason to avoid starting a project?

I get a lot planetary events that seem like a no brainer. For instance, something like "bureaucrats meet at a capital to discuss something, gain 1000 Unity." However, there never seems to be a downside. There is no trade off. I mean, it's just like um ok, click, give me stuff in a bunch of turns.

The fun of these games is often balancing and planning for sacrifices or at least possible downsides. There are some events that require a science vessel or construction ship, and rarely I think my research is impacted, but as far as I can tell, most of them have no trade off, downside or any reason not to pursue them.

Am I missing something? Thanks for any guidance!
Wolfbat_Borgia 8 May, 2022 @ 3:55am 
Update this one please
Sain† Nosfera†u 27 Apr, 2022 @ 4:17am 
Y'a-t-il une version française ou as-tu directement traduit vers l'anglais ?
ranma100 6 Mar, 2022 @ 9:14am 
Looks like it works OK with 3.3
Beast-Storm 26 Dec, 2021 @ 10:56pm 
3.2 has made some changes to coding and modding, triggers, scopes and other aspect have been changed as well
ranma100 26 Oct, 2021 @ 9:20pm 
This is still working fine.
Beast-Storm 9 Oct, 2021 @ 5:06pm 
When can we expect an update?
Asuryan 25 Aug, 2021 @ 7:01am 
Frérot tu aurais du le faire en français directement, maintenant j'ai un jeu mi-français/mi-anglais
enigman 1 Aug, 2021 @ 3:59pm 
I really like this mod, adds some nice events to add more variety and diversion while building up my empire. Something someone has already suggested but maybe some events could have requirements to contribute something to the project, credits, minerals etc. It might make it more immersive and have player investment in the project.

Say there was an event from a Tiyanki Preservation Society asking for support for a breeding sanctuary, they might ask for a food contribution and a constructor to build a food distributor. A negative from failing to deliver could be pop unhappiness for a time due to giving a commitment and failing to deliver.
wancar 25 Jul, 2021 @ 7:12am 
@Gogabor you helped me decide to subscribe, thanks!
Gogabor 25 Jul, 2021 @ 3:03am 
For anyone interested, there is quick patch for 3.0 3.0 patch .
davidsen324 24 Apr, 2021 @ 4:20am 
Is 3.0 not stable?
Ishmael Tibbs 23 Apr, 2021 @ 9:50am 
This is a great mod. If there's anything that can be done to help with updating, i volunteer myself as tribute.
DrBLOOD95  [author] 23 Apr, 2021 @ 1:25am 
Hi there, I am waiting for a stable version of Stellaris 3.0 before starting updating my mods.
ranma100 20 Apr, 2021 @ 9:13am 
I play with More Events and Planetary Diversity and it works OK.
davidsen324 20 Apr, 2021 @ 8:07am 
Is this compatible with More events, or planetery divresity etc?
ranma100 18 Apr, 2021 @ 9:26am 
Looks like this mod is working fine with 3.01
104pet104 11 Mar, 2021 @ 10:56am 
Great mod!

I think there should be a check up for many projects not to spawn on the capital planets, since they are specifically talking about colonies.
Bepiss 5 Mar, 2021 @ 6:15am 
Looking forward for the update.
nicebagdad 18 Feb, 2021 @ 3:31am 
Great news, :-) looking forward to your return!
DrBLOOD95  [author] 6 Feb, 2021 @ 1:53pm 
Hello there, just to let you know that I'm waiting for 2.9 and then I'll be back into modding, have a nice day.
vegasnik 1 Feb, 2021 @ 12:20am 
Is there way for AI to not have the projects, cause i noticed that they prioritise them in exchange for early game exploration and the result of this is that AI doesnt expand as mush as it should be.
(or at least disable the ones that require science ships)
Brant-Flir 29 Dec, 2020 @ 12:52am 
Disregard my last. I had a corrupted descriptor file. Mod works fine
Brant-Flir 20 Dec, 2020 @ 6:12am 
I believe this no longer works (unless I have a mod conflict, but I made it load last on top of everything else). This was literally the best mod.
Greyscale 16 Nov, 2020 @ 5:26pm 
Currently seems to have no issues; fingers crossed cause there is nothing else like it out there <3
Spaceception 30 Oct, 2020 @ 5:18am 
Do you still plan to update this mod to the current version?
LST Theunknown 25 Oct, 2020 @ 9:36am 
@Der_Scanner
I totally agree with you! Deepl [www.deepl.com] is really useful compared to Google Translator. :D
wolveren100 8 Oct, 2020 @ 10:46am 
Is this mod currently working for stellaris.
Kyllian 6 Jul, 2020 @ 6:58am 
@DrBLOOD cheers!! Can't wait :P awesome work
DrBLOOD95  [author] 26 Jun, 2020 @ 1:15pm 
Thank you for the advice, I will have to update that mod soon.
Der_Scanner 24 Jun, 2020 @ 7:55am 
@DrBLOOD

If you want nice translations, just use DEEPL translator.
It´s a way better than google and reads more natural.
anaphysik 16 Jun, 2020 @ 5:43am 
@DrBLOOD Another big bugfix:
Each on_success entry that calls a country_event and/or
set_timed_flag (in special_projects/special_projects_extended_projects.txt) needs to use the owner scope. E.g.:
on_success = { OWNER = { set_timed_flag = {[...]} country_event = {[...]} } }
Kyllian 10 Jun, 2020 @ 5:24pm 
@anaphysic if u happen to made the changes urself and tested them would u be willing to release them? or can i boter u to send me the files? thanks
anaphysik 10 Jun, 2020 @ 4:17am 
A lot of the special projects have
event_scope = country_event

Which is probably preventing them from being able to occur. The event_scope of special projects can only be either ship_event or planet_event.
(I *think* that changing them all to planet_event should allow them to work fine? I'm not entirely certain. But they're definitely getting errors currently.)
anaphysik 10 Jun, 2020 @ 3:28am 
Similarly, there are localisation tags of
project_abandoned_titan_object:
project_abandoned_titan_object_tooltip:
project_abandoned_titan_object_desc:
project_abandoned_fe_titan_object
project_abandoned_fe_titan_object_tooltip
project_abandoned_fe_titan_object_desc

but in special_project_extended_objects.txt the "abandonned" versions are what gets called.
anaphysik 10 Jun, 2020 @ 3:20am 
Some of the localisation tags don't match the ones called by the events, btw:

in special_project_extended_l_english.yml:

ABANDONED_SHIP_ORBIT and its _DESC
should be
ABANDONNED_SHIP_ORBIT
(that's incorrect spelling, but whatever - it's more important that it matches how it's called in special_projects_extended_events.txt)

likewise
ABANDONED_LABORATORY and its _DESC
should be
ABANDONNED_LABORATORY
(same reason)

likewise
STRATEGIC_RESOURCE_DISCOVERY
should be
STRATEGIC_RESSOURCE_DISCOVERY

likewise
ABANDONED_TITAN
should be
ABANDONNED_TITAN

(Obviously, if you want to root through all the events, icons, etc to fix them instead, feel free. But changing the localisation tags to *also* be misspelled is easier and less likely to cause problems.)
anaphysik 9 Jun, 2020 @ 8:26pm 
@DrBLOOD
planets_alloys_produces_add, planets_consumer_goods_produces_add, and planets_influence_produces_add (as used in the consumer_delivery, busy_spaceport, and peak_colony) don't work correctly.

Probably you'll want to just use country_base_consumer_goods_produces_add etc instead.

--
By the way, I noticed (in-game) that the Retirement Place project requires neither a science ship nor research (just waiting for it to be complete). Is that intentional?
Armorking 2 Jun, 2020 @ 2:05am 
The menu shows in policies tab, usually at bottom, at least for me
raw666 27 May, 2020 @ 2:46pm 
Its works with 2.7, but it seems that you do not have access to the menu, making it so you can pick the intervals they appear.
Demiurge 21 May, 2020 @ 2:25pm 
does this work with the 2.7 update?

Is this compatible with more events mod?