Stellaris

Stellaris

Animated Galactic Empire Portraits
67 Comments
acpaschall 20 Jun @ 2:06pm 
for some reason when i select the origin my game crashes as soon as i click it, even when i went back to the correct version not sure why
Mc.turdle 13 Jun @ 8:19pm 
is this working?
FulcrumHQ 3 Mar @ 2:03am 
the galactic emperor civic doesn't work with assigning the chosen one trait to your starting ruler
Sho-gun Liquid 19 Oct, 2024 @ 2:19pm 
Wow force728, appreciate the fast update and additional changes to your mod. If you were a Sith Lord I'd sell you my soul lol
force728  [author] 17 Oct, 2024 @ 3:12pm 
@Sho-gun Liquid: I updated the megastructure's ai weight and placement rules so it can't spam it anymore.
Sho-gun Liquid 16 Oct, 2024 @ 4:18pm 
Hey Force728 and to anyone else using this mod and related First Order Portrait mods:

I found a potential bug or mod conflict.

For some weird reason, the AI likes to build this mod's version of Orbital Rings (aka the Kuat Rings) on colonized or barren planets, multiple times with no restrictions other than tech requirement and resource cost. The highest number of rings I saw done was 6 rings, all stacked on a single planet with different end stages.

So far I haven't noticed any performance issues yet, but it kinda breaks my immersion seeing a planet with 6 Kuat Rings. The only way to solve this issue so far is by deleting the kuat_shipyard txt file in this mods Megastructures folder.

As for the mod conflict that I mentioned, potentially it might be acting this way because I'm using a Star Wars Empire ship class mod (the one made by General Sev something) and NSC3 Season 1.
Crash 30 Sep, 2024 @ 7:43pm 
请您更新,谢谢:steamhappy:
Link_fd 8 May, 2024 @ 7:28pm 
was wondering if you planned on updating this for .12?
JunoMe 14 Aug, 2023 @ 7:24am 
Hi, I was wondering, if I could use the portraits here in an achivement freindly mod Im making? (I.e. Replacing vanilla Human Portraits)
force728  [author] 21 Dec, 2022 @ 7:21pm 
@arrukus: That's already been changed since the last update. All of the portraits have attachment selectors. Unsub and resub to the mod.
arrukus 21 Dec, 2022 @ 4:21pm 
Paradox changed the coding from hair_selector to attachment_selector and it needs to be changed or it will cause things like Vader's head on other portraits and hair in the wrong place.
matt_ryan2 26 Oct, 2022 @ 12:39pm 
Not sure if it's a bug or I did something wrong, but started an Empire game and Palpatine doesn't have the Chosen One trait even though I used the Galactic Emperor civic.
Spartan A291 6 Oct, 2022 @ 10:33pm 
Still does it. Tried resubbing twice now. Not sure why but the portraits will "adopt" features from other portraits that come up on screen. I have a couple of your other mods and this one will "steal" the Eliksni faces from your other mod and paste them over the human faces, although it won't overwrite the Empire/human base of the portrait. Hair remains hit and miss, sometimes it'll work as intended, other times it'll attach the hair sideways or at an odd angle, particularly with the female portraits.
force728  [author] 6 Oct, 2022 @ 10:32am 
@Spartan A291: Just unsub and sub again. It should fix it.
Spartan A291 6 Oct, 2022 @ 2:26am 
The hair is missing from all of the portraits. Basically every leader/pop you get a portrait for is bald.
force728  [author] 8 Sep, 2022 @ 1:38pm 
@British Anarchy: What problems are you having?
British Anarchy 8 Sep, 2022 @ 12:32pm 
This still all works for me for anyone wondering tho it can be a little jank at times.
Mr. G 11 Apr, 2022 @ 3:48pm 
Update?
Centerplaza #TF2isEasy 12 Feb, 2022 @ 2:26pm 
Can you give us access to the older versions?
Penumbral 21 Apr, 2021 @ 2:58pm 
Work with 3.0?
matt_ryan2 27 Nov, 2020 @ 6:10pm 
Still crashing, not sure why. It says there's an EMPIRE_DESIGN_INVALID_GFX_CULTURE error when I moused over city appearance, which is red. Might just not be getting along with another mod, I suppose.
force728  [author] 27 Nov, 2020 @ 4:09pm 
@matt_ryan2: I didn't encounter any crashes when I tested it, but I updated it anyway. Let me know if it still crashes for you.
force728  [author] 27 Nov, 2020 @ 3:08pm 
Thanks, I'll get it fixed today.
matt_ryan2 27 Nov, 2020 @ 2:31pm 
Hi Force, looks like this mod is currently causing crashes when you click on the City Appearance or Ship Appearance tabs. Wanted to give you a heads up.
matt_ryan2 17 May, 2020 @ 9:54pm 
Awesome, thanks so much! Really appreciate all the work you've put in.
force728  [author] 17 May, 2020 @ 9:23pm 
I'm working on a fix for that now.
matt_ryan2 17 May, 2020 @ 6:52pm 
I'm not sure if this is something I'm doing wrong, but Coruscant's districts disappear after a few days. So do the ones on the barren Centax planets (but not the ocean one).

Love the mod, though, the extra systems are fantastic, as are the portraits!
Dupz 1 Apr, 2020 @ 6:33pm 
The prescripted Empire only appears to me when I use the mod "Star Wars Empire Ships Reborn" together with this one.
Defender 26 Mar, 2020 @ 12:04pm 
It probably needs to be updated to 2.6
[SOTR] Rommel 26 Mar, 2020 @ 7:27am 
Some reason this isn't working
Hunter 11 Mar, 2020 @ 4:16pm 
I love your portrait mods, is there any chance you can do a portrait pack based on the force unleashed imperial armors?
CookieHonstah 7 Dec, 2019 @ 5:29pm 
FYI the solar system initializer for the planet Corulag in imperialcenter has the incorrect modifier I think. It shows "prestigious_universities" instead what I think it's supposed to show, "corulag_universities" and it disabled City districts because of the error.
중하하하 7 Oct, 2019 @ 7:18pm 
how to make army? i cant find my planet tab :(
oda 8 Jun, 2019 @ 9:47am 
@UltMathias It's a bug from spawning into an ecumenopolis on your empire capital. If you demolish the city district, the leisure distract snaps into place. (The district menu doesn't have enough space to show 5 districts instead of the usual 4) however the engine will automatically demolish a city district on an ineligible planet every X years as it runs checks.

@Force728 You can fix this by adding in an additional check to demolish the city districts after the game is started.
tyriael_soban 2 May, 2019 @ 7:38pm 
Its also worth noting that the KDY Orbital Array can be targeted by stupid game events like the subterranean empire, im also not sure if its intentional or not, but its also filled with blockers that prevent a viable colony being established on the ring till youve learned how to clear end-stage blockers.
tyriael_soban 2 May, 2019 @ 6:33pm 
Its odd, when you colonize the worlds the job givers suddenly show up now, if you try to force populate or instant colony them with devmode, the game hangs up though.
force728  [author] 2 May, 2019 @ 9:14am 
@UltMathias and @tyriael_soban: I'll be sure to take a look at Coruscant and Centax before I upload a new update today.
UltMathias 2 May, 2019 @ 3:07am 
That is odd it seems to disappear after a few years in-game.
UltMathias 2 May, 2019 @ 2:58am 
When I start a new game with Imperial Center and Imperial Center (+), I have both City and Residential Districts.
tyriael_soban 1 May, 2019 @ 7:59pm 
I saw the changes you made very late yesterday, the housing districts on coruscants moons now no longer have clerks jobs and there are no job givers listed under the new districts, it simply says "+2 housing" - in addition, it only allows me to build centax hydroponics domes. (which also only have +2 housing.)
This also applies to modded worlds, like beshkyk, Axaum, Kuat etc, none of the districts show any jobs.
tyriael_soban 30 Apr, 2019 @ 5:45pm 
Your other mod that till today had working kuat no longer has working empires, this one starts correctly with the empires working, but kuat does not have a ringworld orbiting it.
logos411 20 Apr, 2019 @ 3:57pm 
Oh, that's fantastic. Thanks for sharing that. I've found that you can put stuff in with homeworlds by using scripted effects, but so far that only seems to work with homeworlds. This method you describe sounds like it should fit the bill though. Thanks again.
force728  [author] 19 Apr, 2019 @ 2:36pm 
@logos411: Actually, I had some success with it recently. For example, I had a problem with the Kuat Shipyard Ring using only city districts. I found out that you can add certain districts like generator or mining in by putting them in as static modifiers. Use "district_mining_max =" or "district_generator_max =" to add districts to a custom planet. There may be other ways of doing that, but this method works for me.
logos411 19 Apr, 2019 @ 12:22pm 
Hey man, I've been working on a similar mod for a while - have you had any success in adding districts to the various custom planet classes?
Lowstringer 10 Apr, 2019 @ 3:15pm 
so i havent had internet in a while is this now patched so colony ships work?
The Shootist 8 Mar, 2019 @ 8:43pm 
kuat's ring is being wierd
vasilis2505 28 Jan, 2019 @ 11:10pm 
could you add some (more)buildings for your faction modpacks.like imperial garrison for imperials or jedi temple for republic
force728  [author] 23 Jan, 2019 @ 4:19pm 
@squamatus: Yeah, that's a problem. I'll see if I could add something that could produce enough food for the planet until you can colonize another system.
Squams 23 Jan, 2019 @ 9:43am 
so when starting on Coruscant, I have +20 food from various farmer/workers. A month and a half in, the farm jobs disappear and turn to Clerks, causing my food to drop to -140 or so. Ecumenopolis, so I understand the lack of farms, but best strat to survive more than a year or two past that point?
Defender 22 Jan, 2019 @ 1:15pm 
Thank you