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this mod was officially abandoned after 2.4.
an updated version of this mod is included in Aesthetic Cinematic Gameplay
or if you want to play without ACG and only this mod then you might want to use another mod like the one mentioned by Red-Eyed_Fairace
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2030452453
Chickenhunt and Chondrite are content contributors - meaning that i was allowed to use and rework their mods to merge them into my overhaul project. having said that i also like a very balanced vanilla+ experience regarding additional content - that's why i created this mod. Imo other mods are not balanced.
Apart from that i like a reworked graphical experience and also a better challenge regarding crisis. therefore i would just recommend to read the mod's description of Aesthetic Cinematic Gameplay and maybe also watch one of the videos in the mod's description to get a feeling how a battle looks like with this mod enabled. i will post a patch for ACG and stellaris 2.6.1 today :)
thank you :)
if you use my new mod then this mod is going to be implemented :)
*** THIS MOD IS OFFICIALLY ABANDONED
NEW MOD: AESTHETIC CINEMATIC GAMEPLAY RELEASED ***
**************************************************************************************************************
Thanks for this great mod.
yes this should still work
unfortunately right now i don't have time to make such a submod sorry
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1510775134&searchtext=crisis
1. go to Documents/Paradox Interactive/Stellaris
2. delete everything in this folder except "save games"
3. restart stellaris
=> you will have to reactivate your mods again but the game and mods should work properly again***
So long story short: this mod is not compatible with ACOT at the moment and i will only include compatibility if and once i did rework ACOT for my other main mod (=ACG). I hope for your understanding and meanwhile ask you to either use ACOT or this mod :)
The reason for that was, that the unbidden files are not located in the same folder as the other files that i modified for this mod (i.e. not in scripted_effects folder) and when i first created this mod a long time ago i did not find the location for unbidden fleet modification.
I think i do know now where the necessary unbidden files are and i will soon release an update to this mod that will also include an increase to the amount of unbidden ships and maybe also some other adjustments. Thank you both for your comments! :)
nonetheless i would recommend to join the stellaris modding group and also join the paradox forum / Stellaris / user mods. you can ask questions like this there and get answers usually pretty fast :)
Also, have you tapped at district modding? I haven't touched stellaris modding before, and I want to give it a try changing the housing/jobs that mining/generator/farming districts give. Know anything that could help me achieve that?
Again, thanks for being so helpful :D
Therefore f.e. the fallen empire and marauder fleets that spawned from the start of the game won't be increased because they are already in game.
ALL FUTURE SPAWNING fleets will be affected by this mod though. So if you did not trigger the Khan event yet or an awakened fallen Empire, you will still see huge fleets spawning once those events are triggered :)