Stellaris

Stellaris

EVE Online: Capsuleers
39 Comments
Kabivel 7 Jan, 2022 @ 3:00am 
All eve online mods arround was created by people who cloned my mod.
But unlike than i still on active.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1967427346
Spider 9 Mar, 2021 @ 11:53am 
RIP this mod. It was a great idea.
jtexasboyz 21 Jun, 2020 @ 8:21pm 
Are you still working on this
cheater is cheap 2 Jun, 2020 @ 6:10pm 
can concord is able?
jtexasboyz 17 May, 2020 @ 12:12pm 
um will this be updated
Spider 19 Mar, 2020 @ 5:46pm 
Does this still work in 2.6.1?
Battlespark 29 Dec, 2019 @ 6:36pm 
Ill give this a go, see how they like my machine empire hahaha.
ArctikFox11  [author] 29 Dec, 2019 @ 12:09am 
No, it only uses base game ship sets.
Dustreaper 25 Dec, 2019 @ 9:27am 
Does this also add the ship sets?
Spider 17 Dec, 2019 @ 9:58am 
CONCORD has singlehandedly wiped every single Marauder Clan out in my galaxy. LOL
ArctikFox11  [author] 5 Dec, 2019 @ 5:04am 
I don't see why it shouldn't be, I'll consider adding it.
Designer225 4 Dec, 2019 @ 1:31am 
This mod is the premier EVE experience... outside EVE Online itself.

That being said, would it be possible to take advantage of mods that add new ship classes? I subscribed to NSC (New Ship Classes), and that mod has almost every ship class that is in EVE, and then some.
Spider 21 Nov, 2019 @ 8:06am 
Thank you for the new Edict. It really makes ALL the difference. The lag isn't anywhere near as bad, now.

Protip: Combine this mod with Human Fallen Empires and turn on their piracy system. It's really fun watching Capsuleer Freelancers and CONCORD DED kill the pirates that spawn. :) Makes the galaxy feel way more alive, and like the Capsuleers are accepting contracts on the pirates or that DED really is acting as an interstellar police force.
kgptzac 17 Nov, 2019 @ 2:17am 
One way to deal with fleet spam is to spawn fewer but stronger fleets as time progress, or as the host empire tech progresses.
Spider 14 Nov, 2019 @ 6:11am 
Yeah, I had to (albeit very reluctantly) uninstall this mod because it eventually reaches a point where there are so many capsuleer fleets that the game can't keep up and it crashes. It's an amazing idea and I'm for ANYTHING that helps make the game feel more alive, so I really hope to see this idea be developed more. :)
Sleepie 7 Nov, 2019 @ 6:05am 
Awesome thanks man!
ArctikFox11  [author] 7 Nov, 2019 @ 3:36am 
I'll add an edict which limits how many spawn, although it might be a while before that since I'm testing other updates aswell.

For a quick fix, you can delete the event "spawning_capsuleers.8" and it should work without any problems.
Sleepie 7 Nov, 2019 @ 2:44am 
Would it be possible for an option to turn off the event that spawns freelancer fleets? It just keeps spawning more and more until my computer eventually shits itself and the game crashes.
Spider 28 Oct, 2019 @ 7:02pm 
CONCORD saved me from the Gray Tempest. 10/10 would let them kill my Capsuleers again.
ArctikFox11  [author] 28 Oct, 2019 @ 6:57am 
For the guardians: I'll go and change it so CONCORD fleets don't attack them.

For the smaller creatures: I'll still have CONCORD attack them, since you should be in mid-game by then anyways

The corps will still attack them though as to make them more of a crisis but I'll make it so you can take it after you destroy them
1v0 27 Oct, 2019 @ 3:09pm 
Hey, Firstly I really like this mod. It makes the galaxy more lively. But I have 1 problem with it


Not sure if it's intended-
Example from my game : The CONCORD assembly(patrol fleet) killed (the rubricator) shard dragon. They also kill other big monsters(not 100 % sure here). They also attack the other (smaller)space monsters. They don't do it on purpose but while wondering around and go into a system with monsters, they kill them.

The problem I have with this is - They steal the relics/events/bonuses or don't even use them, the shard dragon example I made above - While I was building my fleet they just went there killed it and that's it.
If it was another empire OK. Then I can just raid their capital to take the relic back. But in this case ... I can't do anything.
ArctikFox11  [author] 22 Oct, 2019 @ 1:17am 
Turns out I forgot to add some gates. It should be fixed now
Pietrasek 21 Oct, 2019 @ 8:49am 
One issue that make game unplayable- when i finish a special project with capsuleers my sciwnce ships and fleets.. i must say all of my ships start to behavior like from your mod - they dont use my comands and are flying where they wants
jtexasboyz 20 Oct, 2019 @ 11:58am 
I will be adding more eve theamed portraits to my mod as soon as I have the time to updae. You are free to use them for this mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1741449184
ArctikFox11  [author] 19 Oct, 2019 @ 6:41pm 
See if this version works
PaulBr 19 Oct, 2019 @ 5:04pm 
Is there any way to get this for 2.3?
I had a campaign with it installed but it no longer shows up at the 2.3 mod manager
ArctikFox11  [author] 15 Oct, 2019 @ 3:28am 
I don't seem to have this problem on my end, perhaps you could start a new save and spawn them in (spawning_capsuleers.1) and then see if the bug is still there. The game did however crash when offering peace but that's now fixed.
kgptzac 14 Oct, 2019 @ 9:31pm 
Still on the same playthru as my previous comments... looks like declaring war on the capsuleer faction still has the same bug. Another bug is now after killing their outpost in a system, the system doesn't revert back to neutral/unoccupied. I kind had enough so I used console command to kill the entire empire... and even then I still can't build outpost in their previous occupied systems :/
Reu 14 Oct, 2019 @ 7:51pm 
I really do enjoy this mod if only for the RP that comes with it, pretty cool to see freelance ships running around doing their own thing. Personally for my own playthrough I'm using the Gundam mod so seeing my own capsuleers using Gundam ships allow me to pretend they're like low level earth federation security patrols(just missing mobile suits, which they might use if they get anything that uses a hangar slot)
ArctikFox11  [author] 13 Oct, 2019 @ 11:22pm 
I remember putting code for that, I've no idea why it doesn't go hostile though, I think it's only a problem when you declare war on them instead of them declaring war on you.

As for the corps being too OP, I'll throw in a nerf and see how it goes, slow the spawn time and give them a modifier which reduces damage
kgptzac 13 Oct, 2019 @ 9:13pm 
Ok I tried to declare war on the capsuleer empire... and i think it's even more broken lol.

First is after declaring war, they don't become hostile, still neutral. I get the warning popup saying it's turning hostile if I attack their station... but they never turn hostile, just dummy target that don't fight back.

Then there's the issue the constructor ship are on steroid... they spawn way too fast, and their speed of building outposts is almost instant.

Curiously enough my vassals who are in the war are hostile to them. However the capsuleer fleets are like crisis fleets, only way too fast to catch up... please consider nerfing their speed/reaction time.
ArctikFox11  [author] 13 Oct, 2019 @ 6:22pm 
I'll have a look with that, the Khan was my fault cause I had it set to neutral but I guess that's not really working.
kgptzac 13 Oct, 2019 @ 2:18pm 
Two ongoing issues I'm seeing now: During war the allied capsuleer fleet kill an outpost, but the outpost doesn't switch to my occupation. It just says invul for a bit and switch to enemy control when capsuleer fleet leave system.

Another issue is during great khan uprising, the capsuleer faction really likes to spam outpost in systems that are supposed to be captured by the khan, and somehow the khan isn't hostile to the casuleer faction who steal systems under them.
ArctikFox11  [author] 9 Oct, 2019 @ 8:10pm 
I'll consider moving it to after cloning
kgptzac 9 Oct, 2019 @ 7:41pm 
I've got a suggestion:

Can you please consider unlocking capsuleers in early game? To me this sounds like a perfect and flavored way of dealing with mid-game piracy, where trade values are up but before mass building jump gates. Give players the choice to invest in capsuleers so they can completely take care any and all pirates :)

I think this mod hast the most refreshing idea compare to many other relating to Eve Online. I'm really looking forward to see the updates!
ArctikFox11  [author] 6 Oct, 2019 @ 11:05pm 
The AI seems to be able to use cosmetic packs without DLC so I would say you don't need any DLC for this
PaulBr 6 Oct, 2019 @ 8:33pm 
So supposedly we don't need any DLC correct?
Just making sure just in case
starfirejordan 6 Oct, 2019 @ 7:32pm 
me likey