Stellaris

Stellaris

Star Trek: New Civilisations
7,035 Comments
kinngrimm 23 hours ago 
Oh my bad i just came back to playing andi guess i first need to play vanilla to get to know all the new stuff i may have missed. Thanks for the info i will keep a look out for that,
walshicus  [author] 12 Jul @ 12:20pm 
Kinngrimm - I think that's also in vanilla if you take the tradition that came with the Grand Archive.

Danbrad - There are ways to speed it up - have more envoys attached, certain leader traits etc.
danbrad87 12 Jul @ 9:28am 
When playing the federation it takes too long for someone to become a member and makes the game somewhat boring while you wait. Could it be shortened
kinngrimm 11 Jul @ 1:11pm 
One thing i noticed that i liked a lot, that is that you can excavate archelogical sites even when they are not in your territory, which is on a long time wish list of mine.
Any chance you would make a stand alone mod just for that functionality?
walshicus  [author] 10 Jul @ 10:58pm 
No, it'd be a consequence of the Tellarites not spawning, which shouldn't happen now.
davidrthompson5368 10 Jul @ 3:52am 
Good. Also, on the same start, you only have access to the Human and Vulcan species. Is that something that needs to be fixed?
walshicus  [author] 9 Jul @ 11:25pm 
Yeah it's weird. Might have a fix soon though.
davidrthompson5368 9 Jul @ 6:38pm 
If you play with the Federation start, the Tellarites sometimes don't spawn in. What's up with that?
kinngrimm 9 Jul @ 5:14pm 
understood, thx
walshicus  [author] 9 Jul @ 1:16pm 
Kinngrimm - they're designed to make it so you can traverse systems with them faster by providing a speed boost. They work a little bit different to vanilla's highways, but use the same underlying ID so that they can be built from the galaxy map.


ChipopHQ - it's not as simple as that really. I wish it was, and in a way that was easy to understand for all players and not cause issues, because we'd be doing all kinds of fun things with empire spawns if it were...
kinngrimm 9 Jul @ 1:03pm 
Hi, i am playing this mod for the first time. There are no other mods active.
Playing as Borg, i was building traffic controls which look like the highway thingies from vanilla.
What does the Traffic Control do explicitly as the ships seem not to use them? Dp they give system wide effects or do i have to position them close to a jump point?
ChipopHQ 8 Jul @ 8:38am 
walshicus - Well. The number of empire slots can be modified and map sizes can be added that can add a single empire slot which will allow custom empires to appear without having any of the regular empires not spawn.
tilarium 8 Jul @ 2:48am 
@Deadly_Duck Current (4.0) game has been using Endless Frontier and Extra Events Continued with no issues. Also just a few minor graphic changers: Immersive Energy Shield, Wheat Food Icon Replacer and Trade Icon Replacer (for the trade, you'll need to go into the mods folder and delete the common folder in there to just get the icon replacer, the other changes the mod makes will clash). I also have Battle Debris running because I like saving debris in some systems where a major battle occured (think the battle debris memorial of Wolf 359). I also have Sartek's Star Trek Universe in the mods list, since you can't edit any of the empires before game start the mod itself doesn't do much, but I edited the save file to have the Starbases in a handful of systems use the Starbase models from that mod instead, after all, shouldn't Starbase 1 look much grander then all the rest?
walshicus  [author] 8 Jul @ 1:50am 
Shriv - 4.0 should be fine now. A handful of snags with one or two ship components but should otherwise run as expected.

Deadly_duck - generally the assumption would be no for mod compatibility, but Kate has been keeping a pinned list on our Discord up to date.

Chipop - in the future I might be able to re-open this up again, but my worry is that our empire spawning is very fragile in 4.0 and I don't want players to wonder why Klingons or Romulans aren't appearing if the answer is that their custom empires are taking up those slots.
417Shriv 7 Jul @ 11:13pm 
lol, is it safe to play post 4.0 games again? I've been playing the last comparable 3.14 mod for the longest time because of the vanilla bugs.
deadly_duck 7 Jul @ 8:22pm 
any mod lists compatible?
ChipopHQ 7 Jul @ 5:28pm 
I may or may not have asked this before. But is it possible to have custom empire support like one of RMG's other mods like Legacy of the Old Republic? People could create what if scenarios like what if the Empire from Star Wars was in Star Trek, and there could be spawning points in each of the 4 quadrants. Adding custom empire support can also help the mod's replay value.
tilarium 7 Jul @ 1:29pm 
Klingon?
antoncatedrales 7 Jul @ 8:21am 
catalanish? :)
atg 6 Jul @ 2:54pm 
spanish?
walshicus  [author] 6 Jul @ 2:52am 
The mod is written in English. If you see any American spellings, those are bugs.
Brulikrax 6 Jul @ 2:34am 
By the way, do you have any plans to introduce, if not the same, but similar space station slot amount as in the NSC3-mod? The vanilla is small imo for this mod.
EndsM 6 Jul @ 1:37am 
I guess that's because there are two sets of correct spelling for English. The easiest example is color and colour
spazblade 6 Jul @ 12:12am 
Why isn't this spelled correctly: "Civilizations" ? Is it due to copyright?
walshicus  [author] 5 Jul @ 12:29pm 
There is not much control possible beyond what we're already doing. When the game culls empires on day 1, it's already weighting depending on quadrant (taking fewer from gamma and delta quadrants).

I can probably up the weightings to be less random at smaller empire counts though... Leave it with me. :)


Ideally though, players would be able to choose in the game start options. I just wish PDS would add this feature.
walshicus  [author] 5 Jul @ 8:52am 
Yeah, science ships are listed in the shipyard build list along with all other types.

Maybe post a screen so we can see?
tilarium 5 Jul @ 7:53am 
The same way you build a combat ship except you selete one of your science ship designs...
Nega Prophet Adult Warhead 5 Jul @ 6:37am 
How do I make science ship? I need one to explore the remains of an alien probe, but when I go to fleet management I can only create attack ships, even when I generate a new science ship blueprints, I still can't build a new science ship.
walshicus  [author] 5 Jul @ 4:49am 
I seem to remember reading something from vanilla about changes to behaviour there. Is it much different in STNC now?

If you've got a good save game with an example that would help a lot too. :)
elvinblade 4 Jul @ 3:15pm 
@walshicus Yeah my game is significantly past 'day 1' So pretty much I can do trade deals and research agreements independently of one another just cannot seem to use trade deals joined up with any other diplomatic action to improve its chances of being accepted
walshicus  [author] 4 Jul @ 2:29pm 
No prob. But yeah, it's not great and I can see why players get confused.

Just really hope Paradox fix it soon - it prevents vanilla prescripted empires from spawning.
Brulikrax 4 Jul @ 1:54pm 
I see... ok. I will check it soon.
walshicus  [author] 4 Jul @ 1:29pm 
You can control how many AIs spawn with the slider in the game start menu. You'll see two. One shows the maximum value and one shows the desired value.

We have to do it this way to avoid an annoying vanilla bug in 4.0.
Brulikrax 4 Jul @ 12:47pm 
The mod seems huge, but has a problem - can't regulate how many AIs to be set - and because of it the game frezes even on normal speed. IOW - it is unplayable, basic but cool looking.
walshicus  [author] 4 Jul @ 2:11am 
Elvinblade - I just took a look and it's working fine as long as you're not checking on Day 1. The AI doesn't seem to get its personality type activated until a day has passed, meaning it won't accept trade deals until then.
walshicus  [author] 4 Jul @ 1:20am 
Tilarium - that just needs a tier 4 tech "Interstellar Government IV". There's nothing fancy there in terms of requirements, just needs the previous III tech.
walshicus  [author] 4 Jul @ 1:18am 
I don't think we've intentionally made any changes there versus vanilla, but I'll take a look.
elvinblade 3 Jul @ 7:30pm 
So question, apparently I am no longer able to use trade deals (give resources) to improve chances of negotiations like research agreements and such, is this intended or a bug?
tilarium 3 Jul @ 5:59pm 
@walschicus What are the prerequisites for level 3 of the government techs? Trying to get that up so I can upgrade my capitol but the tech just doesn't want to drop for me. I went into the save and manually added it as an option but it didn't show up in list in game.
walshicus  [author] 2 Jul @ 12:15pm 
Hah, no worries. Something to remember in future if others have the same problem.
KPG117 2 Jul @ 8:30am 
Thanks for your help/time!
KPG117 2 Jul @ 8:30am 
Hey, I got it working. I think it was a memory issue. I hadn't realized I was low on space, moving some stuff to an SSD to make room seemed to have fixed whatever it was.
walshicus  [author] 2 Jul @ 3:17am 
Nothing out of the ordinary there, KPG117.

Are you running any other mods? And could you try moving your user empires file out temporarily.
furie1335 1 Jul @ 7:47pm 
walshicus, that was it. thank you. such a simple answer i was over thinking it
KPG117 1 Jul @ 7:49am 
I just created a discussion thread, thanks for the support. I'm sure the problem is on my end.
walshicus  [author] 1 Jul @ 3:37am 
Those are just generic workshop errors.

You could post it as a thread in the discussions section, or on our discord.
KPG117 30 Jun @ 3:13pm 
Okay I found the error log. Does any of this mean anything to you?

[16:04:25][dlc.cpp:337]: Invalid supported_version in file: mod/ugc_1836457943.mod line: 8
[16:04:25][dlc.cpp:337]: Invalid supported_version in file: mod/ugc_1873097578.mod line: 8
[16:04:25][dlc.cpp:337]: Invalid supported_version in file: mod/ugc_1878473679.mod line: 9
[16:04:25][dlc.cpp:337]: Invalid supported_version in file: mod/ugc_1918281610.mod line: 7
[16:04:25][dlc.cpp:337]: Invalid supported_version in file: mod/ugc_1988230377.mod line: 7
[16:04:25][dlc.cpp:337]: Invalid supported_version in file: mod/ugc_2027015321.mod line: 6
[16:04:25][dlc.cpp:337]: Invalid supported_version in file: mod/ugc_2032118923.mod line: 8

There is more but there is a character limit on here.
walshicus  [author] 30 Jun @ 1:34pm 
It should be in the c:\users\[YOU]\Documents\Paradox Interactive\Stellaris\logs\ folder
KPG117 30 Jun @ 1:11pm 
When I just tried it again, it reached 100% then the music cut and a moment later my computer restarted lmao. No error message to speak of. Does not happen with other mods. Is there some way to access an error log?
walshicus  [author] 30 Jun @ 12:10pm 
What does your error log show?