Stellaris
Origin - The Great Mistake
77 comentarios
DrStrangelove05 6 MAY 2024 a las 2:35 
Does this mod still work? Especially with The Machine Age update coming out in a few days?
Guilliman  [autor] 28 MAY 2023 a las 21:46 
Are those Fallen Empire buildings? They have a weird part in their code that prevents them from being on planets if they dont get a special planet flag. I donno why they did it like that.I may just overwrite those buildings as I'm tired of that myself
SharpeGuy 24 MAY 2023 a las 22:02 
Not sure if you can help Guilliman since the modlist I'm working on is so large, but I have no idea what could possibly be causing this.
For some reason right after the amount of time it takes to automatically unlock the research cruiser from NSC2 (after 1 month), the 2 sky domes you get disappear. When I have the planet view open when this happens, every single building slot flashes a red ∅ symbol in the corner (the same kind of symbol when a building is ruined), and then the sky domes disappear.
Disabling exploration cruisers on game start during NSC2 setup does not fix this, it just happens to line up after the first in game month.
shiny 14 MAY 2023 a las 21:57 
I admit I never actually play empires with this but it makes for great setup and villains, like my "Directive Empires". Whethers it a Terravoric Lithoid Hive or a army of Undead Clone soldiers, it gives a lot of flavor.

Thank you for making this :D
Guilliman  [autor] 9 MAY 2023 a las 8:50 
Its a small mod so should still work fine! I'll update the version number soon but feel free to play it already
Human Federation Leader 9 MAY 2023 a las 5:46 
Looks good. Has this mod updated to latest game version?:steamhappy:
DrStrangelove05 11 DIC 2022 a las 11:33 
Good to hear!
Guilliman  [autor] 11 DIC 2022 a las 8:15 
Should be. I'll update the version number soon
DrStrangelove05 10 DIC 2022 a las 19:50 
Is this compatible with 3.6?
Guilliman  [autor] 12 MAY 2022 a las 9:15 
Updated to v 3.4
Tumama 11 MAY 2022 a las 10:34 
This sounds amazing for roleplay, does it still work? any plan on updating?
Liorans Firefly 14 DIC 2021 a las 18:40 
Does it work for 3.2?
Meridian 19 ABR 2021 a las 20:00 
After testing with other mods added one-by-one, I found the problem lays with some kind of conflict that the MODJam mod creates. I simply uninstalled the MODJam since it seems to have other issues in game as well with the D|ck update.

Your mod/work is greatly appreciated... and enjoyable!
Guilliman  [autor] 15 ABR 2021 a las 21:53 
Strange Meridian, I'm not experiencing this problem. When making or editing an empire it shows all the base game solar systems.
Can you try the following in order:
unsubbing from the mod -> restarting steam -> resub to the mod and give it a moment to download -> then try again
Meridian 15 ABR 2021 a las 21:30 
When creating a new Species, the Homeworld (Name & Class Section) "Starting Solar System" is bugged with current Version (D|ck 3.0) Shows 'origin_containment_failure_system_NAME' with 'origin_containment_failure_DESC' descriptor as an option, but treats it as an invalid system initializer with error message "Solar system initializer origin_containment_failure_system_NAME is not valid for empire starts"
CatFish21sm 20 FEB 2021 a las 11:24 
I love it lol. Pair this with a few other mods to let you create an OP species then begin to spread out and conquer the galaxy. They made a mistake and now they are gone, its our turn to show them exactly how great their mistake was.
You can also pair this with the Distant origins mod for extra roleplay. After creating you're species you kicked the native inhabitants off and now you spread out into the galaxy to conquer. This would be perfect for a machine empire. Or perhaps if you RP a as genetic super species.
Guilliman  [autor] 2 ENE 2021 a las 14:14 
Just for RP, all it does is make the fallen empires not like you.
Nicolina biggest fan 28 DIC 2020 a las 5:27 
Is this mod just for RP r does it have an story or special stuff?
Wreck 6 NOV 2020 a las 0:49 
ah. our history. this is perfect recreation. this is. art.
CrazyJ 5 OCT 2020 a las 11:04 
amusingly with the way that the empire opinion system is bugged at the moment the fe will never declare war on you, simply because they base thier actions of of YOUR opinion not thier's
TheoAllen 15 JUL 2020 a las 17:27 
Looks good to be combined with precursor trait https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1360500017 and either determined exterminator or devouring swarm. And have the fallen empire hate the species. Subscribed
Complete Casual 21 JUN 2020 a las 14:12 
thanks for this :) time to rush tech and get strong enough that I am the 6th fallen empire, then start my own war in heaven :) or more likely, ill die horribly
Potato Cat 21 JUN 2020 a las 5:59 
What an absolutely amazing waste of time, energy, resources, evolutionary dice roles, and life in general:cleandino:
Cat Burglar 20 JUN 2020 a las 18:08 
Yes, I love that self loathing and cynical perspective that has somehow become mainstream. So great to hate yourself and your species for whatever reason. Fantastic. It isn't like humans are the best things to ever come from this planet, and as far as we can tell, our galaxy or anything like that. Hahaha. No sir-y, humans are just the worst thing to ever happen.
Megalodon4 20 JUN 2020 a las 12:20 
So basically we are playing as us, humans?
Captain Badbeard 11 JUN 2020 a las 18:52 
Excellent origin for roleplaying me
Bob_Semple 7 JUN 2020 a las 22:42 
Excellent origin for roleplaying the flood
Bog je Srbin 3 JUN 2020 a las 6:54 
Finally a mod about my life.
Tebreski 17 MAY 2020 a las 18:14 
Oh I see, thanks for the info pal. Much appreciated
DragonCry 17 MAY 2020 a las 16:22 
Ah yeah i had that issue with different stellaris mods before, basically it has to do with the order you put the mods in the mod loader
Tebreski 17 MAY 2020 a las 13:11 
I got a message in my mod manager that your mod is missing a descriptor file. Perhaps do you know how to fix it?
Lshoulderinpain 17 MAY 2020 a las 2:31 
love the general idea <3, keep brainstorming!
Valrossar 16 MAY 2020 a las 23:00 
Nice to see that even in a game as expansive as Stellaris I will still be able to experience my life all the same.
shiny 16 MAY 2020 a las 21:17 
"Are you proud of me, dad?" the mod. I can't wait to play, but are events planned or is this it? I think it would be sick to find files to gain fallen tech and pop mods (whether that be species wide depression or more stability)
Guilliman  [autor] 16 MAY 2020 a las 21:08 
oof @alex :3

@sumadahk, just roleplay, you do get two fantastic skydome buildings
alex 16 MAY 2020 a las 18:58 
Great mod! now I can finally play as what my parents always say I am!
Sumadahk 16 MAY 2020 a las 15:52 
Do you actually start on a Fallen Empire world or is that just for the role play?
SSS-class Warlock 16 MAY 2020 a las 9:03 
thanks
Guilliman  [autor] 16 MAY 2020 a las 9:02 
yup
SSS-class Warlock 16 MAY 2020 a las 8:49 
works with 2.7.2?
Player1 16 MAY 2020 a las 4:52 
interesting to have a try
LostInPluto 16 MAY 2020 a las 0:56 
But I will try it. qvq
LostInPluto 16 MAY 2020 a las 0:56 
Now the fallen empire will not hit you directly, until you have about 50k fleet. so I think it can be played, but it can never rise.
loyalgaurd 15 MAY 2020 a las 23:26 
Author this is horrible great mod but why did the fallen empire have to die off with all the sweet rolls? and why is it that the robotic sentries always mention taking an arrow to the knee? :steamsad:
PaladinThicc 15 MAY 2020 a las 15:13 
Bruh no one is being a cuck for a fallen empire and just giving into their demands straight away. Just submit and then in the late game yeet them.
Guilliman  [autor] 15 MAY 2020 a las 7:27 
patched:
Fixed hidden starting event trying to apply a non-existing trait.
-Bad copy paste job on my end, sorry!

@kaelis you get two sky domes that's all :)
kaelis 15 MAY 2020 a las 7:07 
Any leftover fallen empire buildings?
Dahak 14 MAY 2020 a las 11:56 
Quick update after some testing. I replaced the non-existant trait with a functional trait. A new species is still created on game start, so it looks like it has to do with the method of modifying the population. The base game seems to deal with this through the origin script itself rather than through an event.
Dahak 14 MAY 2020 a las 11:29 
There seems to be a trait that is being called in the mod that doesn't exist. It is added by the starting event and is called 'trait_gpm_mega_adaptive'. That particular trait doesn't exist in the game, and isn't added by the mod. Is there another pre-requisite mod we need?

This trait causes you to start with two distinct species, one with the errored trait, and one without. The one without is the one that is created through normal re-production. I believe this is because the trait isn't real and doesn't do anything. No positives or negatives, no description, and it takes the image of some other random trait.