Stellaris

Stellaris

Zerg Portrait Set
70 Comments
IX Avdacity 12 Jun @ 8:17pm 
@force728 everything seems to be working now except for the shipset added by the mod. also, the ship version of the zerg cerebrates are invisible i just now noticed that lol but yea, other than those two things everything seems to be working as intended now
force728  [author] 12 Jun @ 7:23pm 
@IX Avdacity: Ok, try it now. I made some changes to the starting Zerg deposits so that you don't start with a resource deficit. If you don't see any changes, unsub and sub again for a fresh install.
IX Avdacity 12 Jun @ 5:32pm 
@force728 yeah all my planets have over 100. my lowest pop on a planet was 268 im pretty sure
force728  [author] 12 Jun @ 5:25pm 
@IX Avdacity: What was your pop amount on the planet? Was it at least more than 100?
IX Avdacity 12 Jun @ 3:56pm 
@force728 they show up in my build menu it just doesnt let me build them for some reason. still havent figured out why because i meet all the requirements to build them but it doesnt let me lol. really enjoy the mod though
force728  [author] 12 Jun @ 3:25pm 
@IX Avdacity: I'm still working on fixing the starting resources, but I'll take a look regarding the zerg buildings not showing up in the build menu.
IX Avdacity 12 Jun @ 9:33am 
alright so i can confirm everything works for the most part. however, i cannot use the shipset as it isnt updated for biogenesis. and for whatever reason i cannot build zerg hatcheries or hives on any of my planets, meaning no zerg unit recruitment for me unless its from my capital planet. the start IS possible its just a lot of managing the galactic market until ur economy is actually stable on ur capital
Doomsday69 1 Jun @ 3:59pm 
Start is impossible. Update please.
Dark_Wizard 29 May @ 4:20am 
This is a really cool mod. But it doesn't seem to work since version 4.0. Please update it
Orphan 16 May @ 3:44am 
Mhm it's an impossible start since the 4.0 I think lol
Inpachi 9 May @ 2:29am 
Hello, would it be possible to have a version without gameplay change? (no civics/trait...)
Modern Spartan 11 Feb @ 4:35pm 
Im just hoping the acid blast weapon becomes available to us in this mod, it's not right now
force728  [author] 11 Feb @ 4:33pm 
@Shakain: You're not and I don't mind adding those factions, but it just takes time. Unfortunately, I don't have a lot of free time, so adding new content will be slow right now.
Shakain 9 Feb @ 8:30pm 
I don't wish to be rude or anything. But I was curious to ask if in the possible future we can have Primal and Cerberus related origins and the like?
Modern Spartan 4 Nov, 2024 @ 5:13am 
Unless we are supposed to just use those? I am unsure how this faction is supposed to work admittedly, I didn't play much Star Craft!
Modern Spartan 4 Nov, 2024 @ 4:53am 
Now I can see every Scourge tech except the Scourge Acid Blast. The Cerebrate Leviathan comes with them, but I cannot figure out how to get it for the rest of my ships?
mushihime. 12 Jun, 2024 @ 11:38am 
TNX
mushihime. 12 Jun, 2024 @ 10:02am 
Please update the mod, I really want to play zerg in the new dlc
Daniellm 22 Mar, 2024 @ 9:07am 
ben_d it has technically not been abandoned, but it also has not needed an update therefor it has recieved none. when that's said, i don't really care if people take it, i didn't make the OG mod either, just the "updated" one
Ben_D⚜ 7 Mar, 2024 @ 10:00pm 
Hey force728, I've been using your mods for quite some time now. I know you've added a shipset in this mod, but another one here has the same concept in using certain Zerg units in the same way that your Protoss mods do. Since it seems to be abandoned, do you think you could incorporate it into this one?
force728  [author] 21 Dec, 2023 @ 5:26pm 
@Freon: Because it's not finished... That tech is from previous efforts to add in zerg army and weapon unlocks. I've decided not to go that way. It's only there if I wanted to work on it some more later without starting from scratch.
Freon 21 Dec, 2023 @ 9:33am 
Was looking through the files after picking zerg civic mid playthrough and only getting Carapace module out of it and... Is there a particular reason why the rest of tech is #'d? The files for bio-weapons are in place as far as I can tell
Oblivionis 17 Oct, 2023 @ 2:26am 
Beautiful mod. Added.
Bugsy 17 Aug, 2023 @ 12:02pm 
Я вам перевод на русский тут сделал, изначально конечно для себя, но решил почему бы не поделиться.
force728  [author] 1 Aug, 2023 @ 12:42pm 
@Meowsician: Thanks for the report. That society research reward wasn't intended to be there, so I'll remove it in the next update.
Meowsician 1 Aug, 2023 @ 11:22am 
Hey, absolutely love your SC mods. I had one issue though where when a non-zerg AI was using the planet decision to remove a zerg hive the game crashed on the project completion. The error was:

[04:35:55][effect_impl.cpp:341]: Script Error: Invalid context switch [owner] from Development Chamber [planet], file: common/decisions/01_zerg_decisions.txt line: 305

I believe the issue is since the decision turns the planet into a barren world, there is no owner to give society research to in lines 305-307. I tested this by changing the target planet type in line 291 to "pc_desert" and this time project completed successfully with no crash in the same save file.

Probably merits more testing if you have time but I'd suggest either changing the planet type like I did (so that ownership persists), or alternatively remove the society_research award.

Thanks again for your work on these mods!
Gaesegu 1 Aug, 2023 @ 1:07am 
i love you
force728  [author] 14 Jun, 2023 @ 12:07pm 
@Sadness: No, it's intended to spawn above the planet after the decision is done, but it's still a problem I'm working to fix.
QueiSha 13 Jun, 2023 @ 8:45pm 
After 'decision_hatch_zerg_cerebrate_fleet' is done, the fleet will go missing. Is this what you intended?
DARKH0BBIT 5 May, 2023 @ 2:01am 
i see well dang ok fair enough i was a little optimistic that there could be short cuts but not really worth the hassle to build from scratch
force728  [author] 6 Apr, 2023 @ 2:31pm 
@DARKHOBBIT: To make it like a devouring swarm, I would have to overwrite the game rules file which governs what an empire is allowed to do. The no participation on the galactic market for homicidal empires, for example, would have to be overwritten to include the Zerg civic.

There's no hard limits to creating a civic like that, but it can be tricky to do. I tried to do something similar with the Flood in another mod, but it didn't work out well since I still had to overwrite game rules and files to include the civic and even then, it would cause problems with the AI.
DARKH0BBIT 5 Apr, 2023 @ 7:39pm 
sounds good. oh also forgot to mention they go missing when they spawn in not sure if that's intended or not but they do work. just a heads up

that's fair
what about if you were to copy the properties of devouring swarm instead of overwriting the existing civ and place them in a separate zerg civic? is that something that would work or are there hard limits to how much a civic can have in it?
force728  [author] 5 Apr, 2023 @ 9:16am 
@DARKHOBBIT: I'll look into the zerg cerebrate ship textures but merging the devouring swarm with the zerg civic will end up overwriting too many base game files to be worth the effort unfortunately.
DARKH0BBIT 4 Apr, 2023 @ 10:26pm 
Love this mod!!! just what I've been needing/craving.

Just wondering with the zerg cerebrate ship is it missing its texture or is the zerg shipset mod overriding it? for me its invisible not a big deal to me but figured i'd ask. im using the patched version of zerg shipset https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2869682364 made by Daniellm just to clarify.

also just curious if its possible to merge devouring swarm with the zerg civic? doing this would allow for the player to pick organic structure as a starting civ along side this mod which would fix bugs caused by trying to add organic mid game. if it can be done i'd recommend uploading as a separate clone to this mod so its not forced on players who like diplo play and whatnot
Crysolas 25 Jan, 2023 @ 10:45am 
@force728: Maybe could you please make it a bit more purple-ish? Idk is just a suggestion. But thanks for the clarification.
Zonny Tiger 9 Jan, 2023 @ 7:28am 
the only problem i've ran into is that it crashes at the overmind portrait
alex_dt83 2 Dec, 2022 @ 9:29am 
update pls
shephjr15 12 Oct, 2022 @ 4:08am 
Another quick and probably foolish question, but is there a way to exclude the Char origin from creating a Zerus neighbor if the Zerus system is also an origin system in the same galaxy?
shephjr15 11 Oct, 2022 @ 11:30pm 
Hello Force, I was wondering, does your Animated Overmind portrait derive from the modeling and code from the base game's Prethoryn Scourge model? If so, that may be the source of a persistent sound bug, wherein any time that model appears on screen, the associated sound effect is permanent until reload.
Daniellm 6 Oct, 2022 @ 4:58pm 
thank you so much force

i'll be sure to credit you in the desc :)
force728  [author] 6 Oct, 2022 @ 4:54pm 
@Daniellm: Sure, go ahead.
Daniellm 6 Oct, 2022 @ 4:38pm 
hey force

I'm currently making a bit more of an advanced zerg mod, and was wondering if i could borrow your portraits and maybe even starting systems?

Those are the 2 things i have 0 experience in doing myself, and would love the help it would bring

Cheers :)
Cathelia Samicora 11 Sep, 2022 @ 8:18am 
@force728 There might be a slip of the pen in the file "zerg_hive_planet_events.txt" at line 107, which is written as BOTH "owner = { has_origin = origin_zerg_swarm }" and "NOT = { owner = { has_origin = origin_zerg_swarm } }" ? It seems this has caused planet modifier "zerg_hive_stage_0" unable to be removed correctly when the planet is captured by non-zerg.
Cathelia Samicora 29 Aug, 2022 @ 9:11am 
@force728 Understood. Thank you for the reply :steamthumbsup:
force728  [author] 29 Aug, 2022 @ 6:57am 
@Cathelia Samicora: The zerg trait is not randomized, so it won't appear on any ai empires randomly unless you make a custom empire with one.
Cathelia Samicora 28 Aug, 2022 @ 6:11pm 
Excuse me, is the special trait pick-able by random-created AI empires? The trait is suitable and lore-friendly to the Zerg, but might be very strange if there is a possibility to be shown on non-zerg random-created AI empires.
force728  [author] 16 Jun, 2022 @ 6:07pm 
@Crysolas: The grey color is intended to resemble Zerg creep on the planet.
Crysolas 16 Jun, 2022 @ 4:36pm 
Hi, sorry good mod, but when I update the hive on a planet to terraform it by the decision, instead of the "terraform", at the last evolution, the skin of the planet turns grey colour. Could you check it please?
Mr.Lee 15 Nov, 2021 @ 6:32pm 
有没有汉化包
CardinalMerci 20 Oct, 2021 @ 6:32pm 
when I created a new specie,I cant use ‘warm authority test‘ as polity.