Stellaris

Stellaris

Reanimated Armies
54 Comments
Hostis globalismi americani. 29 Mar @ 11:04am 
I like that armies.
FirePrince 15 Oct, 2024 @ 6:55am 
JFYI: I recycled (full overhaul) the feature for "All That Is GRIMDARK".
pyromania191 31 Aug, 2024 @ 6:08am 
I remember loving this mod when I used it long ago, however with updates to the game I wonder if you would update it to work with the new robotic 'mechromacy' trait
󠀡 16 Jul, 2023 @ 1:03am 
Would you consider updating this mod, and adding the option to reanimate Scientists or Leaders?
Antharann Fireblade 7 Jun, 2021 @ 1:33pm 
can we get a version of this/variant for hiveminds?
i want to play as a hivemind that raises the fallen to fight for it.
massimogreco1982 24 Apr, 2021 @ 11:31am 
The mod it's interesting, but the problem it's the same of the vanilla civic: army civics are situational, because armies in the game are used in very rare situation. If only this civics give (in addition) something always useful, like +10% of unity/+3% of reasearch for every necromancer you have, than it make sense. It's not mod's fault, it's just a limit of land warfare in Stellaris.
Zia 22 Apr, 2021 @ 9:37am 
Anyone know if this is still working?
The Unknown Guy 13 Apr, 2021 @ 10:15am 
Is there any way to tweak this? I think it´d be nice/interesting to give it more flavor. Perhaps allow leaders that die in other circumstances to come back too?
perforin 18 Feb, 2021 @ 6:00am 
Got it, thanks! How do make the wimpiest possible army unit lol
Flying Scorpion  [author] 18 Feb, 2021 @ 5:38am 
@perforin no, I don't think so. Based on my testing the game just makes him missing in action with a question mark and then after awhile he comes back. Best way to make him die is to make him fight with only 1 army unit on a planet.
perforin 18 Feb, 2021 @ 5:12am 
Yes, his ship was destroyed by an enemy ship...will that ever result in a necromancer?
Flying Scorpion  [author] 17 Feb, 2021 @ 7:27pm 
@perforin did his transport ship get blown up by an enemy spaceship? If so, he probably just went missing in action instead of dying. Kind of like what happens when science vessels get shot down.
perforin 17 Feb, 2021 @ 5:34pm 
I sent a general with an army to an alien fleet to get killed...the general came back but wasn't a necromancer...is that a bug, or do only generals killed in ground combat return as necromancers?
Archivist Grim 15 Jan, 2021 @ 9:33pm 
Noice lad, hope it works well, probably not going to try it out until the espionage update roles in and few new bugs with mods are fixed
Flying Scorpion  [author] 4 Jan, 2021 @ 4:00pm 
Hey everyone, I'm pleased to announce to you all that my second mod ever, The Necrotic Plague, is available for beta testing now. This is the last chance to get in on it during this early development phase and be a part of a smaller pool of players who can provide feedback and ideas before it's unleashed upon the public. You can download it here. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2339358332
Flying Scorpion  [author] 5 Dec, 2020 @ 9:49am 
If the civic doesn't mention anything about necromancers, then the mod is not working. Maybe you have another mod conflicting with it? I'm not sure.
Mythomaniac Gremlin 5 Dec, 2020 @ 9:41am 
@Flying Scorpion I haven't gotten any notifications that are specifically for your mod, and I've been killing a lot of generals to test this, at least 20 now. I also looked at the civic, and it doesn't specifically mention anything about necromancers.
Flying Scorpion  [author] 5 Dec, 2020 @ 4:59am 
@yukaluthdictaorofmars thanks! @aesynth it should only take 100 days for them to come back. Also, there should be a notifications immediately the first time one of them dies and triggers the mod, and there's a pop up with a couple of options. Also, try hovering over the reanimated armies civic and see if there's any mentioning of necromancers in the tooltip.
Mythomaniac Gremlin 4 Dec, 2020 @ 10:14pm 
@Flying Scorpion is there a range to how long it takes? They've been dead for at least 10 years, and while testing it I've been letting plenty of others die along the way
yukaluthdictatorofmars 4 Dec, 2020 @ 9:08pm 
Bro your mod is amazing!
Flying Scorpion  [author] 4 Dec, 2020 @ 7:03pm 
@aesynth are you letting your leaders die? It should work where if your army leaders die, they come back as necromancers.
Mythomaniac Gremlin 4 Dec, 2020 @ 12:41pm 
I may be a bit confused, but I can't seem to get any necromancer leaders and the trait doesn't seem to exist in the game.
Flying Scorpion  [author] 29 Nov, 2020 @ 12:37pm 
Necromancers now have the ability to bring themselves back from the dead. Also, one does not simply "hire" a necromancer anymore. They are born out of the death of regular army leaders.

As usual, let me know if there's any issues.
Slaanynionysus (Talia) 19 Nov, 2020 @ 4:21pm 
Awesome! :D Glad to finally try it! Mwahahahahaha my D2 Necromancer will be the main general of my empire!! :D mwahahahahahahahahaha.
Flying Scorpion  [author] 19 Nov, 2020 @ 4:19pm 
Thanks @BradyFolly! It should be working again! If anyone has any issues please let me know.
Slaanynionysus (Talia) 19 Nov, 2020 @ 4:16pm 
sweet! this mod looks like an awesome thing! i hope ya get it working dude :)
Flying Scorpion  [author] 19 Nov, 2020 @ 3:50pm 
I'm back home and have some time to work on this. It's looking good on my end, I think I can have this fixed and up and running again by the end of the day (fingers crossed, no promises!) by the way, the mod currently reanimates the armies and makes them the same species as whoever it is you attacked. From a headcannon standpoint, that makes sense and feels good. But the problem is if you have that species set to undesirables...guess what? You purge your own reanimated armies because technically they're the same species as your enemy. Talk about punishment. Bringing them back from the dead, just so you can kill them a second time! Somebody call the geneva convetion. :) Anyway I'll see if I can kill two birds with one stone: get the mod working again with update 2.8.1 and also make the mod usable to those of us who want to purge our enemies pops, but not the reanimated armies.
Stahlseele 19 Nov, 2020 @ 7:02am 
modding against a target moving like this seems to be hell . . thank you for trying!
Flying Scorpion  [author] 19 Nov, 2020 @ 3:42am 
2.8.1 just released this morning and it seems to have broken this mod. This mod relied upon on_fleet_enter_orbit as a trigger to count the armies, but that on_action event trigger no longer seems to be working with 2.8.1. So yeah :/ not sure if I can fix that.
Flying Scorpion  [author] 18 Nov, 2020 @ 5:01pm 
@stahlseele thank you, that's exactly what I was going for. I just wanted a simple mod that satisfied my desire for the game mechanics to be similar to Diablo II Necromancy. Anyway the most recent update includes mostly back-end cleaning up. The mod should run more efficiently now (not like it was particularly laggy, but still...). I've included more annotations in the code to help people figure out how it all works. I also included some beta stuff that I was testing out last night, but I couldn't get it to work. Feel free to activate the beta stuff and see if you can get it to work. This should no have any impact on anyone else using the mod, everything should be working just as it always has been. Let me know if there's any problems.
Stahlseele 15 Nov, 2020 @ 1:46pm 
This is how undead should work in terms of battle.
sad that ground combat is basically worthless, but if you can get a free stack of 10 or so armies after every fight it might be usefull to keep steamrolling.
Ultra instinct Martin 15 Nov, 2020 @ 6:55am 
there will be an update to revive your own armies
Ultra instinct Martin 15 Nov, 2020 @ 6:51am 
just the enemies okay thanks
Flying Scorpion  [author] 15 Nov, 2020 @ 6:38am 
*all the bodies of the enemy* the mod currently doesn't support reanimating your own troops.
Flying Scorpion  [author] 15 Nov, 2020 @ 6:34am 
@Issjmartin they are rare spawns in the leader pool for generals (army leaders). If you don't see one, wait every 10 years new leaders will show up. If you can't wait, use energy credits to buy all the generals and eventually you'll find one. They are supposed to be rare. For those of you who want the necromancer to be literally immortal, I *MIGHT* be able to do that. Beware of what you ask for, because this will probably be some sort of monkey's paw kind of thing. Also, if you don't want the necromancer to die, just throw waves of disposable troops at your enemy and then finish them off with the necromancer. If you want to get all of the bodies back as undead, just keep the necromancer orbiting your target from the start.
Ultra instinct Martin 15 Nov, 2020 @ 6:29am 
II tried this mod i don't know where i go necromancers recruit can
Flying Scorpion  [author] 15 Nov, 2020 @ 6:19am 
@Thyrork I don't have time, sorry. I've never even played hive mind and I'm actually still trying to learn how to play with my own mod LOL. But there's a couple ways it could be done. Easiest one for you would be to just copy my mod, and do a find/replace on anywhere you see civic_reanimated_armies and then just change it to some civic that hive minds use. I'm pretty sure everything would just transfer over.
Thyrork 15 Nov, 2020 @ 4:27am 
Would you consider adding this perk to organic Hive Mind's too? All flesh shall serve the one-mind after all. Death is just another stage. :mummy::scythe:
Ultra instinct Martin 13 Nov, 2020 @ 10:22am 
nol
undead armies to me fight lolol
ton10p 12 Nov, 2020 @ 1:05pm 
add necromancer golems
Flying Scorpion  [author] 11 Nov, 2020 @ 7:07pm 
Thank you for the suggestion. I was also thinking about expanding upon their skills/abilities as they level up; however, currently I have a higher priority project that I'm working on. Hopefully this next project does what it's supposed to do (fingers crossed). I might come back and add some more flair to the necromancers. I have a TON of ideas but I'll follow the same lesson Hello Games learned with No Man's Sky: just shut up and don't promise anything. haha :)
Dracolich 11 Nov, 2020 @ 5:43pm 
I would suggest allowing the Necromancer general to become a lich if they get a level up perk After all, a skilled Necromancer will ascend to lichdom and gain immortality, a foolish necromancer will find death.
Flying Scorpion  [author] 11 Nov, 2020 @ 11:08am 
I think I know how to fix it, but given the feedback here and on the official forums, I'll just leave it alone :)

I don't play much multiplayer but I would like for this mod to be viewed upon as acceptable to bring into multiplayer matches. So far it seems to be okay, so I might begin working on my next project idea.
massimogreco1982 10 Nov, 2020 @ 5:29am 
After all, it's a necromancer, so with it's dark art he had conquered immortality.
massimogreco1982 10 Nov, 2020 @ 5:28am 
Well, you always should make necromancer immortals, so the problems will vanish ;)
Flying Scorpion  [author] 9 Nov, 2020 @ 12:36pm 
Been working on a few things today. So far current version now allows your necromancers to work while defending as well as attacking. Soon I'll be updating the tooltips for this mod so that it plays nicer with other mods and doesn't overwrite their tooltip or localisation files. I've been trying to figure out how to fix the bug where your necromancer still does his job even after he dies, but so far my attempts to stop that have been thwarted.
Lokki 8 Nov, 2020 @ 11:38pm 
Im gonna try this with the paluush mega army...
marky612 7 Nov, 2020 @ 11:14pm 
I quite enjoy this!
Thank you!
Flying Scorpion  [author] 7 Nov, 2020 @ 8:15am 
Reverting to version 2.2 - sorry about that, somehow managed to break the mod while trying to clean it up.
Flying Scorpion  [author] 5 Nov, 2020 @ 8:25pm 
Cleaned up some of code. A relic event from a previous version has been deleted. Some minor tweaks to make it run faster. The error log "Invalid context switch[leader]" should now be resolved and no longer show up. All that's left is to get rid of the "Unknown property: defenders_necro" error log.... at least until another error shows up :)