Stellaris

Stellaris

The Necrotic Plague
136 Comments
Pandemonium 19 Jun @ 12:26pm 
Its a true shame that this and reanimated armies are dead, top tier mod that hasn't been replicated since.
Goodpie2 18 Feb, 2024 @ 11:31pm 
Gonna have to roll back my version of the game just to play this...
Cephalon Sithalo 14 Sep, 2023 @ 5:25am 
@Nhostar I know two years late and honestly you probably wont see this but we were not talking about collaborating together just making sure that our mods worked together without issue.
I had to do the same with this one except in this case I did have to include an empire flag event to allow proper workings :LotusFlower:
NOS482 19 Jul, 2022 @ 5:29pm 
3.4 compatible?
SHEEPSKIN 5 Jun, 2022 @ 1:12am 
will this mod be updated or nah
Spectre 13 May, 2022 @ 12:11pm 
This one dead?
Medanash 30 Dec, 2021 @ 4:41pm 
I can't see events... I only can see "TWN.3010.option", for example...
Kencko 9 Dec, 2021 @ 8:54am 
Second Nhostar these three mods are insanely cruel XD
Nhostar 31 Oct, 2021 @ 9:59am 
I found my self here after following some links on two other mods The Dark Art of Necromancy and Undeath Worlds. The mod creators for the aforementioned two mods are talking with each other about collaborating on their projects. Your's would make a great addition to that idea especially since it was there that I found the link that lead me here. Looking forward to this new necromantic crisis I'm going to unleash upon the galaxy.
KnighTheThrasher 15 Oct, 2021 @ 8:46am 
works fine in 3.1
Skill Less 1 Sep, 2021 @ 1:01pm 
hi there, cool mod. (playable in 3.0.*)

it whould be cool if you could make it so that we can create the secondary species ourselves :)
MasterOfGrey 2 Aug, 2021 @ 8:29pm 
Hi there, if/when this gets updated, is there any chance you could possibly make a lighter-weight version of this that only combines the Void Dwellers and Necrophage origins? I think the play of having survived and defeated the plague but lost their world and their reproductive capability in the process would be a compelling alternative.
Råb!d 1 Jun, 2021 @ 7:47am 
Please update to 3.x. Pleeeease....
Flying Scorpion  [author] 4 May, 2021 @ 11:15pm 
Haha wow that's a hell of a compliment. Thank you :) It took me a long time to make it so I'm glad you're enjoying it.
Raging Homosexual 4 May, 2021 @ 7:11pm 
This is one of the best mods for this game, and the only reason I'm still playing 2.8

Fantastic work.
massimogreco1982 24 Apr, 2021 @ 11:49am 
Very good idea, but, when you update, can leave the prepatent species to nechophage? Because, otherwise, it''s nearly unplayable, i think
Slynx Jewel 19 Apr, 2021 @ 11:05pm 
that's sad. :(
hope you'll update it soon then XD
(and thanks for quick reply)
Flying Scorpion  [author] 19 Apr, 2021 @ 10:56pm 
@slynx no
Slynx Jewel 19 Apr, 2021 @ 6:39pm 
is it working in 3.0?
Flying Scorpion  [author] 31 Mar, 2021 @ 5:55pm 
@not the bees, I was just re-reading the features list in the mod description and it says this: "-Custom script on game startup helps AI be able to play this origin without sucking donkey balls." Yep, definitely planned ahead for that :)
Flying Scorpion  [author] 31 Mar, 2021 @ 5:47pm 
@not the bees, it works fine with the AI. Go ahead and try it out :)
Dazed 31 Mar, 2021 @ 2:48pm 
So from a functional standpoint: if i gave this trait to an ai empire, it would plausibly spread the plague across the galaxy? Or is it more likely that it will fail? I like the idea of a plague that I/others have to contend with, dont really want to be the one using it.
Booger burps 22 Mar, 2021 @ 4:55pm 
trans species of the necroids will die from the plague and become undead, anyway to stop this?
Goblin Conscript 12 Mar, 2021 @ 5:02am 
Ok, thank you
Flying Scorpion  [author] 11 Mar, 2021 @ 6:22pm 
@creaosis the way migration works is there needs to be a destination planet in the friendly empire that is taking in immigrants. Usually when they colonize a new planet, it has high levels of immigration pull. I did pretty thorough tests but I never found out what exactly causes the AI to switch to growing zombies instead of other species (I think there may be a more complicated background factors that are involved in which species is chosen, not sure). But anyway, if you leave it for long enough and they colonize enough planets, they will eventually have an immigration target. Not all the time, but often times, this will cause a domino effect (also depends on the AI difficulty setting you've chosen) where the plague will spread. If it hits their capital system and they lack influence points to deal with it, it's pretty much a death blow. Just keep the migration treaty going and it'll do it's thing, just takes awhile sometimes :)
Goblin Conscript 11 Mar, 2021 @ 10:24am 
How am I meant to infect an empire? I got a few zombies from conquering primitives, and then buttered up the first neighbouring empire I met diplomatically so they'd get a bunch of treaties and a migration pact with me. After sitting there for a few years, not much has happened. I checked some of the prior comments and apparently zombies are meant to travel when they can, but it doesn't seem like they will. Am I meant to do something else to get them to spread?
Javier NotFound.Tech 12 Feb, 2021 @ 10:39pm 
its alll goood I know for the future fortunately
Flying Scorpion  [author] 12 Feb, 2021 @ 10:35pm 
Oh yeah, it's not going to work with fanatic purifiers. You'll need to use a non FP build to make use of the zombies. I tried setting up a necrophage purge option for the origin in the beginning but it would require overwriting original game files, so unfortunately for now it's not compatible with FP, sorry about that.
Flying Scorpion  [author] 12 Feb, 2021 @ 10:23pm 
@Honey Mustard Sauce I'm not sure what you're talking about. Are you playing as the origin or against it?
Glockstar 7 Feb, 2021 @ 8:31am 
ok cool thank you
Flying Scorpion  [author] 7 Feb, 2021 @ 5:25am 
@conquistador yes it works in Multiplayer. I had multiplayer in mind when making this mod. Please let me know if works out to be fairly balanced.
Glockstar 6 Feb, 2021 @ 11:59pm 
Does this mod work in multiplayer
Flying Scorpion  [author] 30 Jan, 2021 @ 7:25pm 
If you ever want to learn, I have a 13 part video series that serves as an introduction to event modding. But yeah I'm slowing down on mod development, I plan on learning more powershell scripting, and my GF is getting into Starbound so we've been playing that. Priorities :)
Muad'dib 30 Jan, 2021 @ 3:20pm 
Technically primitive idea was from Bolutus_Pescatore and I just agreed with it.

I really should look into how to mod this game so I can try to help some of you guys. I personally love so solve puzzles but unfortunately I spend about 50-60 hours at work already solving puzzles each week and my GF would rather I play games her than do more coding.
Flying Scorpion  [author] 27 Jan, 2021 @ 9:16pm 
@Muad'dib, primitives was a great idea but it created further complications. After exploring various branching paths to tackle this....I've come to the conclusion that the current way it works is the best way! (for now)... so I'll leave it as is.
Flying Scorpion  [author] 27 Jan, 2021 @ 10:51am 
Okay that's a good idea. Last night I was trying to get the undead uprisings to work as originally intended. Progress has been uh...inconsistent? The game does some really weird stuff that makes no sense after a certain point in the script. I've come up with a plan for today and if this path doesn't work, I'll start looking into turning them into primitives.
Muad'dib 27 Jan, 2021 @ 10:48am 
If possible turning a zombified planet into a primitive would be a cool idea. This way the empire wouldn't lose the system but just the planet and I would think that would keep lag down, it also means later on you're going through and just find zombie planets chilling there and you can decide what do do about them.
Flying Scorpion  [author] 25 Jan, 2021 @ 7:20pm 
D'aww, thanks guys :)
XENOPHILIAC 25 Jan, 2021 @ 5:09pm 
Looking forward to seeing this mod develop!
Bulutus_Pescatore 25 Jan, 2021 @ 10:53am 
Lol, good luck with the gecko, hope it'll be a good little friend. Independent zombie empires sound really cool btw but even the way it currently is pretty cool. Going through the remains of dead empires or newly conquered systems and seeing planets taken over completely by the undead is a pretty cool story moment.

Also, food for thought, if them being like pirates/independent empires causes too much lag how about making them something similar to primitive empires? They'd only own the single planet they were able to capture and be their own little chaotic, apocalyptic state. Not sure how feasible that is to do with Stellaris code though.

Good luck on your future modding endeavours, I really like the reanimated armies mod and this one.
Flying Scorpion  [author] 25 Jan, 2021 @ 10:31am 
Okay, so there's a really simple solution that I can implement. I can increase the time before the planet flips back to being owned by the zombie uprising, that way you have enough time to build the outpost. I think I'll upload that as a quick fix for now, and I'll see if I can get this working the way I had originally intended to. The original idea was for the zombie uprisings to actually take over the system and become their own independent empire. I'm buying a pet leopard gecko in a bit and will be busy with it for awhile, but I'm sure I can get this quick fix up before I need to leave :)
Flying Scorpion  [author] 25 Jan, 2021 @ 9:30am 
@bulutus thanks for letting me know. The intention was to have undead uprisings be able to take over the planet and consequently, will entirely kill off certain empires. I'm going to have to take another look at this then. In a previous version, I had them set up similar to pirates, which worked fine with all the other game mechanics but caused severe lag if there were many uprisings because each one would be it's own country... hmm okay I'll see what I can do. Thanks again for letting me know.
Bulutus_Pescatore 25 Jan, 2021 @ 5:54am 
Some systems end up with hostile planets which stops the player and I assume other AI empires from building new starbases there. The feature that stops you from taking control of undead planets outside your controlled space also stops you from just landing armies and getting rid of the system hostiles. Mainly because the amount of time given before your armies are ejected out of the undead planet isn't enough to get a starbase built there, at least from my experience.

Of course you can still armageddon the planet to death in order to get rid of the undead (which is what I did and what was pretty in line with my xenophobic empire) but I'm not sure if this was intended to happen.
Bulutus_Pescatore 25 Jan, 2021 @ 5:54am 
Thanks for the help, I'll try to be more careful with that the next time I play with the mod. It really is a cool concept by the way and added some great flavor to my latest game. Thank you for making and putting it out there.

I have noticed a weird situation which can arise in the case of a nation getting wiped out during play. Some planets which are overrun by the undead can end up with no owners or starbases in their system if the original owners die out. (for example if the original owner of that planet gets wiped out in a Total War or maybe by the plague itself?)
Flying Scorpion  [author] 24 Jan, 2021 @ 12:04pm 
I should also point out that if a tomb world necrophage infects one of your planets and you've taken all the measures I just listed, the plague will never jump from that planet to another one of your planets - it will stay localized to that planet. You just need to use the planetary decisions to cleanse the planet. I was thinking about creating a vaccine but there are other priority projects that I am working on. Thank you for the feedback, please continue giving me feedback on ways to improve the mod or if there are issues. I know the mod isn't going to be perfect, but I'm trying to keep it relatively balanced and interesting at the same time.
Flying Scorpion  [author] 24 Jan, 2021 @ 12:01pm 
Robots are immune to the plague. If you haven't already done this yet, you should try setting the AI to smart to reduce the spread of the plague. There are a number of other measures you can take to reduce the spread of the plague within your empire: go to species rights, there is one zombie species that is the primary culprit for the spread of the plague. It has a special skull icon in it's list of traits. I recommend enacting migration controls and growth controls to prevent that pop from growing in your empire, or from travelling between your planets. Disabling growth and migration for the tomb world necrophage species also helps. Disabling refugees will also help. And that's pretty much it. If you do these things, the only way you are going to get infected is if the tomb world necrophage empire conquers one of your planets, or if you buy a zombie or necrophage off the slave market.
Bulutus_Pescatore 24 Jan, 2021 @ 11:13am 
Are robots eligible to be plague carriers?

I feel like playing against an AI who is spreading the plague is really annoying as I can't ever seem to cleanse a planet of the plague completely no matter what I do. I tried to do quarantine and purges but I feel like the plague always comes back in one form or another. If robot pops can be carriers though this may be on me for overlooking them.

Also, are you planning on adding an event chain or tech chain of sorts which would enable people to cure the disease completely? Something like a planetary decision which would protect that planet from all further instances of the plague spreading maybe?
Flying Scorpion  [author] 22 Jan, 2021 @ 7:03pm 
Yes, that's how this works. All you really need to do to cripple your enemy is conquer a bunch of their planets. Depending on the AI and how much influence points they have, you could end the war and over the course of the next several years, that entire empire might get completely deleted by zombie uprisings. Or perhaps their economy gets trashed.
Kencko 22 Jan, 2021 @ 2:49pm 
Nah didn't think of that I was more thinking of its plunder war goal letting me go to war to "boots on ground" a few planets of an empire, if my thinking is correct, I wouldn't need to win the war because once I've occupied a planet, the damage is done. So after losing to a potentially cripplingly strong enemy their economy will tank and crumble. Allowing me to swoop in and take the weakened pop rich empire.
Flying Scorpion  [author] 22 Jan, 2021 @ 11:08am 
I'm not really sure, but if I were to guess, the zombie pop would stay on your planet after you abduct them. If that mod moves a zombie pop off your planet to another planet...it's gonna get infected. Might be a good strategy for you to deliberately allow your enemy to use raiding bombardment on your planets.