Stellaris

Stellaris

Star Wars Universe Army Types(3.11+)
267 Comments
MewMew  [author] 8 Jul @ 6:28pm 
Np^.^
VersionZero 8 Jul @ 3:23pm 
Thank you soooooo much!
MewMew  [author] 6 Jul @ 11:46am 
Some helpful other helpful advice, add naming conventions to each file like the spritesheet. You are working on a Star Wars mod so it's very easy to have something in your mod bork up because all the Star Wars mods name the jedi temple in the file jedi_temple. Something like swga_jedi_temple would almost guarantee there won't be a mix up with other mods. Another example is the GFX_army_icons_yournamingconvention_your_file_name would help.
MewMew  [author] 6 Jul @ 11:46am 
Next you need to create an icons file in the interface folder in your mod. Type in spriteTypes = {} for the first set of code. Inside the brackets for that you need to type
spriteType = {
name = "GFX_army_icons_your_file_name"
textureFile = "gfx/interface/planetviewyour_icon_file_name_icons.dds"
noOfFrames = # of frames you want
}

After that then you need to type in this block of code for each frame that you want in the file.

spriteType = {
name = "GFX_army_type_your_icon_name"
sprite_sheet_sprite_type = "GFX_army_icons_your_file_name"
default_frame = Frame # your on right now in order from lowest to highest
}

Then you need to go to your army file and input the GFx_army_type_your_icon_name into the part where it asks about the icon.
MewMew  [author] 6 Jul @ 11:45am 
Army icons are a bit more complex. gfx\interface\planetview is the pathing structure you need for this one. I forgor what the height and width of the sprite is but you can also copy the base games army icon file for that. Each space you add for the army icons need to be realigned so I idealistically you need to do the math for the total about of icons you want in a sprite sheet. You can have multiple sprite sheets.
MewMew  [author] 6 Jul @ 11:45am 
Alrighty^.^

For tech icons you can copy icon files from the base game then paste whatever you want over it so the size is correct. The file path is gfx\interface\icons\technologies. The same applies to how you structure your tech in your mod.
VersionZero 6 Jul @ 10:50am 
No worries :)


I was gonna ask how you added the technology and army icons
MewMew  [author] 5 Jul @ 10:37pm 
@VersionZero You can't ask them here? : o
Sorry, very hesitant about adding people I don't particularly know with the being one way people can try to scam/hack into your account.
VersionZero 4 Jul @ 12:22pm 
hi mewmew, I have a few questions for you xD
MewMew  [author] 8 Jun @ 10:12am 
Yes when I know how to integrate the base game economy into the mod modding wise.
darthvader66 8 Jun @ 7:24am 
I don't know if this has already been answered, but is there a plan to update this mod to 4.0?
MewMew  [author] 7 Jun @ 9:08pm 
Yes I am aware of that and will get to fixing it when I know how to implement the new base game features.
Vronomo 7 Jun @ 9:06pm 
Every time I Build a unique building it just disappears for example building Kamino and press build it doesn't build the city just changes the name and adds features to the planet and I cant recruit clones because I don't have the city pls help
MewMew  [author] 2 Jun @ 8:22pm 
Mkay, I took a look at the mod after the update. Noticed a couple of issues but don't know how to integrate current building into the base game systems. Also the wiki hasn't been updated so might not know for a while how to do it if anyone was wondering.
MewMew  [author] 1 May @ 8:51pm 
I'll take a look at it when I have the time to.
Crimson Talon 30 Apr @ 11:52pm 
can't seem to get rid of the Kamino invasion screen after accidentally clicking on the menu. no matter how many times I click on the close menu option, it keeps opening a new screen
MewMew  [author] 13 Feb @ 7:39pm 
@Flame Np. Yeah they used to only be portraits along time ago. Somewhere down the line they added in Origin, buildings, armies, ext... Cool on them, I didn't know about the incomp till someone told me here in the comment section. I feel that as well that was my go to portrait mod for Star Wars things when I would do a Star Wars play-through. I'll keep what you said in mind if I have time to come back that some day.
Flame Hashira 13 Feb @ 12:23pm 
@MewMew That's a shame, thanks for the reply. I've been trying to find just an up to date portrait mod for Star Wars to complement this mod but I can't. This mod would be great with it's own custom starting factions as well as the portraits.
MewMew  [author] 13 Feb @ 2:03am 
No unfortunately , this mod and that mod share a lot of the same names in the code. Not on the top of the list of things to fix rn over bugs and fleshing things out.
Flame Hashira 12 Feb @ 11:51pm 
Is this compatible with "Star Wars Starting Systems and Portrait Collection Pack?"
MewMew  [author] 22 Jan @ 10:55am 
Okay thank you I'll join the server sometime today.
Simmer/JoshThule 22 Jan @ 2:42am 
Here's the Server, I'm working on Setting it up now.
MewMew  [author] 21 Jan @ 9:58pm 
@Shimmer if you want to. I would appreciate it.
@Austin Ah okay lol
Austin_Legend 21 Jan @ 7:49pm 
Turns out the civics in question are from the star wars portrait mod series, it just so happened that it was so on brand for this mod that I mistook it for this one lol
Austin_Legend 21 Jan @ 6:39pm 
@MewMew Ill look into it, I guess I gotta check a bunch of my mod files. Just wanted to get it from the horse's mouth is all before I go fiddling
Simmer/JoshThule 21 Jan @ 6:04pm 
Hey, I wouldn't mind opening one for you if you wish me to do so, I'm good at organizing and operating Discord Servers.
MewMew  [author] 21 Jan @ 3:01pm 
Ah I see, gotcha. I'll look at it later.

There used to be a discord to keep up with all of my mods. I could jury rig a server together for that sort of thing if people want :/ Just bad at keeping everyone up to date with things as I get distracted easily. Like even today I just remembered I need to grind some trader tenders in WoW x.x
Simmer/JoshThule 21 Jan @ 2:51pm 
Actually- I wanna ask if you plan to open an Discord for this mod?
Simmer/JoshThule 21 Jan @ 2:51pm 
Like, The traits is how you get'em, But they have to win a fight in order to gain the tech.
MewMew  [author] 21 Jan @ 2:50pm 
@Simmer Maybe, I wasn't aware that that mod had changed since Iast looked at it.
Simmer/JoshThule 21 Jan @ 2:18pm 
@MewMew Yes and no? I mean... Traits could work especially since we saw ARC Troopers get attached to Clone Trooper Units and Jedi Generals
MewMew  [author] 21 Jan @ 1:45pm 
@Simmer It should work on it's own as the attachments mod adds trait that your generals can get. Adding attachments back is impossible as the hard coded elements of it were removed from the game. Unless you mean some of the units become attachment traits in that mod?
MewMew  [author] 21 Jan @ 1:43pm 
@Austin_Legnd Yes so that one is a complete toss up for me. I looked at the files a couple times and nothing seems to be changed about the vanilla ethics but the origins from this mod can't be selected. Maybe the current maintainer might have some insight about how to make the origins in this mod work with that mod?
Simmer/JoshThule 21 Jan @ 1:28pm 
I have an suggestion: Do you intend to make it compatiable with Army Attachments Mod?
Austin_Legend 21 Jan @ 6:14am 
@Simmer/JoshThule you just spam click in the middle of the option on your list till you get it. I had the problem before until I found the sweetspot
Austin_Legend 21 Jan @ 6:13am 
Hey im trying to make this mod compatible with the ethics and civics alternative mod for personal use. Where exactly in the files can I edit the civic requirement/compatibilities? I wanna use the democratic civics with one of the government types from the aforementioned mod
MewMew  [author] 20 Jan @ 5:58pm 
Fair
Simmer/JoshThule 20 Jan @ 5:30pm 
I... don't, I'm not that techy if at all.
MewMew  [author] 20 Jan @ 4:28pm 
Understandable, if this is the issues I'm thinking of you can remove all of the show_tech_unlock_if code blocks with notepad++ in the GAR prefix files. If you know how to mod Stellaris a little bit.
Simmer/JoshThule 20 Jan @ 2:40pm 
Thanks, It's a Shame I wanted to get the Tech level for my Galactic Republic RP.
MewMew  [author] 20 Jan @ 2:38pm 
If this is what I think it is then this was mentioned awhile ago. I'll look into it when I have the time to.
Simmer/JoshThule 20 Jan @ 2:30pm 
No, It's like.... It won't let me actually select it and do the Research.
MewMew  [author] 20 Jan @ 2:29pm 
Like it's a tiny bar that's unselectable?
Simmer/JoshThule 20 Jan @ 2:27pm 
Well, I tried to Research Tech Level 2, But It wouldn't let me select it.
MewMew  [author] 20 Jan @ 2:26pm 
@Simmer/JoshThule This mod has a throng of issues with this mod. Hard for me to keep up with rapid changes to the base game and this mod was built using jank when the mod what started. What exactly is wrong with it?
Simmer/JoshThule 20 Jan @ 2:20pm 
Yeah, Republic Tech Level 2 is bugged to hell.
MewMew  [author] 4 Nov, 2024 @ 8:11pm 
Not sure but post here if you find a load order that works with your list.
Austin_Legend 4 Nov, 2024 @ 3:27pm 
Any specific load order with this? Making a new campaign pack and the resources for this only show up when you're running out or in the console. Even with the universal resource patch mod