Stellaris

Stellaris

United We Stand!(3.11+)
90 Comments
MewMew  [author] 3 Oct, 2024 @ 12:35pm 
Fair, used to be light version without the resources but got cumbersome maintaining and balancing another version of this mod.
AVNlover67 3 Oct, 2024 @ 11:55am 
I don't know how to mod. I'll use your other army type mods. I like this but I don't really like the new resources needed to get the new units.
MewMew  [author] 3 Oct, 2024 @ 11:45am 
The descriptions are too long are far as what then unlock. Until I get around to fixing it you can delete show_tech_unlock_if code blocks with notepad++ if you know how to mod stellaris.
AVNlover67 3 Oct, 2024 @ 11:33am 
Really can barely click on any of the troop techs.
AVNlover67 3 Oct, 2024 @ 11:24am 
Just wanted to say I can barely click on the powered exoskeleton tech.
MewMew  [author] 5 Feb, 2024 @ 4:34pm 
No, update come slowly if there hasn't been any changes that affect the mod or sometimes just life.
Blazingdevil 5 Feb, 2024 @ 3:10pm 
is this mod dead?
Beast-Storm 3 Jun, 2023 @ 12:03am 
Your Welcome :)
MewMew  [author] 2 Jun, 2023 @ 11:52pm 
Thank you, I'll keep that in mind.
Beast-Storm 2 Jun, 2023 @ 11:07pm 
In 3.8.3 they have change the army recruitment from the planets to the space station, basically armies are now being built by the space station for easy recruitment's and assembly of your ground armies

Just a heads up @MewMew
MewMew  [author] 22 Feb, 2023 @ 12:34pm 
I'll take a look at it later. Not sure what it could be since nothing has changed with those units and building since the were integrated into united we stand.
goatmenplants 22 Feb, 2023 @ 12:02pm 
yes i have all the resources i have a few worlds for producing them
MewMew  [author] 22 Feb, 2023 @ 10:47am 
Do you have the resources to build them?

Like military equipment and all that?
goatmenplants 22 Feb, 2023 @ 10:40am 
i have bulit the buildings and got the research but what is the criteria to get the other units
MewMew  [author] 22 Feb, 2023 @ 9:43am 
Those units come from a different building. The archers are from the shooting range and the barracks. The mounted creature riders are from the stables.
goatmenplants 22 Feb, 2023 @ 12:34am 
i'am confused on how to make any units past the melee archer and mounted units no matter what bulidings i put on a planet i can only get those units i got the research for the other unit plz help
MewMew  [author] 25 Dec, 2022 @ 9:16pm 
Just the mod's armies and what planet they are from when you chose a color.
barricadedpurifier 25 Dec, 2022 @ 7:30pm 
I am confused about the "uniform color for your armies" part in the description. Does that mean that we are able to change the icons for all the armies we have or just this mod's armies?
MewMew  [author] 25 Dec, 2022 @ 1:00pm 
@gb02 Np and alrighty I'll take a look at that mod :HappyMask:
gb02 25 Dec, 2022 @ 12:49pm 
@MewMew
Thanks for clarification and work with the mod. I hope you get a solution for the AI
to use the new armies. Perhaps a useful hint for you: As far as i know in the mod
"Ground Command" (steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821014992)
the AI is using new armies created from that mod.
MewMew  [author] 25 Dec, 2022 @ 11:55am 
@gb02 Yes, it's difficult to get the ai to use and produce all the resources in the mod. Basically in my Star Wars mod I made copies of the original files and redesigned to be simple enough for the ai to use. The ai files has changed over the recent update so I wouldn't know where to look for things like army_data in country types that allowed me in the past to allow the modded armies to be built by the ai.
gb02 25 Dec, 2022 @ 10:09am 
@MewMew
I have read through the comments. Do i understand correctly that at the moment the AI does not use armies/buildings from the mod because it's difficult to implement?
MewMew  [author] 27 Nov, 2022 @ 5:19pm 
Army types mod that expands the vanilla army types with it's own systems, techs and resources.
It's UwU 27 Nov, 2022 @ 2:55pm 
so what does this mod do exactly? i read the description.
MewMew  [author] 2 Oct, 2022 @ 12:22pm 
Also, going to be reworking the preview pic and slowly rewriting the older parts of the mod that don't fit like "Feels bad inc". Mod used to be a meme mod along time ago but I'm trying to move away from that.
MewMew  [author] 26 Sep, 2022 @ 4:04pm 
Mod works fine, at least that I can tell. No need for a version # update.
MewMew  [author] 25 Sep, 2022 @ 12:59pm 
Eventually, I want to make sure that the reserve army system and new icons are package into the update. I don't think anything broke in this recent update but I'll check sometime today.
GibbsNCIS 25 Sep, 2022 @ 12:02pm 
update to 3.5 coming ?
MewMew  [author] 15 Sep, 2022 @ 2:58pm 
Hello everyone, just wanted to give a heads up on the next thing I'm working on in regards to this mod. Next update will bring the reserve army system to the mod. The update will also flesh out some of the existing unit roster sprites some more(humans and blorg). No ETA at the moment.

Also another side project I'm working on will bring some other factions from another Paradox game into Stellaris. One of the factions from that game is a group of honorbound knights ;3
MewMew  [author] 4 Jul, 2022 @ 3:47pm 
Y'all, I released the Plants V.S Zombies Armies Mod. You can get it Here
Generic 24 Jun, 2022 @ 12:48pm 
Sounds good man
MewMew  [author] 24 Jun, 2022 @ 1:48am 
Update: I've decided to keep the current garrison army systems as is due to the difficulty of using to current garrison army code. One another note, Plants v.s Zombies Armies is mostly complete and should be releasing in the near future. I had a lot of fun making this mod and hope yall enjoy the lightheartedness the mod has to offer when it releases! :charmed:
MewMew  [author] 13 Jun, 2022 @ 11:45pm 
Update on how things are going rn for anyone who is curious. So I have made very little progress if even to call it that. The way how the custom garrison code was implemented wasn't the best imo. It's basically the same type of coding used for the army data code for getting ai to build the armies. It was extremely difficult to code that the first time and setting up code that can be used to call upon other things is also difficult as well. It worked for the army data ai because I was giving each unit in a faction a set percent number out of 100 equaling to a total of 100.
MewMew  [author] 13 Jun, 2022 @ 11:45pm 
This is only with one condition that references the ai faction origin that was given to that player. Any other conditions I tried to code in wouldn't work at all. Another thing to mention as well is that they update the country types to not include army data anymore so I have no references on how to properly structure the code. Only thing I know the code in the army file uses pop scope.

tdrl: There wont be an update in the near future. If it get's really bad then maybe at all. Should still work with 3.4. Haven't seen any serious issues yet.
MewMew  [author] 17 May, 2022 @ 2:59pm 
Yes, that's fine :steamthumbsup:
kroganwar22 17 May, 2022 @ 8:25am 
@MewMew I am working on a mass effect total conversion mod and would your permission to use your credit replacer mod to help me. I would of course credit you for your hard work. If you are not comfortable with that it is A ok. Thank you for your time and have a good day.
MewMew  [author] 26 Feb, 2022 @ 5:58pm 
Not that I know of, the mod was handed off to another mod developer from the original one. I don't know what 3.3 actually does as I do not keep up this game at all anymore so maybe the dev team fixed the issue with custom resources now?
Nighteye144 26 Feb, 2022 @ 5:48pm 
Universal patch is gone, any solution?
MewMew  [author] 14 Feb, 2022 @ 5:37pm 
Not that I know of.
Blazingdevil 14 Feb, 2022 @ 5:30pm 
Also is there any confirmed incompatibilities?
MewMew  [author] 14 Feb, 2022 @ 5:16pm 
Sure thing, just make sure you or whoever gives credit.
Blazingdevil 14 Feb, 2022 @ 5:05pm 
would you allow somebody to update this mod to fix problems until the next major release?
MewMew  [author] 18 Dec, 2021 @ 1:56pm 
Hello all! Just wanted to give a heads up for the future of this mod. This mod is going to be shelved(Put on hold until further notice). My PVZ armies mod is further highlighting the issues with modding armies in Stellaris. Also going to give more attention to my game that I have been developing for awhile now. I will not be working on content for this mod till/if there is a proper armies update for Stellaris. I will try to keep it up to date assuming it isn't going to take a lot of work to update the mod when updates come out.
MewMew  [author] 17 Dec, 2021 @ 6:02am 
:steamthumbsup:
Generic 17 Dec, 2021 @ 12:57am 
Works perfectly, great job
MewMew  [author] 8 Dec, 2021 @ 6:09pm 
Alrighty, it should work now.
MewMew  [author] 8 Dec, 2021 @ 4:46pm 
Shouldn't be, I think I know what it is that's causing an issue.
Generic 8 Dec, 2021 @ 3:54pm 
They are still not taking the jobs. Could there be a mod conflict?
MewMew  [author] 8 Dec, 2021 @ 12:22pm 
Should be fixed now, let me know if it's still causing issues.
MewMew  [author] 7 Dec, 2021 @ 7:56am 
I'll look at it when I have time to.