Stellaris

Stellaris

Migratory Fleet
110 Comments
Sunflower 15 Oct, 2023 @ 10:08am 
Now we finally can play as quarians.
Saber 25 Sep, 2023 @ 12:14pm 
Synthetic support?
Cope Overlord ☭ 28 Aug, 2023 @ 1:25pm 
Awesome mod! Love it)
A little feedback: buildings tend to disappear after sector change and some pops that were on low positions (like clerks) jumps in to political section.
Sorry 4 my english.
SODI  [author] 15 Jun, 2023 @ 5:45am 
Optional is in it is on by default but you can turn it off : D
quipenn 13 Jun, 2023 @ 5:44pm 
i dident use the event though
SODI  [author] 13 Jun, 2023 @ 11:24am 
All I can say about that there is an optional mechanic that reduces your pop in half but increases their productivity. I think this also slows pop growth. Made to reduce lag when jumping systems with mothership.
quipenn 12 Jun, 2023 @ 2:50pm 
question though, it says a new pop will grow in 75 months, is that a bug or mechanic
quipenn 12 Jun, 2023 @ 2:05pm 
yea i noticed that the a few minutes later, i had a neuron deactivation moment
SODI  [author] 12 Jun, 2023 @ 9:52am 
@quipenn You are not supposed to. Your fleet utilises all the resources in the system so there is no need for mines or research stations. You build mega structures though interaction in mothership decisions. If you want extra systems, you may designate a system as outpost by interacting with the star in the system and when the fleet jumps the space station will remain.
quipenn 11 Jun, 2023 @ 8:17am 
i cant build construction ship:(
psychotrip 4 Mar, 2023 @ 1:33pm 
For mega-engineering, why not give us the option to make a world-ship of some sort? Like a Craftworld from 40k.
SODI  [author] 27 Jan, 2023 @ 4:08pm 
No more shipyards for the AI! This was fun to revisit. No promises, but might add stuff to this later.
SODI  [author] 20 Jan, 2023 @ 2:08am 
I haven't touched stellaris in a while. I will update the mod within 2 weeks.
BasicGeoduck841 19 Jan, 2023 @ 1:19am 
hello, id like to start off with i love this mod, however there is a bug that absolutely cripples the AI, they constantly build and upgrade the shipyard, ignoring expansion completely. is it possible to fix this?
Nottrson 12 Dec, 2022 @ 1:15am 
Uh. Had this mod and... uh. AI empire built 26 shipyards. Wasn't even the quarians. Basically screwed AI because they never bothered doing anything else.
UnderCroft 15 Sep, 2022 @ 1:18pm 
Excellent mod, it's a refreshing change of playstyle.
SODI  [author] 15 Mar, 2022 @ 10:33am 
I haven't touched stellaris for a while, taking a break.
Haven't updated for a while. Maybe will come back in a year or so.
Principe Merdone Sburrino 15 Mar, 2022 @ 4:40am 
Is this mod still alive?
SODI  [author] 31 Oct, 2021 @ 3:41am 
Unfortunately yes.
Couldn't find a way to preserve it. Same for capital sector being deleted.
RedTheKnown 30 Oct, 2021 @ 8:07pm 
is pop growth meant to disappear when you move from system to system
SODI  [author] 15 Oct, 2021 @ 11:35pm 
I always thought that line was required. Turns out it's not.
corsairmarks 15 Oct, 2021 @ 3:56pm 
@SODI - the supported_version in the descriptor.mod is incorrectly formatted and causing an error log. Only the final digit supports wildcard *. Please adjust it to:

supported_version="3.1.*"
PhilosopherKing 11 Oct, 2021 @ 9:54pm 
Awesome mod! :)
PhilosopherKing 11 Oct, 2021 @ 9:54pm 
Ok. The megastructures are handy. thanks
SODI  [author] 11 Oct, 2021 @ 9:54pm 
Nope, It's purely for territory control/defence/megastructures. I guess trade value would be saved and moved to the capital.
PhilosopherKing 11 Oct, 2021 @ 4:57pm 
does adding an outpost keep the resources?
Ockoobrazniy 5 Oct, 2021 @ 9:32am 
or i could have star that simply doesn't have visual model) technically there will be a star and a starbase, only to keep game mechanics alive. is it possible to just delete system (or this invisible "star") when your fleet leaves so nobody but you can "control" this system?
SODI  [author] 4 Oct, 2021 @ 2:27pm 
Hmm, you prob could migrate to an empty system. You won't get any trade income as you won't have a starbase because it needs a star.
Ockoobrazniy 4 Oct, 2021 @ 11:45am 
"alternative gameplay styles"
read this and have stupid idea, can we migrate to empty space? there is mod that makes some systems just empty (no star = no starbase = always empty system). the mod's name is "Wild space"
and i am glad that your mod is not abandoned, i will certainly play it
SODI  [author] 3 Oct, 2021 @ 9:09am 
I started working on it, changing how some of the stuff works. Alternative gameplay styles. Will take a while. But it will come!
Ockoobrazniy 2 Oct, 2021 @ 1:02am 
still hope for update
Elkstone 10 Sep, 2021 @ 4:48pm 
As in I have about 20-30 big mods so it's entirely possible any weirdness can come from intermod stuff, so... I can't file a proper bug report. Sorry
No crashes though :D
SODI  [author] 10 Sep, 2021 @ 9:41am 
@Elkstone
Unfinished frameworks can be recycled if captured by other empires or if recaptured by the fleet they can restart the process.
Nuked you mean game crashes?
Elkstone 10 Sep, 2021 @ 2:25am 
Uhhh I was attacking an empire and they were building the framework for one of these. They died before they could finish it, but, that might be an issue. I say might because my game is just.. completely nuked
starfirejordan 4 Sep, 2021 @ 1:34pm 
suggestion. give starbase building cost and build speed such high cost it would be point less to even build one ever. thus allowing players to use construction ships again and allow building of mega-structures. i think the ability to build megas is something that we should beable to do
SODI  [author] 2 Sep, 2021 @ 8:43am 
@staphylococcus
Nope.
Shanker Red 30 Aug, 2021 @ 11:15pm 
Are NPC empires able to use this?
pgames-food 25 Aug, 2021 @ 8:11pm 
ok thanks
SODI  [author] 25 Aug, 2021 @ 6:25am 
@pgames-food Not that I know of...

@ric.rothwell
mod/common/ambient_objects/mf_ambient_objects.txt
Change entity to an entity you desire.
ric.rothwell 20 Aug, 2021 @ 11:18am 
would it be possible to replace the civilian ships appearance with a ship model from another mod? If so how would one do this?
pgames-food 29 Jul, 2021 @ 5:25pm 
hi sodi, this mod reminds me of battlestar gallactica's "rag tag fugitive fleet" :)

do you or anyone know of some youtube videos of this mod being played at all?
im not able to update my stellaris yet, but it would be nice to see someone playing this
SODI  [author] 28 Jul, 2021 @ 9:08pm 
"New Mechanic:
Pops, districts and some developments will halve after pops reach 100. They will from then work as there were two of them. Was done to reduce late game lag and freeze during jump of fleets with higher populations."
Other XIX 28 Jul, 2021 @ 4:07pm 
I just lost half my population.. I was at 101 pops.. then another pop fully grows, about half my population just vanishes.. left with only 50 pops.
SODI  [author] 27 Jul, 2021 @ 9:00pm 
Until I stop procrastinating : D
Which hopefully will end soon.
Ockoobrazniy 27 Jul, 2021 @ 7:54am 
dead mod?(
Owlpine ♪ 9 Jul, 2021 @ 11:35am 
I found the reason why the farms develpment option wasnt showing up. it was because of ui overhaul dynamic. I turned it off and its showing up now thx
TheRedHawk97 8 Jul, 2021 @ 10:18pm 
For some reason, this mod is very memory hungry, getting 60-70% Memory usage with the mod when even with a healthy chunk of mods, usually only needs 40-50%
Owlpine ♪ 8 Jul, 2021 @ 1:17am 
Allright thanks for the help ill check if it works for me now,
I hope paradox gives more freedom with modding so that you could keep all the starbase building and defence platforms. but i guess for that we will have to wait
SODI  [author] 7 Jul, 2021 @ 3:24pm 
@Mew~~ I have removed the check for bio pops. Farms should show up now.
SODI  [author] 7 Jul, 2021 @ 3:15pm 
@Mew~~
You get 1 building slot for every 10 civilian vessels.