Stellaris

Stellaris

[JP_EN]Origin - F.C.S.S & M.C.S.S
223 Comments
6thStrikeUnit  [author] 3 Jul @ 5:34am 
@Flippy
It is by design that star systems are destroyed when MCSS is completed.
Make sure you have colonized star systems in addition to your fortress systems.
Flippy 1 Jul @ 11:25am 
You are awesome thanks, <3
My last and final question, because I am not sure if this is how it should be.
Is it normal or planned that all planets / Babel`s Spires are destroyed by the gigastructure/ship as soon as it is complete? (Game Over)
I fixed it with an external planet, one hyperlane away.

@6thStrikeUnit
6thStrikeUnit  [author] 1 Jul @ 2:43am 
@Flippy
The description regarding MCSS upgrade has been corrected.
Flippy 30 Jun @ 11:19am 
Thanks for the quick fix. <3 @6thStrikeUnit

Sorry if I'm bothering you with this, unfortunately I found something else... i think
(Always for machine species).

The same flag problem is now at Stage 2 God`s Heart -> Upgrade -> to God`s Brain.
The flag requires 50 pops on every rebooted planet*.
(I tryed 50 - 500 - 5k and 50K [yes i have no other hobbies])
Even with Console/debugtooltip it didnt worked to skip/set flag/instabuild.

*Or do they mean the Babel`s Spire? They are not colonizable for me.

I mainly tried the “fcss_mcss.5XX” [20-40] but without success.
Unfortunately I'm not a dev so I don't know much about it.

Thanks in advance. =)
6thStrikeUnit  [author] 30 Jun @ 3:48am 
@Flippy
The internal program has been modified.
Flippy 29 Jun @ 12:11pm 
The Stasis Grave does not work for machines either. The field is grayed out and the flags are all negative. The stockpile for alloys is positive but not selectable.

(Theory: The resource option is accidentally linked to the slave flags?)

(I even bought slaves for the other options, but negative).

You couldn't even bypass the flags with comands. Unfortunately... =/

If you could fix that would be great, the modpack is really cool so far. =) @6thStrikeUnit
Command Wanzer "Bloodking" 12 Jun @ 5:11am 
Hmm. The option to use food to deploy stasis graves is no longer there. Is this intentional?

And also. Can i only use slave pops to deploy stasis graves? I'm currently on a playthrough with this origin. And I'm worried that once I reached the point where I'm able to mechanize my slave pops (so I can actually put them on the machine planet). It turns out that deploying stasis graves is completely bugged anyway.
WariousGaming 18 May @ 4:29am 
is this mod 4.0 yet?
Inny 10 Jan @ 8:24am 
Thank you!
6thStrikeUnit  [author] 10 Jan @ 3:45am 
@Inny [The Merger]
I updated it to the version that added the variables.
Inny 10 Jan @ 3:01am 
Just create a file in common/scripted_variables and put the code in.
It's a new technique that allows compatibility support with max performance.
6thStrikeUnit  [author] 10 Jan @ 2:47am 
@Inny [The Merger]
How would I add this?
I already set a mod-specific global flag when the game starts.
Inny 9 Jan @ 2:29pm 
Hello, can you please add a scripted variable for compatibility? @fcss_mod = 1
Thanks!
MegaPro1921 1 Jan @ 12:07pm 
Also whenever I colonize the planet it removes all the blockers automatically but nothing progresses for the ship
MegaPro1921 29 Dec, 2024 @ 9:38am 
Well whats the correct mod config?
6thStrikeUnit  [author] 21 Dec, 2024 @ 4:22pm 
@MegaPro1921
As far as I can tell from my testing, I was able to find obstacles at both origins.
Could you tell me the mod configuration you are using?
MegaPro1921 21 Dec, 2024 @ 7:46am 
Machine World. There is no blockers on the planet I colonized using the civic nor the origin
6thStrikeUnit  [author] 20 Dec, 2024 @ 8:57pm 
@MegaPro1921
Many of the events are tied to the removal of planetary obstacles, so there is no trigger that can launch the event on its own.
In what environment is this bug occurring?
MegaPro1921 20 Dec, 2024 @ 7:41pm 
Is there any commands that I can use to force start the event if it fails to do so?
6thStrikeUnit  [author] 20 Dec, 2024 @ 7:18pm 
@MegaPro1921
In the case of origins other than for machine intelligence, there will be obstacles on the machine planet side that is not the home planet.
MegaPro1921 20 Dec, 2024 @ 5:32pm 
But so far I havent even found a single blovker on the planet
6thStrikeUnit  [author] 20 Dec, 2024 @ 3:50pm 
@MegaPro1921
By removing terrain obstacles on the planet, events will occur one after another.
MegaPro1921 20 Dec, 2024 @ 3:30pm 
How do you start the construction of the Star System Fortress?
Orisx 14 Aug, 2024 @ 12:57pm 
Thank you for the update !
Arudaros Galaxy Mercenary Corps 14 Aug, 2024 @ 5:14am 
もし、ゲームの途中でmod構成を変更した場合は首都星系の障害物を確認してください。
荒廃したエネルギーリングが見当たらない場合は以下のコマンドを実行してください。

effect add_deposit = planet_energy_ring_0

未探索の地下構造物が見当たらない場合は以下のコマンドを実行してください。

effect add_deposit = d_capital_underground_structure_1
effect add_deposit = d_capital_underground_structure_2
effect add_deposit = d_capital_underground_structure_3
effect add_deposit = d_capital_underground_structure_4
Arudaros Galaxy Mercenary Corps 14 Aug, 2024 @ 5:14am 
もし、運悪く首都星系内の「古代の機械惑星」が変更された場合は速やかにセーブし、コマンドコンソールから以下のコマンドを変更された古代の機械惑星を選択した状態で実行してください。

planet_class pc_awaken_ai

このコマンドは指定した惑星の種類を「古代の機械惑星」に変更します。
Arudaros Galaxy Mercenary Corps 14 Aug, 2024 @ 5:13am 
DLCマシンエイジ導入環境の注意
アセンションパーク「宇宙の起源」取得した場合は「無限理論の応用」研究に注意してください。このルートで確率で発生するイベント「スーパーライト」は銀河全体の惑星の荒廃度を非常に高く(80~100)してしまい、場合によっては植民地の一部が砂漠惑星、死の惑星などに変更される可能性があります。
Arudaros Galaxy Mercenary Corps 14 Aug, 2024 @ 5:12am 
注意:機動戦闘要塞の建造を始めたら首都星系の「機械惑星」の数は1つにしてください。
入植している惑星種類「機械惑星」の数が1を超えると建造段階2で詰む可能性があります。
1を超えている場合は別の惑星にテラフォーミングしてください。

惑星種類「古代の機械惑星」はジークフリートなど惑星を書き換える巨大建造物を建てると詰む可能性があります。
6thStrikeUnit  [author] 21 May, 2024 @ 6:30am 
@hosinokabi
国是「最後の守護者」にはFCSS関連起源・国是以外の制約を設けていないので可能なはずです。
戦闘星系の稼働自体はどの起源でも可能です。
hosinokabi 20 May, 2024 @ 7:18pm 
起源が「要塞戦闘星系」ではなく、国是「最後の守護者」で尚且つ有機生命体でもできますかね?
CivillChannel 11 May, 2024 @ 4:21pm 
最近実装されたシナプス旋盤で思い出したのがこのMODのスライスン・スプライスだった
6thStrikeUnit  [author] 7 Nov, 2023 @ 2:23pm 
@Cmdr_Dread
No AI is used.
Cmdr_Dread 7 Nov, 2023 @ 10:01am 
can the AI use this Mod ?
6thStrikeUnit  [author] 30 Aug, 2023 @ 6:17pm 
@3sss3
It is incompatible with mods and vanilla elements, as many elements become unusable at the expense of making the nation itself immortal.
I will add an option that does not change the national structure.
3sss3 30 Aug, 2023 @ 9:15am 
Is finishing the M.C.S.S supposed to destroy every single job and ability to buid city districts in your country and cause 0% stability because of it? If so how is this mod compatible with mods like Gigas or ACOT which is mentioned in description that requiring buildings (and the aforementioned city districts and jobs) to get special resourses?
SUp 13 Jul, 2023 @ 9:54am 
I tested it againts Ragnarok but Ragnarok wasn't able to damage it but sending 90000 naval cap worth of fleets seems to work maybe this mod is incompatible with Ragnarok mod anyway Thank you for replying.
6thStrikeUnit  [author] 13 Jul, 2023 @ 7:18am 
@SUp
The MCSS escort fleet will be neutralized by the attack, but the MCSS itself will not be sunk unless the central main ship is destroyed.
6thStrikeUnit  [author] 13 Jul, 2023 @ 3:05am 
@SUp
We have not yet implemented a means of building MCSS that is origin-independent. (to be implemented in the future)
6thStrikeUnit  [author] 3 Jul, 2023 @ 3:15pm 
@Squishy
The mobile combat system itself cannot be designed.
You can select the type of armament to deploy from the Mobile Combat System menu.
Nazeren 3 Jul, 2023 @ 8:13am 
I cannot access or modify the mobile combat star system in the ship designer. It does not show up at all. I have Gigastructures and ancient cache
Eta 11 Jun, 2023 @ 8:38am 
It runs now. No matter what it was :D.
6thStrikeUnit  [author] 11 Jun, 2023 @ 1:39am 
@Eta
No particular crashes have occurred in this environment, but under what kind of environment is the crash occurring?
Eta 11 Jun, 2023 @ 12:18am 
@6thStrikeUnit ok thank you. The problem is, my game crashed after they patched to 3.83 and your mod is not 3.83. I dont now why.
6thStrikeUnit  [author] 10 Jun, 2023 @ 4:14am 
@Eta
There are no particular changes, so I don't have any plans, but if there is an additional element, I will update it at that time.
Eta 10 Jun, 2023 @ 2:40am 
Fantastic mod! Is an update to 3.83 planned?
Merry 22 Apr, 2023 @ 8:39pm 
なるほど、わかりました。でしたら属国化提案バグはいれてあるMODが
なにか悪さしているのでしょうね。こちらで調べてみます。ご回答ありがとうございました。
6thStrikeUnit  [author] 22 Apr, 2023 @ 5:32pm 
@Merry
属国形態のバグに関してはこちらでは確認できませんでした。(属国化の提案では普通に属国形態が選択でき、その後の属国化もできました)

機動戦闘星系の戦闘後挙動に関しては、戦闘形態の解除にある程度時間が掛かるためその間は移動速度を大幅に低下させています。
(戦闘形態のままで他星系に移動すると挙動がおかしくなるため)
Merry 22 Apr, 2023 @ 11:03am 
最後に:
長文で本当にすみません!
そして、 機動戦闘星系のテクスチャの作り込み、機動戦闘星系の戦い方、
ロマン度、ストーリーなどなど全部最高です!
MOD製作者様とこのコメントを読み切った勇者達に感謝を~。
Merry 22 Apr, 2023 @ 11:02am 
個人的な意見と感想ー続き
そいつより恒星1、2個分ぐらい小さいんですよね。大きさで負けてる”機_の_”って、、
と落胆したので、製作者さん、よかったら大きくしただけ版をMCSS管理メニューの
MODオプションのと所とかに追加してくださいお願いします!
Merry 22 Apr, 2023 @ 11:01am 
個人的な意見と感想
機動戦闘星系っていうからには笑う程バカでかいんだろうな~とおもっており、
機動戦闘星系の材料もバカ程大量だった上、機動戦闘”星系”とついているから星系の
半分ぐらいはあるんじゃないかと期待していたのですが完成したらブラックホール3、4個
程の大きさで”機_の_”とか”言われているのに戦闘は強くてかっけぇのに大きさが残念な
感じでした。似たようなものでギガストラクチャーMODのベヒモス衛星数個と
攻撃衛星十何個ぐらいでできる”機動恒星要塞艦”という艦があるのですが、