Stellaris

Stellaris

LEGACY - Fallen Empires Expanded [3.14 - Beta]
57 Comments
Pietas 30 Apr @ 9:27am 
ah, my bad.
FirePrince  [author] 29 Apr @ 1:27pm 
Actually the last update was an accident, but I can try to make it real 3.14 and fix all the reports.
Pietas 28 Apr @ 8:34pm 
Seeing the dev post about the Hive FE in the DLC made me think of this mod, stoked to see it's working on 3.14 now!
RECKLE$$ 28 Apr @ 1:34pm 
compat above mostly sorts that out
RECKLE$$ 28 Apr @ 1:33pm 
i also used to have this problem think its liked to one of the ethics / civics mods. they changed how imperial governments are formed. they require authoritarian civic which FEs dont spawn with so the game doesnt know what to do with them
youtubitz 28 Apr @ 10:25am 
Most Fallen empires spawned without names, civics or ethics
Thrice 9 Jul, 2024 @ 2:24pm 
Id ask if there were plans for an update, but..... ;)
Melkorian 22 Jun, 2023 @ 5:13pm 
any idea of an update?
RECKLE$$ 29 Jan, 2023 @ 4:51pm 
many of the FE home worlds, starting planets and systems in game start with NAME_******_*****
you need to edit the solar_system_initializers.txt and change the names to text only as you want it to be displayed in game. their displaying as their key name type from the code. Should do the trick
Also many FE spawn with no empire name, they have civics, ethics ect just no name, this im not sure about how to change
17blue17 4 Nov, 2022 @ 4:49pm 
You also still have common\subjects which is obsolete
17blue17 4 Nov, 2022 @ 4:46pm 
thank you for the update. I see you still have localized sync which is no longer used as far as I understand.
Kaela Mensha Khaine 12 Oct, 2022 @ 12:34pm 
Update please?
Working like right now?
17blue17 10 Oct, 2022 @ 11:50am 
a guess on the name issue is to move the files from localisation_syncedl to localisation but that is just a guess.
Copperhead Quoz 30 Jul, 2022 @ 6:24am 
Does anybody have a fix for the names problem Sergeant Centurius or Sptazimaus have reported? It's affecting all games for me as well and I'd love to re-install this mod because I love it but for right now it renders FEE3 unusable.
Sergeant Centurius 19 Jun, 2022 @ 5:36am 
Spatzimaus same thing for me. And BTW I wonder if it is possible to make new colours for fallen empire ships
MajorGeneralPike 12 Jun, 2022 @ 9:04am 
LETS GO LETS GET THIS SHIT UPDATED to 3.4
ghosterino 25 May, 2022 @ 10:43am 
Me too
Spatzimaus 23 May, 2022 @ 5:38pm 
Error in 3.4:
[11:11:58][effect_impl.cpp:13132]: Trying to add_opinion_modifier on oneself at file: events/FEE_opinion_modifiers_events.txt line: 255, don't do this!
Happened about ~50 years into the game.

Also, with this mod, none of the FEs (or their stars) have names in my games; they're all the key names (fallen_empire_xenophobe_name). That might just be due to load order or something, though.
Aliens are real 13 May, 2022 @ 9:48am 
Hello Sir,
I found out that when using the new Origin Teachers Of The Shroud together with this Mod an issue is caused. You won't get the benefit of the Shroud Teachers Enclave.

Thank you very much for your great work here with the Mod. It is realy fun and I hope you will get to find some time to update this Mod to the newest version.

BR
SMmania123 12 May, 2022 @ 7:39pm 
Can we expect an update to 3.4 in the near future?
Ultragrunt777 8 May, 2022 @ 2:02pm 
Why does the sol imperium spawn when i have fallen empires turned off?
KornFlaks 22 Apr, 2022 @ 10:34am 
I dont know if this is intended but a FE awakened right next to my poor empire on 2300, on the dot. The end game date was set to 2500. FE steamrolled my empire with 1M sized fleets against my poor starting BB fleet of 25k. Wasnt even a contest. I need to check if this mod was causing it or some other one.
FirePrince  [author] 15 Apr, 2022 @ 5:53am 
@GradientDissent: fixed, ty ;)
GradientDissent 14 Apr, 2022 @ 1:54pm 
It seems like this mod might be breaking the Crisis Manager. I noticed that Sleeper Awakening events (including War in Heaven) were not triggering, even if using the manual operations menu. Confirmed this with multiple new games. Then I started a new game with this mod disabled and the awakening events worked correctly (at least through the manual operations menu).
FirePrince  [author] 11 Apr, 2022 @ 8:41am 
@polari that's fine, ty :steamthumbsup:
polari 10 Apr, 2022 @ 1:37pm 
Well it bothered me enough to make me figure out how to make compatibility patches so here it is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2792508080
polari 10 Apr, 2022 @ 12:08pm 
First of all sorry for message spam since you can't edit old messages? But the issue whit these 2 mods is that they cause fallen empires generated by this mod to be despicable neutrals.
polari 10 Apr, 2022 @ 10:06am 
Ok never mind I figure it out Ethics and Civic Bug branch Causes Issues with this mod
polari 10 Apr, 2022 @ 9:59am 
Any Idea what might cause FE's being Despicable neutrals? I have this mod near bottom of the load order with only patches being under it.
FirePrince  [author] 8 Apr, 2022 @ 12:39am 
@Dr.Gilty: normally in-built should be below, but this mod can be above them.
Dr.Gilty 7 Apr, 2022 @ 4:48pm 
@FirePrince quick question, should this mod be above or below ACOT/ZOFE in my load order?
FirePrince  [author] 7 Apr, 2022 @ 2:08am 
Thx for comments. I found a mistake in my added zofe_trigger, replaced them with the merger_triggers. This should give much more compatibility, so this should fix the ethics (and probably Despicable Neutrals)
@Ultragrunt777: there was only a conflict in the fleets effects - solved it.
Ave Imperator 6 Apr, 2022 @ 11:01pm 
Seems like the update for gigas compatibility worked seeing as I passed day 4 without even freezing for a bit.
LAJ-47FC9 6 Apr, 2022 @ 6:21pm 
I believe there's something of an issue with any mod that adds ethics, as I have a Fallen Empire with no ethics, and also no fleets apart from a transport fleet.
Ave Imperator 6 Apr, 2022 @ 5:55pm 
Time to test whether the update fixed the problem where if you leave the fallen empire megastructures setting on it means there's a good change the game will CTD on day 4. Oh yeah that's a thing too for everyone who might be having their game crash, if you want to know.
Ultragrunt777 6 Apr, 2022 @ 4:53pm 
What about ACOT?
FirePrince  [author] 6 Apr, 2022 @ 11:26am 
Update:
@IDHAGN: ty, fixed all this and some more (mostly wrong loc keys).
@Magnus: no idea
Ave Imperator 1 Apr, 2022 @ 1:59pm 
Oh hey just noticed the Hivemind FE Battlecruiser design has different Core components from the other designs as it has Bio-Drive, Bio-Thrusters, Bio-sensor, and no combat computer. The Titan and Escort designs have regular FE tech; Jump Drive, Dark Matter Thrusters, etc.
Ave Imperator 31 Mar, 2022 @ 1:59pm 
Ok so the problem seems to be that gigastructures sets The Preserve to change into a matrioshka brain vr world. So as long as the Ethereal Bastion xenophile FE doesn't spawn it works fine.
Ave Imperator 29 Mar, 2022 @ 3:30pm 
Gigastructures has some spawning issues with the new fallen empire systems. As in megastructures that gigas gives to fallen empire like the matrioshka brain spawning in Eternal Bastion along with asteroid artillery even though there aren't any asteroids(xenophile FE).
Magnus 24 Mar, 2022 @ 2:38pm 
Any mods that, when combined with this, would cause most of the Fallen Empires to be Despicable Neutrals with no name?
FirePrince  [author] 23 Mar, 2022 @ 11:40am 
OK adding some compatibility info to the desc.

@Spatzimaus: Changelog is indeed missing (it's been a while since I've done that). Mainly updating syntax and adding compatibility (s. desc). Also completing some missings and I will actively develop this mod further.

Otherwise, thanks everyone for the feedback.
spectre199 23 Mar, 2022 @ 12:05am 
Is this compatible with Alpha Mod 3.3?
Spatzimaus 20 Mar, 2022 @ 8:15pm 
The big question for me is, what needed updating? I still use the previous 2.6.x-era mod, to this day. (Literally, I was playing an hour ago.) The only issues I've noticed don't seem to be version-dependent:
> The hive FE has no navy, so gets war declared on it by its neighbors who think they have a fleet power advantage, and the wars never end until someone (usually me) finally amasses enough ground troops to conquer it.
> When an FE starts adjacent to a leviathan, they'll often decide to destroy it before anyone else has a chance.
There was also a compatibility issue with NSC, I think
edey5000 20 Mar, 2022 @ 7:07pm 
Is this compatible with gigastructures?
The Emperor's Chosen 18 Mar, 2022 @ 8:27pm 
So idk if this is outside of the scope of this mod, but since this is about expanding FE I think it's worth considering. Maybe giving each FE a Mega-structure that they own that's relevant to their ethic? like Xenophobes having a Sentry Array or something, maybe even ones that are unfinished given their Fallen statues, that they decide to finish once they wake up?
Cegolas 18 Mar, 2022 @ 3:15pm 
can i use with acot and sofe?
heinrich fishly 18 Mar, 2022 @ 1:56pm 
i always thought that fallen empires deserved some more love in the base game, this mod helps a bit so thank you for making it work for the current version
ghosterino 18 Mar, 2022 @ 1:33pm 
It lives!
Jy crois pas 18 Mar, 2022 @ 11:56am 
Woooow so unexpected I have been playing with older version whoch wasn't ideal !