Stellaris

Stellaris

Ground Command
299 Comments
Risker the 34th  [author] 5 Jul @ 6:25pm 
@Civ5Fan Ah, so i have played with that mod and the compatibility patch a little bit. I'm not super familiar with the current state of it, but i do know that in his system certain armies, from both mods in the patch, are locked behind buildings that he added in. I'm honestly just grateful he made a compatibility patch at all since it saved me from having to do one lol.
Civ5Fan 5 Jul @ 8:19am 
I had this, military enhancements, and their patch. Tested and for some reason patch messed with things, mod works great now.
Risker the 34th  [author] 29 Jun @ 5:51pm 
@civ5fan I'm not entirely sure what you mean by robotic assault divisions, there shouldn't be any assault divisions at all if the mod is working correctly. Looking back into the code, the war bot requires some form of industrial or robot related buildings, such as the robotic assembly buildings, the forges, or the civilian industry buildings.

It requires you to not have ai outlawed, and to have the droids tech. If you fit all those requirements you should have the option.
Civ5Fan 29 Jun @ 5:28pm 
Cant seem to make them and was wondering if I missed something. I can make robotic assault divisions but not war bots even though they were both in the robot tech.
Risker the 34th  [author] 29 Jun @ 8:41am 
spec academy? If my memory is correct war bots are just the next level of robot tech.
Civ5Fan 29 Jun @ 8:38am 
What are the requirements for war bot army? Got a world with robots and spec academy. Are industrial districts one of the resource ones?
Risker the 34th  [author] 1 Jun @ 11:17am 
Im not sure when you can unlock Psi armies if you are really trying to rush them but the main issue there is that this mod just doesn't tough the special armies, Psi/Gene/Xeno/Legion etc... so they are at the same stats as if assault armies were the best there was.

For compatibility reasons the less vanilla things are touched the better and psi armies are probably one of the few that other mods might interact with. I believe the feudal roster actually has a unique army if you are also psionic.
Gake 1 Jun @ 10:12am 
The balance of this mod renders psionic armies obsolete before you research it.
Risker the 34th  [author] 31 May @ 1:18pm 
@Duck Theocracy none of that should really matter for this. the location of the planet shouldn't really matter because the galactic map doesn't relate to the army mechanics. The capital moving might mess up one specific unit but i find that fairly unlikely too.

4.0 definitely required some updated of GC but that should be completed now, from what i can see all the 4.0 issues have been resolved.

Intermod compatibility is always tricky, this isn't a Giga-sub mod and i haven't used gigas in quite a while so i'm not sure exactly what the issue would be but this mod operates based on Ethics, Authority type, and Technology, so if something changes those it might have compatibility issues, if it doesn't then it should be fine.
Duck Theocracy 31 May @ 6:21am 
@Risker the 34th I asked in the giga discord and figured our that in the origin it instantly relocates your capital and all planets of your capital system to a new system at the end of the map generation. I was also told that it might have been change in the script since 4.0 update. So for now it would probably be best to not use this mod and Away on and island origin for the time being.
Risker the 34th  [author] 30 May @ 7:43am 
@Duck Theocracy sounds like that origin force spawns you into some sort of custom authority or something?
Duck Theocracy 30 May @ 5:43am 
This mod breaks when you use the origin Away on an island, from Gigastructural Engineering & More, and causes you to only be able to build zenomorph army. It work with the other origins but just not this one. I went ahead and loaded your mod and giga alone to make sure and it only happens when you use the Away on an island origin.
Risker the 34th  [author] 16 May @ 7:46am 
@MyFireBow that is a good question, my guess would be generic infantry divisions but i haven't tried so i can't be sure.
MyFireBow 16 May @ 2:21am 
How does this work with bodysnatchers? Like what kind of armies would prepare invasion spawn?
Risker the 34th  [author] 13 May @ 6:57am 
@SUMatt Yes the AI will use the armies, probably not in the best ways but they'll try their best.
SUMatt 13 May @ 4:16am 
Will AI make effective use of the armies?
Primarch sarge 12 May @ 12:46pm 
@Risker the 34th Ah ok, thanks a lot, I wasn’t aware of that. Sorry
Risker the 34th  [author] 11 May @ 5:16pm 
@Primarch Sarge that is intended behavior at the start of the game, you are a gestalt machine hive, you aren't wasting resources on reinventing the wheel 100 times like organics are. You unlock more advanced unit types as you progress through the tech tree, ultimately unlocking a titan unit like every roster.

Individualist machines have a larger starting roster on account of them being unique beings who are not quite as myopic in their collective focus.
Primarch sarge 11 May @ 4:41pm 
@Risker the 34th I have 2 units I can recruit on the menu
Risker the 34th  [author] 11 May @ 2:18pm 
@Primarch sarge do you have any armies to recruit at all or is the window just empty?
Risker the 34th  [author] 11 May @ 2:17pm 
@TriangularBlasphemy yes, some armies are still energy based because they don't have a logistics component. For armed employees you aren't transporting anything, you're handed employees already on the planet whatever broken table legs and big rocks you can find and throwing them at the invading purge bots so paying for them with logistics seemed kind of silly.

Many non-corpo armies also use trade as a small upkeep to represent the continued shipment of ammo, food, replacements, etc... the numbers are definitely up for review as i haven't experimented that much with how much trade an empire can pump out when it wants to.
Primarch sarge 11 May @ 2:17pm 
It works for human empires but not for machine gestalt, only shows 2 units
Primarch sarge 11 May @ 2:16pm 
@Risker the 34th I’m running a few mods, yk what could cause incompatibility if it is one?
TriangularBlasphemy 11 May @ 10:49am 
Heads up, armed employees are still Energy Credit based, but that may be intentional on your part?
TriangularBlasphemy 11 May @ 10:35am 
Looks like deniable operations are BACK ON THE MENU, BOYS!

Thanks a bunch, Risker!
Risker the 34th  [author] 11 May @ 8:19am 
@TriangularBlasphemy pushing an update to incorporate trade into the mod right now :steamthumbsup:
Risker the 34th  [author] 11 May @ 8:04am 
@Primarch Sarge so i justed booted up a test game and the armies are showing up in the recruitment list as intended for Gestalt robot empires. Are you running any other mods?
Primarch sarge 11 May @ 7:08am 
@Risker The 34th I'm using gestalt machine empire
Risker the 34th  [author] 10 May @ 1:19pm 
@Primarch Sarge are you are gestalt machine or an individualist machine? and are no armies showing up at all?
Primarch sarge 9 May @ 2:18pm 
the armies don´t seem to be showing up as a machine empire
TriangularBlasphemy 8 May @ 7:32am 
Thanks, Risker!
Risker the 34th  [author] 7 May @ 8:59pm 
@TriangularBlasphemy Not going to lie, i hadn't even thought of that but that makes total sense. Can probably get that done by the end of the week.
TriangularBlasphemy 7 May @ 7:51pm 
Hey Risker, corpo scumbag here! Wanted to tell you that as per 4.0, trade has supplanted Energy Credits as the de facto currency for the galaxy. I was wondering if you'd like to switch the cost of our "field liaisons" from EC to Trade to reflect this new and exciting market sphere?

(Love your mod, by the way! Thanks for keeping up with it and being so cool.)
Risker the 34th  [author] 7 May @ 12:04pm 
@Dr. Quackers M.D. Hmmm, that sounds like something to make a bug report about. Either that is some sort of base game flaw when following a specific series of actions, or your CPU is being overwhelmed with how much stuff you're trying to do at once but you'd need to be recruiting insane numbers of armies for that.
Dr. Quackers M.D. 7 May @ 12:01pm 
okay it was not the mod it was just bad timing. I was recruiting at the same time the crash came turns out FPS slows down, way down, when in planet view and if I click to fast like I was doing recruiting a bunch it will crash
Risker the 34th  [author] 7 May @ 8:18am 
@Dr. Quackers M.D. i just booted up a game with nothing but GC and loaded in just fine. Does it crash on startup or crash when you get into the game? I'm not sure this mod has ever caused crashes, it mostly just fails to work if something goes wrong.
Dr. Quackers M.D. 6 May @ 11:46am 
seems to be crashing in a small mod list
Risker the 34th  [author] 6 May @ 5:31am 
@Over-in It will be within like, the next 2-3 hours. I got called into work early yesterday so i couldn't update when i wanted to. I'm sending the update to steam rn, steam can take a bit to apply it and the steam workshop can be a bit slow to update local copies of mods but it is on the way.
♢ Over-in 5 May @ 4:12pm 
is this compat with 4.0?
WRXKiller-GM 3 May @ 8:13am 
Fair enough fair enough I'll do that when I get the chance. And from how they have talked about it in the dev Diaries the new crisis has you building megastructures that turn into super space fauna that grow from consuming biological stuff. Each new upgrade mix the space fauna stronger as well as giving it RTS activatable skills. They are referring to these new ship types as hero ships.

And the end of the crisis has the player straight up again to meld with the space fauna becoming one both body and mind. So since this space haunted is Dragons you could definitely make it so that some of the new armies are dragon based armies~
Risker the 34th  [author] 3 May @ 6:50am 
@WRXKiller-GM so none of the armies added by this mod are unlocked by ascension perks, at least not in any meaningful sense. None of the crisis paths have unique armies currently, i'm not sure how the new crisis path that is coming with biogenesis really works but its possible it might have room for an army or two thematically.

If you have any ideas for armies/ army concepts throw them into the Army Requests pinned discussion and they might just make it into a future update! :steamthumbsup:
WRXKiller-GM 2 May @ 2:33pm 
So I'm coming back here to ask you a question about the new crisis. specifically specifically in your description you mentioned that some armies are unlocked by the different ascension and I was wondering if some of them are unlocked by the crisis ascension. And if you're planning on to add 1 based on the space dragon crisis that was revealed a little bit ago. Because to me the idea of just sending armies onto a planet 2 rap it for a space dragon is fun. But then again might not actually be something useful because of the fact that the space dragon wants to eat the planet not capture the planet. Still it makes for good role play.
Dr. Quackers M.D. 30 Apr @ 8:15pm 
get goo modders connected and magic happens!
Risker the 34th  [author] 25 Apr @ 5:17am 
@Dr. Quackers M.D. i like the dual post on his mod page, made it much easier to return here after checking his mod out lol. I believe i saw that mod when it came out and was on the front page. Back then it was strictly a tech mod, really cool to see whats happened with it. I don't really see why the two wouldn't be compatible already, all of his modifiers apply to armies in general, and it seems like his unique mechanics apply at the start of invasions which still happen in GC.

Have you tried running them together as is right now?
Risker the 34th  [author] 24 Apr @ 6:29am 
@12sDaFailure Thanks Homie!
12sDaFailure 18 Apr @ 7:17pm 
Nice too see ya still here risk
WRXKiller-GM 10 Apr @ 6:27am 
Totally understandable and from the fact that I just read the most recent dev diary definitely feels like they are giving a lot more fuel to the flame with that stuff and the different kinds of armies that can be created with the main species that can have every single trait in the game from that dev diary origin. I feel like right there get some major opportunities for specific kinds of soldiers that origin can have with this mod.
Risker the 34th  [author] 9 Apr @ 7:06am 
@WRXKiller-GM ya there is definitely going to need to be some updating when 4.0 stabilizes/releases. Part of that will likely be transferring the check for Industrial districts to Industrial zones. I also think this will be a good opportunity to add certain industrial buildings to the check.

I am also looking closely at how the bio DLC could allow for hive implementation. Right now its looking like the paths themselves probably aren't going to be specific enough to allow that but the community seems to be generally interpreting the paths in certain ways that i can toy around with.
WRXKiller-GM 7 Apr @ 6:20pm 
Especially since of that biological DLC definitely allowing more possibilities with hive armies like I saw in your pin message. Could make it so that going down one of those ascensions gives the player a specialized army depending on which of the three types of genetic ascensions that they choose.