Stellaris

Stellaris

Star Wars: Empire Ships Maintained [under repair\rework]
544 Comments
Jatßkan  [author] 4 Jul @ 7:07pm 
below 'note 2'
Jatßkan  [author] 4 Jul @ 7:06pm 
up at the top, just look for the white links.
Krzywka 4 Jul @ 6:24am 
hey. Where can I get a link to your discord so I can follow you?
Jatßkan  [author] 14 Jun @ 9:05am 
same! nearly killed stellaris for me when thesting stopped! ryan is getting close to finalizing the list of what needs to be done, he will document it and then we will begin the work.
Calard Of Couronne 14 Jun @ 6:11am 
cant wait for this to be fixed one of my all time fav mods. take your time!
Jatßkan  [author] 3 Jun @ 2:29pm 
no, if i am correct you can follow my profile on steam, it should alert you when it has been uploaded, or, if you are not interested in following me on steam, you can join our server,
announcements will be made there primarily. so if you want the most recent and active notices on the current progress as well as things that are coming up.

however the updates release will not be for a good while, that i can assure you, we are close to having a full plan on what will be changed\need to be done during the rework.

if you want a very loose and shaky possible release date, the best i can say might be around September, maybe earlier if progress is smooth. my bet is at worst sometime next year when taken with a good grain more reality, need to be seen.
darthvader66 3 Jun @ 2:02pm 
Is there a time when I would know when this mod is back avalible? It makes my playthroughs feel a lot more immersed
Jatßkan  [author] 3 Jun @ 8:35am 
Join the server if you wish for help with the alternative option to waiting.
Jatßkan  [author] 3 Jun @ 8:34am 
Please read the 'WARNING:' at the very top. We appreciate your patience in the meantime.
Tralalero Tralala 3 Jun @ 6:45am 
yooooo brooo i cannot play stellaris without this mod :Gifting:
Jatßkan  [author] 18 May @ 10:07pm 
no, not planned. we are making quite a few changes during the rework, moving away from the startup box. as for having all the techs from the beginning, you can make it yourself, just need to edit the event file by adding the techs you want to the ones granted at the beginning. not hard, just observe how it looks and reproduce it.
Bread™ 18 May @ 9:56pm 
I mean like a pop up box when you start a new empire, which gives you the options: Research all Empire (or Rebel Alliance) Techs, or Research all standard designs (no special/experimental techs like, Kyber enhanced munitions, or TIE defender/advanced/phantom/and SSDs and the like.
Choosing one of these options would automatically research all these techs right away sjould you choose too.
Jatßkan  [author] 18 May @ 5:22am 
I fail to understand, what exactly are you asking?
Bread™ 17 May @ 4:18pm 
Hi, its me again. Do you plan on adding a research all prompt at the start of every game, or some variations like having all non special/experimental researched but still have to go further down the tech tree to access the kyber/heavy/8xturbolaser/ion.
Jatßkan  [author] 15 May @ 2:49pm 
There is a comment down below that can help you to add it is you would like to add it.
Jatßkan  [author] 15 May @ 2:47pm 
Not in the current update no. Apologies there.
Bread™ 15 May @ 2:09pm 
Hi, was wondering if the proton torpedoes do damage based off of target size, like the devastators in vanilla
Jatßkan  [author] 14 May @ 5:24pm 
@everyone please do not leave update requests here, we understand the desire to continue using the mod, but we will need time to bring functionality for the new update to fruition.

if constant update requests become the norm here, i will regrettably shut down the comments here! in that case the discord server will be the only medium for updates on the progress of the mod.
Jatßkan  [author] 14 May @ 5:20pm 
appreciate the desire to use our mod, however the mod as stated in the beginning of the description, it is broken, it is in the process of being fixed and will likely be a good bit till we get it functional again. it most certainly is still being 'maintained', if you wish to try and make a quicker update bud, feel free to show us or help. otherwise, be patient or roll your game back. asking for updates will not make it come any quicker in the meantime. the mod still uses very old scripting, from elratie or thesting's time with it. so it will be a good bit as stated.

if it were no longer maintained i would add '[dead]' to the title.
Locomotor79 14 May @ 1:06pm 
appearently not maintained LoL. Plz update
Jatßkan  [author] 13 May @ 3:28pm 
not me, join the server and you can ask ryan
Zombie 13 May @ 3:02pm 
how did you change the alo file for Praetor II-Class to a mesh file?
Jatßkan  [author] 13 May @ 12:23pm 
for the resurgent you can as the original author has given full perms. for the praetor, you will need to ask nomada_firefox on discord.his discord server is called FirefoxCCMods. you can get the model for the resurgent separately from our mod on the original page, there is a link for it in the requests channel tab.
Zombie 13 May @ 8:13am 
and why does no one have the model for the tartan patrol cruiser?
Zombie 13 May @ 8:11am 
I might have more to ask permission to use, though it will probably change depending on what new models that the star wars nsc shipsets add coming 4.1.
Zombie 13 May @ 8:08am 
can I have permission to use two models from this mod? Praetor II-Class and the Resurgent-class?
Jatßkan  [author] 12 May @ 9:53pm 
just a heads up guys, since this mod has been broken badly by the update. just for those who do not wish to wait and downgrade their games. we will be updating the rebel ships soon, you can thank ryan and issac for their work on it, since their work has made it less affected by the updates destruction. so we do not leave you guys out to dry with the waiting, it should be fully functional with 4.0 in the meantime while you wait for the empire ships. your support means a very great deal to us!
Jatßkan  [author] 10 May @ 12:29pm 
i will see about getting fixes out as soon as possible. your patience is greatly appreciated!
Jatßkan  [author] 9 May @ 5:47pm 
appreciated, we have learned of that though.
T'Challa 9 May @ 2:59pm 
This solution may work to solve the bioship issue, a user on the sins of prophets mod made a suggestion to do the following in the graphical_culture.txt file just above the fallback option for each of the shipsets:

ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}

ship_selection_weight = {
base = 0
modifier = {
set = 10
graphical_culture = from
}
}

has_city_graphic

I added the change to a test file I use for myself to see if it would fix the custom ship classes not showing up. They do end up showing up in game. Some of the localisation files seem to be messed up though with the custom ship class names being weird, but that could be something wrong with my own test mod. I can build the custom ships and they operate just fine with the fix.
Jatßkan  [author] 7 May @ 12:58pm 
likely not for a while sorry to say, as i posted at the top of the descript, if you wish to continue using the mod, you will have to roll your game back to a version prior to the 4.0 release. you can do so by right clicking on your game in steam, next select properties, then go to the betas tab abd select a a version from the drop down.

the reason it will very likely be a good while till we release an update for the 4.0 updates is because we do believe we will have to completely rework the mos ships just to make them compatible.
steve20 7 May @ 12:30pm 
Do you know when the new update of the mod will be? because the new dlc sucks
Jatßkan  [author] 7 May @ 11:27am 
so glad i now have a team, otherwise, this mod would be flat dead!
Alienfresser 6 May @ 10:54pm 
Seems the shipset get classified as BioShip and somehow breaks the mod. Only the fighters and weapons show up in the research.
Jatßkan  [author] 4 May @ 5:54pm 
yes,and should continue to even after the update tomorrow.
andreandsimba 4 May @ 4:47pm 
Does this mod work with the current version of the game
Jatßkan  [author] 4 May @ 1:56pm 
@theswingsolution kyber mining should become available when researching very heavy turbolaasers
Jatßkan  [author] 4 May @ 1:49pm 
tibana a and thee kyber crystals are star base gathered for more balance and t make it so you need tto manage it
Jatßkan  [author] 4 May @ 1:48pm 
we have changed it too starbase constuctables
Orion 4 May @ 10:31am 
Yeah, I've just noticed that no Natural Tibanna Gas spawns, however It's probably best to wait until Biogenesis comes out before you try to fix it. great mod though. GLORY TO THE EMPIRE
agp319 3 May @ 8:20pm 
Cant get Tibanna gas, any idea why?
THESWUNGSOLUTION 3 May @ 7:04pm 
Great mod! Subscribed yesterday and have been playing for a bit. How do i get kyber crystals? I can not upgrade my ships past lvl 3 due to not having any kyber. Thank you!
Jatßkan  [author] 2 May @ 8:43pm 
lol, hold on tto them for now, it will likely bee a good while.
Nova_Galaxy69 2 May @ 6:23pm 
did someone say mandator iv, take my coins
Jatßkan  [author] 2 May @ 2:36pm 
the mandator iv is one i do want as well. but it will likely be later though.
centerplaza 2 May @ 1:56pm 
Can we get the mandator series of ships? that is if a model is available,
Jatßkan  [author] 2 May @ 10:40am 
all good, and appreciated!
Toyota Supra 2 May @ 1:06am 
i forgot about the link my fault also when trying to use their verison of SSDs and some other ships they say compatible items needed in caps but here is the link https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3443708247&searchtext=star+war+ship
Jatßkan  [author] 2 May @ 12:09am 
possible, appreciate the suggestion. apologies for the very latte reply! if you could provide a link next time that would be fantastic as there are quite a few mods with 'star wars' in the titles.
Toyota Supra 26 Apr @ 2:40am 
There is a mod called "star war ship" with the Eclispe II model and a few others you may like maybe you can use them but the author doesn't respond so I don't know about permission (or if it would be needed since they don't respond)