Stellaris

Stellaris

Roma Invicta
44 Comments
Janlitschka 12 Jun @ 1:20pm 
Will test it next week!
Risker the 34th  [author] 29 May @ 3:08pm 
@niccodigge @Janlitschka I spent the afternoon really digging into the cause of the issues and i believe that i've not only fixed them but have actually resolved several bugs and generally made the mod function better.

The only functional change was shifting limitanei per pop from 100 jobs per 30 pops to 100 jobs per roughly 1100 pops. I was trying to get that lower but at a certain point nothing i did impacted the number of jobs provided, i may look deeper into this in the future at some point. All custom jobs should now also have buildings and job icons instead of the ugly placeholders.
niccodigge 28 May @ 3:26pm 
godspeed
Risker the 34th  [author] 28 May @ 1:52pm 
@Janlitschka Yes, i am still unsure as to why that is the case. I have figured out how to fix that however, in doing so the unique jobs no longer spawn so i am currently trying to figure out how to resolve that part of this puzzle in between work.
Janlitschka 28 May @ 1:47am 
Love the mod but after an hour of testing I am confident to tell you that the mod disables the ability to upgrade your capitals on planets
Risker the 34th  [author] 25 May @ 5:45pm 
@Niccodigge so i can reproduce the bug, so there was something wrong with the mod. I was able to get ability to upgrade capital buildings back fairly quickly, however all of the unique jobs for the mod no longer work that way. Apparently that is a known issue with this update of jobs being much more fiddly, going to need more testing to find out how to get things back in order.
niccodigge 25 May @ 12:45pm 
ok thanks you, and thx for the mod, there's nothing else about ROme that it's updated so good job
Risker the 34th  [author] 10 May @ 5:19pm 
@niccodigge Amenities are impacted because of the replacement of default jobs. It shouldn't be catastrophic but is something that impacts you from the moment you spawn into a new game.

You shouldn't have Soldiers as each origin is intended to have a unique soldier replacement but yes, there is currently a bug that seems to be caused by a change PDX made in the update. Back in the day jobs had assigned icons in the code, now that is no longer case and having multiple jobs trying to use the same icon causes one of them to "win" and the others to use the fallback icon, while i am looking for a solution to this its unclear if one is possible without PDX providing a method for us to either share icons between jobs again or dictate to the game what custom icon to use.
niccodigge 10 May @ 2:40pm 
amenities in my capital is low but not negative, also soldiers job icons are the same as unemployeds, are this errors given by load order maybe?
Risker the 34th  [author] 7 May @ 8:01am 
@Janlitschka That heavily depends on what is being done in the origins. If it just some modifiers, then its probably ok. If it has anything custom, starting system, buildings, districts, etc... then it will likely require far more work to get functional and might not work unupdated.
Janlitschka 6 May @ 10:44am 
Hey I saw you updated to 4.0, do Origin mods need to or are most origin mods generally still playable fro myour perspective? Thank you for your time!
Risker the 34th  [author] 11 Aug, 2024 @ 11:23am 
@Phoonix, that might be doable but would probably be so OP as to make the game not fun. A sort of Roman lost colony start might be interesting but would be harder to implement since it would require a lot of speculation to separate them from just regular Roman origins.
Ph00nix 11 Aug, 2024 @ 11:03am 
yes or start a colonia empire with mars, europa and titan as colony
Risker the 34th  [author] 11 Aug, 2024 @ 10:59am 
@Ph00nix Hmm, start as a colony of Rome instead of Rome itself?
Ph00nix 11 Aug, 2024 @ 10:40am 
coloniale start ?
Risker the 34th  [author] 11 Aug, 2024 @ 9:57am 
@Captain403 literally the only thing that changes in the updates is the number that tells Steam and the Paradox launcher what version of the game the mod is for. It changes so little that it really doesn't need any code tweaks and its content complete so nothing inside the mod needs changing until someone finds a bug.
captain403 10 Aug, 2024 @ 12:21pm 
Changelogs would be nice. ;)
Risker the 34th  [author] 24 Apr, 2024 @ 9:22pm 
@awgw0807 No problem! I plan on updating this officially when the next DLC drops in a few weeks but i'm not anticipating anything actually breaking.
awgw0807 24 Apr, 2024 @ 7:36pm 
I'm an idiot...lol it's working, thanks for your help Risker!
Risker the 34th  [author] 24 Apr, 2024 @ 7:25pm 
@awgw0807 hmm, but if you try to use it anyway does it not work?
awgw0807 24 Apr, 2024 @ 6:45pm 
For version 3.11.3, no its not. Every time i click on the launcher it says its outdated
Risker the 34th  [author] 24 Apr, 2024 @ 4:40pm 
@awgw0807 is it not functioning on the current version?
awgw0807 23 Apr, 2024 @ 12:22pm 
Hey! Are there plans to update this for the current version?
Risker the 34th  [author] 20 Feb, 2024 @ 7:18am 
@thee's Vang I will say, i tried very hard to get custom origin pictures to work. It actually delayed the mod going live for several days as i tried different ways of getting the images to appear in game before finally deciding to just reuse vanilla origin pictures.
Risker the 34th  [author] 20 Feb, 2024 @ 7:18am 
@Thee'e Vang I don't have a guide but this was my first major mod and i think it turned out relatively well so even beginners should be able to make it work.

Basically there are 3 parts, the origin itself with any bonuses you assign to it, the jobs that you are adding and the buildings you are going to be adding or editing to. You can make the outer shell of a mod by firing up the stellaris launcher and going to "all installed mods" and in the top right it should have a "create mod" button. After that you go to the folder it creates and recreate the folder structure from Stellaris that you need, Common>Goverments>Origins for example. From there you can just create files with the prefix of your mod, this mods prefix is RI, and what the file does like RI_pop_jobs. Then you can just start copying jobs, buildings, whatever from the base game and pasting them into your mod files and tweaking them as you need.
Elden Ring 2 when? 19 Feb, 2024 @ 11:03pm 
Do you have a tutorial or a modding guide? I could make it myself.
Risker the 34th  [author] 19 Feb, 2024 @ 2:35pm 
@thee's Vang I don't see why it couldn't be done but my knowledge of the Chinese dynasties isn't quite where'd id like it be. Also a big reason i made this mod was because of the SPQR namelist which paradox added a while back. a Chinese Dynasty mod would either have to include its own namelist or just have the players use a vanilla namelist.
Elden Ring 2 when? 19 Feb, 2024 @ 3:31am 
Can you make one for China Dynasty? Han, Ming, and Qing Dynasties?
Risker the 34th  [author] 23 Jan, 2024 @ 2:37pm 
@Jorgin it should be fully functional in a vanilla 3.10 game.
Jorgin™ 23 Jan, 2024 @ 3:56am 
Works on 3.10?
Risker the 34th  [author] 26 Jul, 2023 @ 11:53am 
@A Japanese Man No problem! I play with a ton of mods and Steam's fake installs has caused me and my friend a lot of grief over the years lol. Hope you enjoy the mod!
A Japanese Man 26 Jul, 2023 @ 10:14am 
looks like it was an installation issue, sorry about that. Thanks.
Risker the 34th  [author] 26 Jul, 2023 @ 9:30am 
@A Japanese Man no DLCs should be required but if you have only subscribed to it today then its possible steam has said that it downloaded the mod but it actually hasn't. unsubsribing and resubscribing may help, or setting Stellaris as a high priority game.

I've also noticed that if you are using other origin mods these origins will not be at the bottom of the list. Generally they seem to sit somewhere around the middle of the list but i imagine that depends on what origin mods you are using and how many origins are added.
A Japanese Man 26 Jul, 2023 @ 8:13am 
Doesn't seem to be showing up for me in the origins tab, is there something I'm missing like a DLC?
Risker the 34th  [author] 2 Jul, 2023 @ 7:47am 
@Apate there is so little information on the Roman Kingdom which was nearly mythical even to the Romans of the late Republic that i don't think it would be possible to add a 4th origin for it. Especially since the Imperial Authority type is already represented in the Roma Aeterna origin.
Apate 1 Jul, 2023 @ 3:07am 
It will also be added Roman Kingdom ?
PhilosopherKing 30 Jan, 2023 @ 7:23pm 
This is very cool. kinda pairs well with the civics from Space Rome
Baka Racker 29 Jan, 2023 @ 7:42pm 
@Risk of Santa 2 :steamhappy:
Risker the 34th  [author] 29 Jan, 2023 @ 2:39pm 
@Baka Racker I'm doing my part! Thank you signing up to join the Legion today.
Baka Racker 29 Jan, 2023 @ 1:49pm 
Ah yes, fulfilling the requirement that every Paradox game let you play as Rome in some form. :D
Risker the 34th  [author] 29 Jan, 2023 @ 11:49am 
@Ph00nix well, technically yes. the code obviously supports origins giving extra colonies i don't really see the point. The origins represent stages of the actual roman empire, not corresponding stages of space Rome.

While the idea of playing Barbarian Invasion in space is an interesting one, it is kind of outside the scope of the mod.
Ph00nix 29 Jan, 2023 @ 5:37am 
Can you add more colonize planet to start like with ( Advanced Starts & Civics )?
Risker the 34th  [author] 29 Jan, 2023 @ 2:00am 
@Ph00nix you start with just 1 planet like any other origin. The goal is to add roleplay opportunities to the game rather than radically altering the game balance.
Ph00nix 29 Jan, 2023 @ 1:57am 
how many colonize planets do you have?