Stellaris

Stellaris

Nomadic Empires and Pirates
119 Comments
Athena 10 Jul @ 2:39am 
Hope you can fix the mod, this is one of my favorite concepts!
Рыцарь Нестор 9 Jul @ 11:17pm 
As I understand it, nothing can be done about it yet?
Flemmi  [author] 9 Jul @ 6:26am 
The reason for that is a change in the way pops works, now they are pop_groups but the event still has pops in it, so it breaks
Рыцарь Нестор 9 Jul @ 5:29am 
The mod works, but for some reason the event constantly appears without text, in large quantities, you can click it, but it will appear again
SolkimGod 7 Jul @ 11:32am 
when
Flemmi  [author] 13 Jun @ 10:06pm 
no yet, i have far less time then i anticipated. nest week is a 4 day weekend where i live, it is most likely that i will have the time to go through all my mods.

ooh boy here i go making promisis again!
WillOWmega 13 Jun @ 6:12pm 
did it get updated?
Flemmi  [author] 26 May @ 7:32am 
it coming this weekend. i just didnt have time to do it until now.
SolkimGod 26 May @ 6:38am 
4.0?
SkeletorBro 14 May @ 8:15pm 
Actually, just realized I'm dumb. I don't have the civic my leader has it. I was looking at the "empire" tab not the "government" tab. So I actually don't have the civic, just realized and wanted to quickly amend my previous statement.
SkeletorBro 14 May @ 8:11pm 
Yeah, when I try to reform my government, despite it saying I have the gestalt consciousness civic, it says "[Red X] Hivemind does not allow reformation" and "[Red X] Has gestalt consciousness ethic" and wont let me reform.
This is without any other mods, works perfectly fine otherwise :D
Flemmi  [author] 14 May @ 12:23pm 
i cannot reproduce this result. for me, starting a game as a hivemind, be that machine or normal hive mind, it works as it does with regular empires. When you choose to be a hivemind and click the nomad or pirate option in the beginning it should allow you to reform your government to pic desired civics too. I sadly cant fix this issue at this time, i was testing this on 4.0 right now, so maybe thats the fix, i will update the mod to 4.0 in due time.
SkeletorBro 14 May @ 10:36am 
Is it possible to play as a hivemind nomad empire? When using the origin or civic (with the nomad option at the start of the game) it causes any hivemind empire I make to become a normal empire that weirdly still has the gestalt ethic but can't "reform" into a hivemind. Any hivemind civics are removed and I can only get normal empire ones.
Flemmi  [author] 13 May @ 6:52am 
propably yes but it should be possible to "borrow" planets from someone else. this is a lightway mod and has its weaknesses.
Tronis 2.0 12 May @ 3:34pm 
Hey I Tried to get a colossus while having this mod on and the special project just never showed up. is it because I had no planets?
Flemmi  [author] 10 May @ 11:07pm 
i fixed that energy issue, thanks for reporting it.
Skylearion 10 May @ 7:59pm 
Same for the next tier of that module.
Skylearion 10 May @ 7:58pm 
Found a bug the Heligraphic Communication Room is giving negative upkeep as in its giving me like 257 energy lol.
Skylearion 10 May @ 4:19pm 
By the way you have future suggestion of a decision for conquered worlds is that in yet?
Zeypheron 26 Apr @ 8:15pm 
I meant Ruler yes, but whatever you did fixed the Ruler death issue.
Roland 26 Apr @ 12:53pm 
Thanks I will try it I like a Nomadic playthrough, a la BSG.
Flemmi  [author] 26 Apr @ 12:52pm 
if you now choose any pruple option on game start you keep all the leaders. io hope that solved the issue
Flemmi  [author] 26 Apr @ 12:13pm 
Do you mean Ruler or Leaders? The Ruler is the one custom character you make when you create the empire and leaders is the term used for all named characters in the game. maybe i missunderstand you and you mean leader, and yes. it wipes you leader slate. I will switch it to move all of your original leaders instead of making a new batch on game start for nomads. but The ruler was always kept alive when going nomad.
Zeypheron 26 Apr @ 10:05am 
I used the origin to start off as nomad, then chosen the option to fully abandon the planet.
Flemmi  [author] 26 Apr @ 4:36am 
well i discovered a different bug that lead to the game freezing. but no luck on finding that circumstance that kills your ruler
Flemmi  [author] 26 Apr @ 2:32am 
when i start the game as nomads, it, as it should, retains the leader when i become a nomad. without more info i dont know if i can find out what causes this.
Flemmi  [author] 26 Apr @ 2:01am 
oh chute, are you reffering to the late game normad going or the game start nomad start?
Zeypheron 26 Apr @ 2:00am 
I'm on 3.14
Flemmi  [author] 26 Apr @ 1:58am 
the switch to nomad is suipposed to retain your leader. i am checking why its not happening. are you on the 3.99 beta or 3.14?
Zeypheron 26 Apr @ 12:47am 
Is there any fix to the issue of having your ruler die if you do pure nomad? Cause that's a major annoyance to anyone who wants to actually, you know, not have a randomized ruler to start with.
Flemmi  [author] 23 Feb @ 10:30am 
yeah, the game isnt very friendly towards planetless playing. but this mod is meant to be light and low enough impact to be added to any modpack with minimal issues. but know this, maybe i can one day find a workaround.
pancake11112 23 Feb @ 10:23am 
Being nomadic (I assume it has something to do with having no planets) seems to break most special projects. Notably, I didn't get the special project for the become the crisis ascension but I also wasn't able to get the special projects for researching spacebornes like mining drones.
Flemmi  [author] 15 Feb @ 1:52pm 
your first "bug report" just came with bad timing and i lost track of it. the only thing that is less well organized than my mod's code are the mods themself.
Skylearion 15 Feb @ 11:23am 
Much appreciated I probably should have checked first before saying that but glad to have a great dev that consistently checks in with their mod comments and feedback. You my friend do deserve respect for that alone.
Flemmi  [author] 14 Feb @ 4:53am 
and sorry for taking so long.
Flemmi  [author] 14 Feb @ 4:52am 
@skylearion
i fixed your problem too. It was an oversight and it shoulw now preserve your shipset when becoming a pirate.
Skylearion 13 Feb @ 11:49am 
Unlike the shipsets issue of not being able to choose custom ones because it reverts to species specific shipset...
Flemmi  [author] 10 Feb @ 1:52pm 
i thank you for bringing it to my attention, it was a tiny fix in anycase.
pancake11112 10 Feb @ 1:35pm 
That was an incredibly fast update, you have my gratitude and I hope you have a good day.
Flemmi  [author] 10 Feb @ 3:28am 
I added a hive mind version of communal mess hall.
Flemmi  [author] 10 Feb @ 3:17am 
thank you for brining this to my attention, it is indeed the case that the mess hall series of components wont show for hive minds. this is due to a tech prerequestie being locked away from hiveminds.
pancake11112 9 Feb @ 5:48pm 
The communal mess hall component is unavailable to hive minds for some reason.
victoriousdread07 (private) 12 Jan @ 11:21am 
@Flemmi adding on to my previous posts, another version of the slave ships could be used for the main species. so we wont have to start every colony with a small number pops from a colony ship. bot those "home" ships would need higher energy (and maybe consumer goods) use for every pop on board.
victoriousdread07 (private) 12 Jan @ 1:17am 
@Flemmi you could add a planet modifier for every colony made that greatly increases resources from all jobs but slowly decreases over time along with a negative effect the longer they stay. say maybe five years for the bonuses to fade to nothing and then the modifier starts to go bad. also my idea for a decision to load up slave ships would be useful for any conquered worlds from other empires.
Flemmi  [author] 12 Jan @ 12:32am 
That sounds like a great idea, I think it's doable. Making a slave ship that keeps track of how many pops it carries is doable, making sure these pops are of a specific species (that exists) also (if the species is wiped out I am not 100% sure but should still be possible). Settling a world for a short time and then packing up is also possible. I would need to implement some boni and mali to make it a good choice to leave a colony. The vanilla game is all about having more planets with more people on them. I need to make it so any one planet is only a temporary stay to get more resources for ships.
victoriousdread07 (private) 11 Jan @ 10:36pm 
@Flemmi lets say you have a colony, a slave ship could unload say 10 pops per slave ship onto a colony to fill out any resource districts we quickly need. Nomads are all about spending as little time as possible on worlds, so slave ships can be used to carry any slave species you have. when its time to pack up the colony, a decision could appear to either load up the slaves, kill them for food/minerals, or another option that i dont have. Or now that i think of it army ships could fit this role as well. when the slave ships are in space their could be a locked in component that produces resources by slaves on board.
Flemmi  [author] 11 Jan @ 10:04pm 
i might be able to solve the ruler issue.
the Component Communal Mess Hall produces unity, i can look into the balance, if that is too low.
It is propably possible to make ships that contain looted pops. there is a vanilla ascension perk for looting pops after all. But would Nihilistic Acquisition not work better on its own? Maybe you can explain a bit more what you mean with your last suggestion?
victoriousdread07 (private) 11 Jan @ 9:51pm 
Looks cool so far. But there need to be components to get more unity in this mod. Also going full nomad in the beginning kills off our ruler, and I use mods that influence the starting ruler. Any thought about making slave ships? I think they could be similar to colony ships in that they carry a single species and could reinforce any colonies we make.
Flemmi  [author] 4 Jan @ 6:17am 
no, the game is heavly designed around pops and so is AI behaviour, There are AI nomads flying around but they arent expanding or really relevent political parties in the galaxy. I dont know If i cant make this playstyle ai compatible.
66.444.4.4.33.777 3 Jan @ 9:10pm 
I am assuming the AI can't play this