Stellaris

Stellaris

Whoniverse Galaxy Mod (Doctor Who)
145 Comments
ergotoxin  [author] 30 Jul @ 9:39am 
Kangarus: Happy to announce the 1.0 version is released! Hope you'll have fun - let me know if you have any ideas for tweaks, new features or balancing.
Kangarus 30 Jul @ 1:57am 
According to the update notes, the 1.00 update for this mod may well be coming out by 1st August (2nd August for us here in Australia's time zone I imagine). Looking forward to doing a campaign as a finished Time Lord empire. Not sure if that deadline will hold, but I'm willing to wait, as painful as waiting can be, I also understand that RL gets in the way among other things.
ergotoxin  [author] 24 Jul @ 11:30pm 
Sirius: Just tested it and seems to work fine here. The Doctor events are set to fire only once and only for human players. Is this a multiplayer game by any chance? In any case, it should work well in the upcoming 1.0 patch.
Sirius 23 Jul @ 9:35pm 
I do have the perk, upon restarting without the timelord trait it seems to be working fine now. Though I didn't realize only earth factions can get the companions so that makes sense.
ergotoxin  [author] 22 Jul @ 1:24am 
Sirius: Do you have The Doctor ascension perk? That said, the companions unlock for Earth-based factions only (ie. UNIT).
Sirius 21 Jul @ 11:28pm 
Would having the timelord trait prevent the doctor events from firing? I haven't seen any of the doctors or their companions.
ergotoxin  [author] 21 Jul @ 10:22am 
elias.1871: If I remember correctly, you need to go through the wormhole (while playing as either the Remnants or Imperials).
elias.1871 20 Jul @ 8:21pm 
Hi how to trigger the dalek civil war events?
ergotoxin  [author] 1 Jul @ 8:57pm 
Alter Fritz: Hello! Yes, no population growth or assembly means you have to rely on converting other biological species. You can also find couple of worlds with Cyber-tombs - these generate small amount of new Cybermen over time. Daleks are your main antagonists, as they can't be converted.

Some limited pop assembly might be possible in the future when the Cybermen Tradition Tree gets implemented.
Alter Fritz 1 Jul @ 12:59pm 
How is one supposed to play the Cybermen? With no pop growth they have to rely on conversion, so I thought about keeping other pops around for colonising planets before converting them afterwards. But this does not work due to the Cybermen being Hive and not allowing other pops without population controls. Is colonizing completely out of question? I am fairly new to the game
ergotoxin  [author] 26 Jun @ 8:36am 
AliensTookMe: Working on it :) Meanwhile, you can actually create your own Time Lord faction - there's an Origin, Civic and Species Trait already available!
AliensTookMe 24 Jun @ 10:25pm 
pls add gallifrey n the timelords id love to role play the time war
Encrtia 23 Jun @ 7:23am 
Not playing Stellaris atmo, but thanks @ergotoxin!!!
ergotoxin  [author] 21 Jun @ 2:03pm 
Lanidae: Thanks! Have fun playing the mod! :)
Lanidae 20 Jun @ 6:38pm 
I’ve been looking for a good doctor who mod, this is absolutely fantastic!
ergotoxin  [author] 20 Jun @ 11:13am 
Kangarus: Thank you! I'm happy to hear that.
Kangarus 20 Jun @ 6:50am 
Looking forward to trying the Time Lords TBH - dunno how they are going to play, but I'm eager to find out. Enjoyed the mod so far BTW.
ergotoxin  [author] 19 Jun @ 11:16pm 
Death by Shed: Nice catch! So far the origin is missing scripted events, which is the reason why it's not included in the preset empires. Patch 1.0 will fully introduce the Time Lords as both a playable and an AI empire - probably in the next couple of weeks.
Death by Shed 19 Jun @ 11:42am 
i see that there is a timelord origin, is there a preset timelord race?
ergotoxin  [author] 19 Jun @ 3:23am 
New version of the mod has been uploaded, buildings should work fine now.
ergotoxin  [author] 19 Jun @ 1:24am 
Zesshi Zetsumei: Thanks for clarifying! I can see the bug now. I'll update the mod as soon as possible.
Zesshi Zetsumei 18 Jun @ 11:32am 
Oh sorry for the confusion the clone vats (the normal ones) disappear when i play the daleks and have a limit 0 a planet.
ergotoxin  [author] 17 Jun @ 12:11pm 
Zesshi Zetsumei: Dalek Incubation Vats were removed in the 4.0 patch and instead replaced by the vanilla Clone Vats, since the base game mechanics changed in a favourable way. It seems unnecessary to have two functionally near-identical buildings.
Zesshi Zetsumei 17 Jun @ 6:21am 
Is it just me or do the dalek clone vats disappear and have a 0 a planet limit?
Steve 14 Jun @ 8:45am 
played 50 years no problems
ergotoxin  [author] 13 Jun @ 9:00am 
Steve: Hello! This mod is not tested on Gigastructures so play them together at your own risk. That said, let me know if it works so I can change the message. It was added in an older version of the mod, so it's possible they work together now.
VelociRandom  [author] 13 Jun @ 8:46am 
Oh, my mistake - I missed that. I've never had any trouble using them together in the past but I don't know what the recent changes messed up. Apologies.
Steve 13 Jun @ 8:13am 
In the compatibility section you said its not but ill try now
Steve 12 Jun @ 2:08am 
Aw man i saw this mod and thought Gigastructures would be perfect for a Dalek play through
ergotoxin  [author] 8 Jun @ 12:37am 
Kangarus: Hello! I'd like to help, but since the mod affects gameplay so much including some vanilla changes, use any other mods together in a same playset at your own risk (unless they are mentioned here in the recommended section). My time is restricted as well, unfortunately. However, if you find a solution, let me know and I'll do my best to include it into the mod.
Kangarus 7 Jun @ 6:03am 
There is a minor quibble I do have with the mod - when I try to play the Nestene Consciousness with an ethics and civics altering mod (e.g. Bug Branch, More Societies Infinity) the Permutation Pools civic is missing, meaning that I can't assemble my Auton pops. Is there a way around that? In any case, perhaps making a clone of that civic for the Nestenes to make them playable with those mods would be a good idea, as for me at the moment the More Societies Infinity or Bug Branch are usually must-haves in my mod load order at the least and I'm certain there's other players like me who want to use them along with Whoniverse. Otherwise, great mod so far, looking forward to doing a Dalek campaign in future as well.
ergotoxin  [author] 4 Jun @ 10:59pm 
unit6484: Thanks! Have fun & please let me know if you encounter any other bugs - these recent updates certainly changed a lot.
unit6484 4 Jun @ 10:56am 
You are magician!
ergotoxin  [author] 4 Jun @ 8:47am 
unit6484: Uploaded a hotfix, everything should work again.
ergotoxin  [author] 4 Jun @ 8:01am 
unit6484: Thanks for letting me know! I'll look into that.
unit6484 4 Jun @ 7:21am 
After damn auto update cyberiad origin get my empire dstroyed on start
ergotoxin  [author] 4 Jun @ 2:57am 
Kangarus: Thank you, I'm glad you're having fun! The next update featuring the Time Lords should arrive this month.
Kangarus 4 Jun @ 1:28am 
Played a bit of it mostly as Silurians and UNIT in my mod list - you have done a great job so far. Keep it up :-)
ergotoxin  [author] 26 May @ 9:28pm 
@Encrtia: Sorry, I'm afraid the only way to do so is to manually edit the prescripted countries file:

1. Go to the mod directory /prescripted_countries folder
2. Open the file inside
3. Find the empire you wish to modify and change "spawn_enabled = always" to "spawn_enabled = no"
Encrtia 26 May @ 8:13am 
Any easy way to disable the mandatory factions for a new universe?
unemployed Humanoid 25 May @ 7:01am 
ok:Roland:
ergotoxin  [author] 25 May @ 6:04am 
expired cloud: Hi, that's odd. Please try disabling any other mods and see if the bug Is still there.
unemployed Humanoid 25 May @ 12:44am 
when i play any dalek empire route to other system not showing and i can't move to other system
ergotoxin  [author] 18 May @ 8:56am 
The mod has been updated, with pretty much of every empire's features working. Please let me know if you encounter any bugs, as I'm sure there will be some.
ergotoxin  [author] 11 May @ 11:50am 
@Mattaf1990: Happy to help!
Mattaf1990 11 May @ 8:56am 
Ah, do you know I hadn't even clocked the update was that recent! Thanks for the help, I'll rollback in the meantime. =)
ergotoxin  [author] 10 May @ 11:37pm 
Mattaf1990: Welcome! Since Hard Reset is a 4.0 origin, I guess you are playing on current (4.0) version of Stellaris. This is probably what causes the bug, as well as many others. I do not recommend playing the mod on 4.0.

Unfortunately it will take some time to update the mod to the current version, as I have to make changes across the whole code. The easiest fix meanwhile is to downgrade Stellaris back to patch 3.14.
Mattaf1990 10 May @ 3:15pm 
Hello! Loving the mod. I'm having an issue getting the Cyberman empires to appear in the list. Looking at the Error logs, I'm showing the following:

[23:02:34][select_empire_design_view.cpp:654]: Hiding invalid prescripted empire design 'whoniverse_cyberiad':
[23:02:34][select_empire_design_view.cpp:659]: Traits:
Durable requires one of the following Origins: Hard Reset
Neural Limiters requires one of the following Origins: Hard Reset

Is there something I'm missing from my mods/DLC that enables these traits to be used more widely?
ergotoxin  [author] 8 May @ 5:28am 
@Killerduck: Thanks! Not sure how I would implement that, although Cybermen will certainly get some love in future patches, as they have fallen behind the Daleks a bit. At the moment, I'm 100% focused on making the mod compatible with Stellaris 4.0.
KillerDuck 8 May @ 4:31am 
Fantastic work btw, Do/ could Cyberman admirals possess a rare leader trait that elevates the probability of their fleet colliding with a planet? turning it into a tomb world and possibility surviving. just a Idea. Oh yeah and James Cordon end game crisis.