Stellaris

Stellaris

Mobile Suit Gundam Stellaris 4.0
44 Comments
vestofsteel 7 Jul @ 3:36pm 
@Prinz Thank you for the advice. I'm a relatively new player, so I didn't know about tricks like that, or even that turning off jobs was possible. I'll give it a shot in a new save.
Prinz  [author] 6 Jul @ 5:03pm 
@vestofsteel If you picked the premade Federation empire then no you're not doing anything wrong, This is intended and your request is denied, This is easy mode compared to how it used to be.
It's easy to get out of If you have any experience playing Stellaris, Turn off some habitat jobs until their CG drain is zero, build CG and alloy buildings, Use the market. I just played and fixed the economy in 3 years from start, literally less than ten minutes.
vestofsteel 6 Jul @ 12:28pm 
Hey, I tried the mod and picked the Federation option for the species. As soon as I started, I noticed that the Sides' colony upkeep put my economy into a death spiral right off the bat. Am I doing something wrong? If so, how can I fix it? If not, may I request that the sides start off with some civilian goods, energy, and alloy generation to level out the deficit?
Prinz  [author] 4 Jul @ 8:05am 
@Oblivionis Yeah unfortunately that's how the AI is,To get rid of those issues we play on max difficulty and with mods like ACOT, Gigastructures, NSC3 and the like, Where the AI can research powerful weapons, ships and there's overpowered crises, MS stop being op then but this mod is mostly just for using your favorite UC Mobile suit otherwise
Oblivionis 4 Jul @ 7:50am 
The mod is excellent. Tons of fun are in the mod. The biggest issue is that most AIs won't use mobile suits that player can easily prevail them which makes solo players feel a little bland after few hours of empire development. In my mind PVP mobile suit and fleet design might be very interesting, but in PVE there's only very little fun in battle aside using your favorite MS. Maybe it's because I didn't play with the highest difficulty......?
Sketchy the crazy 12 Jun @ 8:11pm 
Here's another (Not so) bug: The Zeon and Federation assault carriers are two different classes altogether. They should be merged into one
Prinz  [author] 12 Jun @ 7:22pm 
@Tacotitan Maybe but 3D models are expensive, It'd probably be around 300 or more for each model still needed to finish Universal Century and honestly this mod is more life support than active development, There's better UC mod's.
Tacotitan 12 Jun @ 4:44pm 
Aighto, fair enough, and got ye. May be worth putting a paypal or something so funds could be donated for new models and such, would be down to fund that sort of thing.
Prinz  [author] 12 Jun @ 3:38pm 
@Tacotitan Most techs are the 162 Mobile suits as ship types or attack craft and their weapons, the Assault Carrier and there's a few buildings.
No newtype is just a trait and doesn't interact with anything.
Don't have money for modelers now but in the future maybe, A Baoa Qu would be good .
Tacotitan 12 Jun @ 3:11pm 
Is there a list of techs and such? Just curious to see what I can play a round with later.

Also, new to the mod, does going psychic ascension do anything with newtype stuff?

Lastly, not sure if you've been able to get modelers or anything, but for citidels and such, maybe A Baoa Qu could work for Zeon?
Prinz  [author] 12 Jun @ 11:51am 
@Sketchy the crazy
You don't have the prerequisite techs, If you didn't pick Zeon or both you won't be able to complete the research, this is a base Stellaris bug.
Sketchy the crazy 12 Jun @ 6:04am 
Alright i found yet another bug. Its impossible to research the Quin Martha, my situation was that i got it as a research option after analysing it from fallen empire debris.
Prinz  [author] 31 May @ 1:47pm 
@Fastmover15 The mods runs absolutely fine for me, I let play for 37 years after updating it on the 29th without any issues before I turned it off.
It does not touch anything relating to ticks per turn, So unless you have more info just Verify your files
Fastmover15 31 May @ 12:00pm 
This mod breaks my game and messes with the tics causing the game to lag and crash. Please fix it is a very fun mod.
Prinz  [author] 29 May @ 2:18pm 
@0bn5 Do you mean the game crashes when you press play from the launcher ? It does that sometimes, just keep trying it will work eventually.
0bn5 29 May @ 7:29am 
I open the mod, my computer crash
Prinz  [author] 27 May @ 11:56pm 
@temujin321 Its always been included, they just haven't worked for a few updates but I fixed it like two weeks ago.
temujin321 27 May @ 11:24pm 
With the new update, does this mod now include the Newtype trait for leaders?
InsertNicknameHere00 7 May @ 3:49am 
Thanks for the info on shipsets, also glad to hear you figured it out so quickly. Wonderful work!
EndsM 6 May @ 9:04pm 
That's just wonderful, I can't wait to open a new save for this version
Prinz  [author] 6 May @ 7:11pm 
It took hours but we figured out the exact cause of the crash and the mod now works with 4.0.
Prussia  [author] 6 May @ 1:52pm 
Mobile suits should be able to be developed just from choosing the technology at the starting popup, you should be able to use any shipset you want.

As for the 4.0 upgrade, I'm not familiar with all the changes it made for the building slots, but we'll keep that in mind. Presumably a lot of mods are going to be in this state for a while, especially since even some base game features are currently completely falling apart.
InsertNicknameHere00 6 May @ 4:42am 
Greetings!
How can we unlock the development of mobile suits? Is it locked to the shipset or can it be used with other shipsets from the game? Amazing mod, hopefully keeps being updated and looked after.
EndsM 6 May @ 12:56am 
If upgrades to 4.0, maybe change the pilots production to an integrated building or specification that provides different quantities of different pilots, and unlock the production via technology?
As the building slots are changed significantly
Arcturus Cres 5 May @ 12:32pm 
I hope you will be able to get this updated for 4.0. Thank you for keeping it alive. I love this mod!
Prinz  [author] 28 Apr @ 3:19pm 
@Sketchy the crazy
Not really a bug, The weapon locator is set at 0,0,0 xyz coordinate for every MS, It's really tedious to set those for each MS as they are all different sizes and the weapons are not located in the same spot. I assume that's why the original creator didn't do it.
There's no easy way for me to do that either, If I want to change that I have change the xyz cords for a MS load the game, look at the model in ship design, make an edit to the cords, reload the game and repeat until I have it where needs to be.
Sketchy the crazy 28 Apr @ 1:59am 
New bug report! Still though, this mod is peak.
The beams on the mobile suits, (i noticed this on the hanger ones), shoot from the feet instead of the cannons.
HyperMuteki 15 Apr @ 10:26pm 
There's a small bug, the filename of the Chinese localization file should be renamed to simp_chinese instead of just chinese, and the first line inside the file should also be updated as so.
Additionally, even after making this change, I noticed that some Chinese texts are still missing. I wonder know if the Chinese translation is incomplete. If possible, I'd be happy to help with translating the missing texts.
Crimson nightingale 5 Apr @ 7:33pm 
@Prinz much appreciated, love these ships.
Crimson nightingale 5 Apr @ 2:27pm 
chance of seeing an updated release of the version that was just the shipsets? unless it still works and I'm just dumb
Brother Salt 8 Feb @ 5:20am 
I'm looking forward to the inclusion of more suits. I hope to see UC-0096+ suits, like the later GMs and the Dogas/Zulus, especially as hangar components so I can load up my carriers with them.

Thank you for your work on the mod.
Prinz  [author] 12 Jan @ 4:52am 
@Dr.Amethyst Ideally we would like to add new models for the ones using placeholders and finish adding the rest of UC stuff planned, It's not likely to happen soon.
Dr. Amethyst 12 Jan @ 3:39am 
First of, huge thanks for keeping this mod alive, love this mod to bits and I'm glad to see it still kicking. Second, I know you guys aren't the original authors of the mod, but do you plan to add or change anything major in the mod? If not then no worries, I'm just curious is all.
Prinz  [author] 7 Jan @ 9:34pm 
Emperor Sagan 7 Jan @ 8:01pm 
Hi - is there a separate portrait pack available? I know there is/was one but it no longer functions, so I think this mod is the only one that has functional gundam portraits.
Prinz  [author] 28 Dec, 2024 @ 9:58pm 
@Ajax2287 You should now be able to build Mobile Armors
Ajax2287 28 Dec, 2024 @ 8:21pm 
i cant seem to build mobile armors like the big zam or bigro, etc etc.
Mr. FatShekel$$$$ 12 Nov, 2024 @ 7:54am 
This is really dedication, some left their mods die after 2016 but this man didnt, bravo
Prussia  [author] 4 Nov, 2024 @ 3:55pm 
Outside of that, the other front we're looking towards is a compatibility submod for ACOT that will at the very least see Mobile Suit Brigade armies upgrade and modernize to remain competitive against the higher technology tiers that the mod introduces. If I can get that working satisfactorily enough (Which I should, it's not particularly difficult code to add/modify), I might look into expanding the mod to also modernize the ship components and strike craft.
Prussia  [author] 4 Nov, 2024 @ 3:55pm 
We're first planning on fixing some remaining issues/bugs that I've known about but just haven't done anything about, which is most notably the fact level 3 upgrades for the pilot academy (also the mobile suit factories, I believe) don't show up in normal gameplay, along with the Nahel Argama's currently broken state (Which is why it was just removed).

As for new additions, we're considering visiting the final tier or two of mobile suits and upgrades that the original author of the mod left unimplemented. The main issue on that end is having to find or create the models for them, since the reason they were never added to the game is because the author didn't have them, either. It's doable, but it'll take some time. Beyond that, we'll have to see; there's likely still a good bit of UC available for further additions that isn't sitting commented out that we could consider.
Xray The Pirate 4 Nov, 2024 @ 7:08am 
just a ramdom question are you planning on adding things ?
Xray The Pirate 4 Nov, 2024 @ 12:03am 
thank you for keeping a mod like this alive