Stellaris

Stellaris

(4.0 Update) 40k Nomadic Eldar and Drukhari Raider Origins
18 Comments
Kirad 18 Jun @ 1:29pm 
You can add the ability to restore the ship when it dies.
喵小夕 · F_thx 10 Jun @ 10:48am 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with BPV - More Building Slots - Compatibility.

common/scripted_variables/any_name.txt
```
@your_mod_name_mod = 1
#
```
AlexNidhogg  [author] 6 Jun @ 11:15am 
@Inerael, both origins can always use Webway gates. Everyone else can do it after getting the tech for it.
AlexNidhogg  [author] 6 Jun @ 9:40am 
Updated for 4.0
AlexNidhogg  [author] 24 May @ 10:02am 
Still wrapping my head around the planet changes. 4.0 update in the works but it might take a bit before it's something I'm happy with.
Charles Gamer 10 May @ 6:41am 
does updates comin up for 4.0
Inerael 13 Apr @ 4:27am 
Amazing thanks you verry much ! Can ai use my webay ? Or just the builder ?
AlexNidhogg  [author] 11 Mar @ 4:00pm 
Might be a problem with job priority. I'll double check how high it's set.
SkySteak 6 Feb @ 12:09am 
Is it intended for the 'Scavenger' job to Override all over jobs in the Warped World, for the Raider origin? In addition is it intentional that you cannot change how many work as a 'Scavenger'? It seems to override slavery work (livestock etc) too.

Forgive me if it's a mod issue on my end of course, it just felt strange.
Igsterino 12 Jan @ 3:54pm 
mmmmm craftworld universe fracking (nerf virtual ascension)
ewancarey 12 Jan @ 3:32pm 
So my mate ran this with Virtual, Crashed the game. Cause each month these +1 job per 100 pops on a planet with more than 100 districts (craftworld), meant that each month its making 100 new pops, so 100 new jobs, so 100 new pops, so 100 new jobs, untill the game crashes
paulo 9 Dec, 2024 @ 12:25pm 
Huh... it would not make more sense to use the Avian Juggernaut model as a craftworld instead of the Avian battleship/Avian titan model?
[PIT] Savage 3 Dec, 2024 @ 12:36pm 
Love the idea but it's unbalanced like crazy, with that craftworld ship I can get it equipped up so quickly and cheaply it's practically a mobile starhold I can use to bully way too early, maybe look at having to research better ship sections to gate it?
AlexNidhogg  [author] 14 Nov, 2024 @ 9:12am 
Yup that's a bug posted a fixed version.
Umber Neno 10 Nov, 2024 @ 6:24pm 
A question: The void-ship preference state that it changes housing usage by -50% when using genetic ascension, but it's instead increasing housing usage by 50%. Is this intended?
AlexNidhogg  [author] 7 Nov, 2024 @ 2:00pm 
It's supposed to start empty. It's really strong when you put components on it. You have to go to the ship designer, put whatever you want on, then upgrade the ship. It takes about 2-3k alloys. Also, you might have to save and reload to get the starting shipyard to work. Not sure how to fix it but downgrading and upgrading starbases at the start of the game (internal craftworld generation) doesn't seem to work right until a reload.
Nooctae 5 Nov, 2024 @ 2:19pm 
Oh I like the concept. Testing it right now, I can't seem to have the craftworld ship upgrtade itself to a new design, not sure why that would be the case. It there somthing special to do for that ? Mine started the game with no components at all in shields/armor/weapons
UwUboros 31 Oct, 2024 @ 10:37am 
This looks great! I'm looking forward to using it in my next run