Stellaris

Stellaris

Babylon 5 Races
24 Comments
Vantas Strider  [author] 9 Jun @ 2:27pm 
Hmm, I don't know. Make sure you have the ship sets first, then united flags and finally this mod in your mod order - that's what I have and it works for me then
mydayyyyy 9 Jun @ 2:06pm 
Yes all enabled, they come into the game as AI but i cannot play or pick them before in the list.
Vantas Strider  [author] 6 Jun @ 8:12am 
They work on my end, have you got the two shipsets enabled?

At the moment the preset empires should be considered a template as they're not lore accurate - in particular the Minbari being a megachurch. Still need to find the time to properly do them up lore accurate and research name lists for the other factions.
mydayyyyy 6 Jun @ 2:24am 
I dont see the Minbari and Earth Alliance. Did i something wrong?
obione69 16 May @ 5:43pm 
@Vantas Strider thank you so much for that. i can confirm its working normal now..
Vantas Strider  [author] 16 May @ 1:26pm 
@obione69 That should be fixed now, thanks for bringing my attention it. I've also fixed the Earth Force name list and a few other issues
Vantas Strider  [author] 14 May @ 8:52am 
Hmmm okay I'll look into that. JTested it myself with the dependencies turned off and saw the same thing which is bizarre. I've been through all the files and there's nothing I can see that should be able to affect that.
obione69 13 May @ 4:27pm 
@Vantas Strider like i said, i tested it with everything else disabled. only this mod was causing the biological to disappear. narn and shadows did not affect it. i dont know why, can only explain what i found
Vantas Strider  [author] 13 May @ 6:43am 
That must be a problem with one or more of the mods this one depends on. This mod doesn't affect any shipsets - on my machine the Narn and Shadows were showing instead of the biological ships, with the Shadows being duplicated. At a guess the issue lies with those two.
obione69 12 May @ 10:36pm 
this mod has a major bug. ive narrowed it down to this mod and no others. when its active is disables the other biological shipsets added to the game.
Vantas Strider  [author] 11 May @ 1:01pm 
Good news! I've _mostly_ fixed the name list for the Earth Alliance and fixed most of the issues. I just need to add the character names to the localisation for English and generate the localisation for other languages. I'll then move on to the other races.
Demistari 1 Apr @ 6:36pm 
finally some babylon love for games
marchin_81 9 Mar @ 10:29am 
the problem with breaking them out is that everything is so intertwined, it's basically a complete overhaul of the game. so every time I do so, I need to change a lot to make it work in vanilla.

just sticking with weapons for instance, i actually cut the accuracy and tracking on all weapons with the idea those go up as computers and sensor techs go up. so all of that would need to be redone to work in vanilla.

even these AI ones, there was a lot i'd to rework to get them to work in vanilla.
marchin_81 9 Mar @ 10:26am 
I've started to do that already as I've grown more frustrated with the AI. Starting with the easier ones to separate out.

I've already posted the economic trades I added for the AI to help them balance their economies, and just yesterday posted the rework of how the AI determines how many of what ship size it wants.

Weapons are a bit harder, b/c in order to give illusion of randomness in which AI empire picks what weapon, I created like 250 variations of personality files & simply assigned them specific tech paths. They also use new resources (though i've stripped those out now to figure out the AI economy mess), & they're spread out across 10 tech tiers (i expanded them with the idea you'll never actually make it to the end. first few tiers go quickly, then you hit like late 3rd & it slows down so you will rarely get past tier 6).

so there's quite a bit to unwind from it.

The new ship sections and models are even more complicated.
Vantas Strider  [author] 9 Mar @ 6:08am 
@Marchin_81 that sounds awesome!
Thinking about that from my end, if the idea is to break it into submods would it not make sense to do that now?
Then your main mod can rely on them all from the get go and not need any tweaking to pull from the other mods later. It'll also help end users as they won't be subscribed to both sets as well as helping you by raising hype in advance for it :)
marchin_81 8 Mar @ 9:54am 
Rather than the individual mods I sort of pivoted to the idea of a big mod built off of 9 diverging tech/weapon paths from babylon 5, star trek, star wars, and master of orion.

I've actually added a ton of models for it, including the whitestar designs-- and also customized sections to better fit cannon. it unfortunately has gotten stuck on fixing the stupid AI.

but the goal is to after that break it up into smaller mods, like a b5 weapons mod-- the weapons are technically already done and would just need to change how they're weighted to appear in tech options-- and also to add in the new models and sections to my existing shipsets.
Vantas Strider  [author] 8 Mar @ 5:12am 
There is but I'm not planning to make that change in the mod at this time. You can change it on your local version though!

In the Stellaris launcher, go to your mod list and find this mod, click the three dots and then show in folder. In the prescripted_countries folder there's a .txt file there with all the races. If you do a crtl+f for 'spawn_enabled' you'll see they're set to always. Change 'always' to 'yes' and you'll be sorted :)

You might need to change it anytime I do an update but that's the best I can do for now
November Frost 7 Mar @ 6:49pm 
Great mod!

As much as i love them, is there a way to have them not be forced into the game and have them have the same chance to be generated as the other empires?
Vantas Strider  [author] 6 Mar @ 9:21am 
Haha I'm just grateful you made them!
If I can encourage development though there's a couple ships/stations that could maybe be added <3
marchin_81 6 Mar @ 6:30am 
I really need to fix the viewer zooms on some of those shipsets, ha :steamfacepalm:
Vantas Strider  [author] 5 Mar @ 9:07am 
@Blast Hardcheese I haven't had a chance to work on this since I first uploaded it unfortunately, the ethics are on my list of things to get to once I've fixed the name lists. I'm using the presets from Naltsox's mod for the time being but will review them eventually. Your suggestions make sense to me though, any ideas for the civics?
Unfortunately I've a holiday and two weddings ahead and likely won't get back to working on this until late April at the earliest. I wasn't expecting so much attention on this! Over a hundred subscribers already!
Blast Hardcheese 4 Mar @ 3:54pm 
Have to disagree with a lot of the empire ethics here. The Minbari are militaristic spiritualist xenophobes with an oligarchic government. The Centauri are authoritarian spiritualist xenophiles with slaver guilds civic to represent enslaving 'inferior' races and putting their own lower caste people in indentured servitude. The Vorlons are materialist fanatic authoritarians: they did not worship gods, they bought into their own press that they were gods. The Shadows are fanatic militaristic egalitarians, starting wars and attacking other races to prove themselves when they were a young race, and later they supported the strong younger races and helped cull the weak ones.
Vantas Strider  [author] 4 Mar @ 9:25am 
I didn't make those mods so I couldn't say for certain but I believe they'd be compatible. I don't think any of them include models for the extra ship classes though but you'd have to check
Skyslamman 4 Mar @ 6:35am 
Are the shipsets NSC3 compatible?