Stellaris

Stellaris

System Variety - Dead world Colony Ship Start
26 Comments
Macmillant  [author] 28 Dec, 2017 @ 2:51pm 
No idea haven't played or scripted on the game for about a year. Someone could definitely take it over and copy the idea/code and get it working it wouldn't take too much work :)
OverlordMGC 27 Dec, 2017 @ 2:33pm 
Still working?
Macmillant  [author] 27 Jun, 2016 @ 4:35am 
Thanks :P It's really only a small change from the normal if you are playing 2K galaxies... It's probably a very big change for a smaller one though.
docflamingo 27 Jun, 2016 @ 4:20am 
Just found this--very neat idea, I think I'll use this for my next play through.
Macmillant  [author] 16 Jun, 2016 @ 10:01pm 
Yup to make them more noticable on the map. DW for the most part they don't have weapons. You are not OP at the start.
Rastro 16 Jun, 2016 @ 3:26pm 
That looks like a lot of ship
Eisvisage 11 Jun, 2016 @ 3:24am 
I've got an idea on how to fix the ethos bug:
Let the game create a spaceport above your homeworld, which then builds a colony ship which is instantly completed, and two days later the spaceport will disappear again. Just a quick idea :)
Macmillant  [author] 10 Jun, 2016 @ 2:09am 
[Slight update]: on the triggering of events. I think it works better now.
Eisvisage 4 Jun, 2016 @ 11:09pm 
Or maybe... what if your people just wanted to banish those despicable neutrals from their homeworld by sending them to Ilus, and the people with ethoses actually fled in the REAL mission to leave the destroyed homeworld? xD
Eisvisage 4 Jun, 2016 @ 11:07pm 
Yeah, the homeworld is fine. But the colony ship somehow doesn't adopt the ethics of the homeworld.

The problem with the habitability of the tomb world homeworld seems to be that it counts as homeworld, and the homeworld is always 100% habitability for its species. I found this out when using the Exterminatus mod ^^
Macmillant  [author] 4 Jun, 2016 @ 9:45pm 
[UPDATED]: Will now work with systems colonized that are not ilus. I haven't overly checked things with this one but it should be find if you colonize Ilus later.

Ethos bug I'm still not sure about. I was playing a game with this on and the homeworld pops all seem to have Ethics when I checked them... ?
Macmillant  [author] 4 Jun, 2016 @ 9:20am 
Ethos thing is a bug. Not sure if I can fix it but I'll try. Just don't know if you can assign an ethos to the pop on a spawned ship.
I was thinking at some point someone might raise that issue :P I will look into adding in an event for a colony other then Ilus. :)

Probe I haven't set up the design for it I'm just using one that already exists. The 'issue' with that is if you don't have the tech it doesn't seem to spawn the parts right I believe. I wouldn't worry about it. Probe is functioning as intended.

Ilus is a steal from 'The Expanse" universe. I'll let you look it up if you want. It's a TV series/novel series. Long story short and lacking spoilers, there exists a planet in this series that the first out of our solar system colony is founded on. It had 13 (probably artifical) satellites or moons if you will.

I don't think the planet is habitable after. Or at least not worth taking back when its only 4 tiles. It's not intended to be habitiable.
Eisvisage 4 Jun, 2016 @ 7:07am 
Bugs:
- The colonists on the new world will start without any ethoses. I'm using a mod that gives 4 ethos points instead of 3, might that be the reason?
- The first time with this mod, Ilus Prime sat inside another empire. I colonised another world because of that, but there wasn't any event or notification whatsoever about something like "hey, we didn't make it to the planned second homeworld, but this one is nice too".

Questions:
- Why does the sublight probe have two matter desintegrators, labeled "Unidentified Energy Emitters"? xD
- Are the many objects orbiting Ilus Prime supposed to give you some starting resources? If yes, they're doing a decent job :) Oh, and are they supposed to be something special roleplay-wise, or just resources?
- Will I need the Atmospheric Manipulation tech to re-colonise my former homeworld, or will it work without that?
Macmillant  [author] 2 Jun, 2016 @ 11:23pm 
It's probably possible to do but the amount of repetitive work you'd need to do to do it as far as I can see would be terribly impractical. If you have a look at how long the fallen empire initializer script is you'd get an idea of how much work it would be. A similar effect could be achieved with this already though 2k galaxy Max empires and Max advanced starts and then throe it on hard or insane with aggressive empires on. You'll be dead in no time lol.
A Big Hairy Monster 2 Jun, 2016 @ 1:49pm 
Other Starting Scenarios: I'd actually like to see one either playing as the Prethoryn, or simply one similar, where you arrive in an already mostly-colonized galaxy, but with higher levels of starting tech, and have to fight for a place to live.
Macmillant  [author] 30 May, 2016 @ 10:06am 
[UPDATE]: Added in manual dismissing for all relevant ships. Tidied up the text boxes a little. Mod dialogue will no longer appear in games where you dont select the starting solar system (as intended). Open to any and all feedback as always of course. I appreciate any rating and favs on this mod too it helps me get this to more people!
Perturabo did nothing wrong 29 May, 2016 @ 4:32pm 
Thank you, got it. Did not dismiss my 3 ship starting fleet so I guess that was the problem
Macmillant  [author] 29 May, 2016 @ 3:05pm 
It's pretty close on the energy side of things when it's all done manually but ships need to be dismissed BEFORE you colonize the next world? I'll be working on tuning that part of it up over the next week been having a break over the weekend. You should end up with about 1 energy/per month in the positive while colonizing the world (so technically you are at +9 with -8 for colonising you loose your home world when you do so you can't rely on all the power there). BUT again I'll be looking at the fine tuning aspects over the next week and automating the disbands.
Perturabo did nothing wrong 29 May, 2016 @ 5:23am 
Um pardon me if I got something wrong, but I dismissed everything and I am still losing credits and because of that I'm unable to colonize world. Am I doing something wrong?
Duke Flapjack 28 May, 2016 @ 7:51pm 
I love this mod a lot. The only issue I have is that I am a tad bit of a perfectionist and often end up getting myself killed by space amoebas before settling. :D
Macmillant  [author] 27 May, 2016 @ 3:47am 
Yep, finding a new world (Ilus) and colony/resource management at the start will be very important.
Niria 27 May, 2016 @ 3:38am 
ok, so it brings a great challenge, thxs for this mod :)
Macmillant  [author] 27 May, 2016 @ 3:36am 
Yup, all other empires start as normal.
Niria 27 May, 2016 @ 3:28am 
Hi, nice idea, do other empires start as usual ?
Macmillant  [author] 27 May, 2016 @ 2:53am 
Still needs a bit of work on scripting but basic concept is in and fairly solid. I will be looking at automating the disbands when the player colonizes the new world but atm still trying to find my way around the script. Potentially adding in a +population to world event after it's colonized but again the coding, in the mean time I have simply added a modifier to the planet to help population growth.

I strongly suggest disbanding 'military fleets' before you right click/colonize the planet, Ilus. At least until I can get the script in.
diabetic ham 27 May, 2016 @ 2:49am 
seems like it'll be fun to try out! thanks for making this mod, having more starts always greatly increases the longevity of this game