Stellaris

Stellaris

Sol Unleashed Lite
28 Comments
ositodefelpa  [author] 13 Jan, 2018 @ 7:08am 
Note that I have now got the mod working again, although you can only use it to start at the Sol system. In particular the feature to start on Deneb, or on a system distant from Sol have been removed (or more precisely, they haven't been put back in, as I have rebuilt the mod). If I see a particular demand for these features I will try to find time to put them back in.

Anyway, the basic part of the mod should be working again. If you have any problems with it, let me know.
AvalosDragon 28 Sep, 2017 @ 3:47am 
That's fair enough
ositodefelpa  [author] 28 Sep, 2017 @ 3:42am 
My apologies: some personal stuff is interfering with my ability to update the mod :-(
AvalosDragon 28 Sep, 2017 @ 2:31am 
Any chance for an update to 1.8? Currently it only loads Mercury, Venus and Earth then the asteroid belt. Nothing else in the system and the sorrounding stars are all random. Earth has no building except for a capital building which sits on a food tile rather then a energy tile. If you're already updating then sorry for bothering you
Kserkes 30 May, 2017 @ 6:26pm 
I dont think anything else could change them, they spawned on "Sol III" with olds traits
ositodefelpa  [author] 30 May, 2017 @ 3:34pm 
That's weird, as the mod doesn't change the human traits at all. I'll take a look, but are you sure something else isn't changing them?

(I assume you mean while playing the humans, although that shouldn't affect things either.)
Kserkes 30 May, 2017 @ 11:52am 
Can you change human traits so they match these from Paradox? I found earth and they are fast learners and nomadic.
ositodefelpa  [author] 29 May, 2017 @ 8:33am 
Hopefully the negative food situation has been solved. Haven't added a lab, as I'm not sure I like that at game start. However, I have made Unity size 18, and have randomised the starting size of Earth to be 18-25 tiles.
ositodefelpa  [author] 28 May, 2017 @ 9:33am 
Ok, I will take a look at this soon. Thanks for the report.
苏白 28 May, 2017 @ 9:22am 
hi, love the mod, just point out some little mistake that is the starting planet miss farm and lab compares to vanilla, you will get -2 food at the beginning. And size for unity should be 18.
ositodefelpa  [author] 22 Apr, 2017 @ 8:22am 
Small update today, to give Mars the terraforming candidate option.
ositodefelpa  [author] 20 Apr, 2017 @ 7:00am 
Updated to Banks 1.5.1. If there are any problems, please let me know.
AvalosDragon 9 Apr, 2017 @ 10:35am 
Please update for 1.5
Other then that, great mod bruh
ositodefelpa  [author] 1 Nov, 2016 @ 3:12pm 
Incidentally, regarding primitive races, note that this mod adds only 100 stars. So if you're playing with 400 star systems, 300 have a chance for primitive races and space monsters.
ositodefelpa  [author] 1 Nov, 2016 @ 3:10pm 
Ok, thanks for the clarification. That file is there to try to prevent two Sols from appearing, so it should probably been in Lite as well. I will add it when I have a moment.
Jemnite 1 Nov, 2016 @ 11:43am 
I noticed that you have an extra system intializer file in special_system_intialization in Sol Unleashed that you don't have in lite and the last comment was about primitive races not working. I don't know if that file is neccessary at all- it might just be a system limitation between the galaxy sizes, but I thought I would just mention that.

It works fine, though, I don't have any problems. The Stellaris Launcher is seeing some competability issues, it's probably some syntax issue with the description.
ositodefelpa  [author] 1 Nov, 2016 @ 5:19am 
Hi Jemnite, I thought Sol Unleashed Lite was up to date, i.e., 1.3.1 compatible. It's certainly supposed to be.

Can you be more specific about the issue your seeing, as I don't understand what you mean?
Jemnite 31 Oct, 2016 @ 7:41pm 
I noticed that in the Sol Unleashed base version you have a special systems intializer which allows for primitive races- that seems to be the only major difference between this Lite version and the base version which is 1.31 competible. Would it be too much trouble to ask you to update this Lite version?
ositodefelpa  [author] 27 Jun, 2016 @ 9:12am 
Today's update is simply for compatibility with 1.2.0.
ositodefelpa  [author] 25 Jun, 2016 @ 4:53pm 
Yes, that is an issue, I'm afraid. I could add more primitive races, but that will increase the number of colonisable planets (because you have to add colonisable planets for the races to spawn on). And if I do that, some of the randomness disappears, because you get to know where the colonisable planets will appear. The problem is that Stellaris at present isn't well set up to spawn semi-random galaxies. It may require a few updates from the developers before it really works well. I appreciate that isn't satisfactory, and I'm open to suggestions from anyone who knows how to solve these problems.
RedRapture 25 Jun, 2016 @ 3:52pm 
The new systems don't seem to spawn in primitive races or space monsters.
ositodefelpa  [author] 16 Jun, 2016 @ 4:38am 
Just noticed an error I introduced into the localisation file in the last update. Don't think it's important, but better safe than sorry, so I'm providing an update. Sorry for the inconvenience.
ositodefelpa  [author] 15 Jun, 2016 @ 5:16pm 
I have now done the update. You will likely see a more continental planets near Earth, and sometimes you might get very lucky. If people think it's unbalanced, let me know.

The prescripted_species_system file was renamed to improve compatability, but this inevitably means that you will see the vanilla system start options.
ositodefelpa  [author] 15 Jun, 2016 @ 11:32am 
I've had a couple of items of feedback:
1. My mod removes the guaranteed continental planets close to Sol, which was available with the vanilla Sol start, and this can sometimes lead to difficult starts. I will be slightly increasing the chances of getting continental planets.
2. It has been suggested that I should not name my file 'prescripted_species_systems' as it reduces compatibility with other mods. This seems like a reasonable suggestion, although it does mean that you will now get the two vanilla starts listed in the menu.
I will be uploading a new file incorporating both the above changes today or tomorrow.
ositodefelpa  [author] 14 Jun, 2016 @ 10:07am 
[UPDATE] If you play the Milky Way start or the Deneb start, the planet Earth in the Sol system will now be populated with an early space age civilisation.
bartlebying 13 Jun, 2016 @ 9:39am 
glad to see this! I was keep trying to have both Deneb system starting and Sol Unleashed. Thank you.
ositodefelpa  [author] 13 Jun, 2016 @ 8:28am 
There's been a fairly substantial update today. Check out the 'Change Notes' for full details, but the main things are that I included some detailed nearby systems, I added a Deneb start and I fixed the bug referred to in the post below.

Earth will now spawn as completely uncolonised, unless the game decides to put something there. There is a question as to whether I should put something there. Possibilities include:

- spawn a human empire on earth
- spawn a human early space age primitive culture on earth
- randomly do one of the above, or do nothing
- provide a starting option allowing the player to decide - in which case, how many options would be the right number, bearing in mind people probably don't want dozens of starting options.

Feedback would be appreciated.

Now to roll out the same changes to Sol Unleashed ...
ositodefelpa  [author] 12 Jun, 2016 @ 11:50am 
Thanks to Eisvisage I'm aware of a bug when playing the Milky Way System start, in that Sol will be devoid of life, but will still contain buildings. I have prepared a fix for this, which I will be uploading following testing. In addition to this, I have improved the code to reduce the file size, and have made some special changes to the closest 10 star systems, which are now properly represented as binaries and ternaries.