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Yes in the Main mod I wrote that anyone can continue the mod as they wish. I posted the git repo for the mod. So anyone can take over and continue as they wish.
goddammit
And compatibility patches is not something I want/can do without Maja to add some locators etc. Otherwise it would become really hacky and a lot of work.
However the graphical pack can be used without this and does not alter any files at all.
Found that one patricularly hilarious ;).
The avatar has one large and 2 smaller seized models in the same frame.
Hope to see your larger pack or atleast this pack updated ^^ soonish tm.
The editting the .mod file to state for version 1.3.2 has hopefully produced results on the skins. will let you know.
Just researched The Avatar and encountered the bug.
Currently researching Carriers, so will let you know if i encounter any more.
@SoulLink v1.3 kinda broke the custom map types. I've found that all mods that use custom made maps (generally by using the RSGC program) won't randomize spawn locations or allow Fallen Empires to be generated. At this point it looks like RSGC is only good for creating "scenario" style maps where the player always starts in the same spot (the first spawn point in the file I believe).
Also, I bloody love this mod. I'm a huge EvE fan, but just can't handle the drama and ganking. Having my sexy Amarr navy in Stellaris is a must. I'm starting to do my own modding now and if you'd like some help I'm more than happy to lend a hand. Hit me up if you're interested.
but i believe someone will help you make all the remaining models =)
I have to say this is the 1st time I seen EvE Online ships, hope in the future the full complete set of EvE ships is out =)
keep up the good work!!!
2) Currently no as I do not have anyone who can do models for me and can't do them myself.
1) what's the difference between this and the main mod I've seen?
2) some of the model is still havent implemented (they're still mammalian types), especially colony ship, defense station etc., any chance going to update this?
The system number is 432, seems to be the same system you started in looking at the 5th and 6th screen shot you included with an AI just to the left of you.
@Mod maker is your mod meant to have force starting areas?
Because a friend and I have tried starting close to each other but always starting in the same spot we did the first time. Even when we pick between the Empire races that the mod has, kind of kills the point of an eve mod.
Picked Ore started in Mya
Picked Blood Raiders started in Mya
Picked SoE started in Mya
Might want to look into fixing this, I even tried changing the "starting system" on the race edit screen but still start in the same area just the systems name was changed.
Oh and I certainly would not mind a version of the mod that is as vanilla as possible while adding the races/factions from eve without stuff like custom ship models. Would it even be possible to make it compatible to bring one of the factions into a MP game? Not entirely sure how the whole system works for that..
Example, capital fleet that i want to return to primary system.
Example 2, Construction ships not able to travel to a surveyed system to start contructions.
also i am playing on the eve universe map and i have prescripted (original) rases spawning
Letting you know about an incompatible mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=775944333
Yours overwrites their starting empires, as I think you both alter the prescripted file (but that's just a guess) Thanks again for the work!