Stellaris

Stellaris

Dark Fungoid Shipsets (Recolored)
43 Comments
That Random Alien 29 Jul, 2020 @ 5:47pm 
You still alive over there?
Dukhat 5 Feb, 2018 @ 11:35pm 
Most excellent CV! :steamhappy:
Crusader Vanguard  [author] 3 Nov, 2017 @ 1:54pm 
@EVERYONE - I'm overhauling and revamping my Dark Species Collection. There are currently 84 different cultures in my Collection (12 colors * 7 cultures) and that's unsustainable, especially with Patch 1.9 being basically a complete overhaul of the time. I've got to cut the fat off these mods before that patch comes out.

Therefore, I've found a way (finally) to adapt my Dark Species Collection to Paradox's crappy-but-all-I-got recolor system, which means each of these mods will be cut down from 12 cultures to one, which will change colors with the Flag. The one remaining Cityset will be dark and white, the survey beam will be white, and the engine exhaust/blinky lights will be vanilla values.

While this will mean less coloring, it will also give a good opportunity to really update the coding and make sure everything functions properly, and this will be MUCH easier for me to maintain. I'm going to do the update on all 7 mods then release them all at once. Thanks for your patience.
Crusader Vanguard  [author] 15 Aug, 2017 @ 6:45pm 
@EVERYONE - Mod updated to support the habitat diffuse introduced with Utopia. I apologize for the delay in it's support. I have also updated the mod to support CITYSETS for all cultures, so you can have a shipset and cityset to use for your cultures. Furthermore I updated the mod to support "Useful Stations 2.0 - Citadel Included" to further the Dark Species Collection's built-in support. Finally, I fixed numerous errors so hopefully my mod will cause you less trouble.
Crusader Vanguard  [author] 7 Jun, 2017 @ 4:06pm 
@EVERYONE - Updated mod to support Ship Classes Extended - by Princess Stabbity & TheGrandN (Nessa)
Crusader Vanguard  [author] 23 Apr, 2017 @ 8:56pm 
@A Big Hairy Monster - Exactly. What's happening here is in some color file, the game produces a color to place on top of the previous one, like a new layer, and then shifts the hue until it "thinks" it has the color that you asked for. It's neither efficient or good. Rarely does it work well. It seems to work decently on Avian, but that's about all I've tested for "good".

What they need is a color rotation, not a hue shift. They managed to "indentify" areas on diffuses that would need color changing. You know what I'd do? Have the tinting be the mechanic that actually applies color - not the diffuse itself. That way, the game can properly hue shift colors without strange layer mixing. It would also allow me to simple saturate out my diffuses, make it one culture per mod and call it a day. I would love that.

Of course, this is Paradox, so that (or any other "good" solution) will never happen. LOL
A Big Hairy Monster 23 Apr, 2017 @ 8:33pm 
Alright, cool. Just wanted to know. I get what youre saying on the tinting; I used to mod Warcraft 3, and there was a way you could tint the textures you'd assigned to a unit. Some textures it worked just fine on, and others were absolutely awful as the thint seemed to blend with the other colors in a really awful way.

Too bad they didnt do what Ive seen elsewhere, which is have a paint range that the game considered 'variable' that would take on whatever your player color was, rather than just a flat blanket tint to the model.
Crusader Vanguard  [author] 23 Apr, 2017 @ 8:20pm 
@A Big Hairy Monster - It's alright, and thank you for taking the time to search for an answer.

Right now - no. I could do it, but I feel like doing such a change would be worse than keeping the current color schemes. I realise that many of you would appriciate having 7 shipsets (one per species) instead of 84, and I tend to agree, however, due to how the color tinting works (as I have explained before), the results are horrid. If I say left only the red ones for each, then anything on the opposite end, greens/blues would look really bad with the tinting since it's an additive. I did a red tint on the Dark Green Arthropoid shipset... came out as this pee colored yellow with blotches of red/green in random places. Not happening.

So as for "future plans". That depends on if Paradox wants to upgrade from this cheap ass means of coloration, which I doubt. I won't ruin my ships with this horrible color tinting system.
A Big Hairy Monster 23 Apr, 2017 @ 5:25pm 
Edit: To clarify, I know what you had mentioned now, about compatibility with ship trails and the like. Just wondering if you have future plans to EVENTUALLY hopefully get around to put them as single selections w/ empire coloration instead of individually designed types. I did read the page info ;P
A Big Hairy Monster 23 Apr, 2017 @ 5:23pm 
I know you're working with a LOT of tuff right now, updating various things and working with NSC stuff, but I was wondering if you have any plans to eventually update all your dark ship types to simply be a single ship type that uses empire color?

This is to say, if I want to have all your various dark ship mods, it fills my ship type list with a vast number of different ship type selections for each color, rather than just having one single 'dark fungus', one single 'dark reptilian' and so on.

Not demanding, just wondering if you have any plans for this. I really like the look of these ships, want to be able to add em back into my massive ship type collection mods :)
DracoMcGee 12 Apr, 2017 @ 8:26pm 
Is there any way for me to post a pic so you can see it?
So far as tested its just mammillian ships with off textures.

Using 1.5.1 beta however, not sure if that makes a difference.



Yes of course! just letting you know what ive encountered.
Crusader Vanguard  [author] 12 Apr, 2017 @ 11:14am 
@Spirit @DracoMcGee - The mod should work with Patch 1.5. The only thing that should be "off" is the Habitat diffuse, and I will be slowly fixing those this week. However, new colors will take longer. Reality takes up a lot of my time now and I'm not going to rush through here trying to fix it. I ask for your patience as I slowly update these mods. Thanks.
DracoMcGee 12 Apr, 2017 @ 8:25am 
Weird textures kinda showing up on your ships?
Some of them appear blueish in the ship designer window, and look like they are missing textures in places in game.
Spirit 11 Apr, 2017 @ 9:16pm 
updated to 1.5 ? want to see all fungoid habitats with different colors
Crusader Vanguard  [author] 18 Jan, 2017 @ 6:35am 
@Lord Hand - NSC does this intentionally for better appearance. Perhaps it's not necessary (it was done before I got there), but that's done so that the sections fit together better.
Lord Hand 17 Jan, 2017 @ 11:43pm 
Hi, me again. The Carrier, dreadnought and super dreadnoughts all have upside down core1 sections and the Flagship appears to have an inverted core2. Appears to be present in all colors.

I think this might actually be an NSC problem, seems to be present with the vanilla fungoid shipset aswell.
Crusader Vanguard  [author] 21 Dec, 2016 @ 7:19am 
@Killman - Glad to know, thank you for returning to clear that up. Enjoy.
That Random Alien 20 Dec, 2016 @ 6:29pm 
I found the problem, nothing wrong with these ships, just my starting system.
That Random Alien 20 Dec, 2016 @ 5:59pm 
Even thought the ship are disabled, so It may just be me, but hang on.
That Random Alien 20 Dec, 2016 @ 5:58pm 
Well, it's the red ships, although right now my game is going insane and crashing for no reason when I starrt the game now so.
Crusader Vanguard  [author] 20 Dec, 2016 @ 5:46pm 
@Killman - Okay, what ships? I need to have some details if I'm going to help you. If I don't know what is going on, I cannot help you find a cause, or more importantly, fix something on my end if it needs fixing.
That Random Alien 20 Dec, 2016 @ 5:44pm 
I don't know if it's just me but when I try playing with these certain ships my game crashes when I try to start a new game.
Dukhat 10 Dec, 2016 @ 2:44pm 
Just like Skype then, lol :p
Crusader Vanguard  [author] 10 Dec, 2016 @ 2:42pm 
@Dukhat - I agree with your point about denying people a friend request makes it very difficult to build the relationship, trust, to get to know him/her, but at the same time, I also believe that people get to know each other best in person. Not that chatting in a chat box isn't "getting to know" people, but there is a limit to how much you can know, even say. For me, a "Friends list" is an actual "Friends" list.

In all honesty, the entire system is mislabeled. It should be "people you would like to privately talk to, since you cannot send a PM to anyone who is "not" a friend. If there was a way to talk to you privately without the friends list, I have no issue.

I think the system is off rather than me being irrational, but I won't argue with you. LOL
Dukhat 10 Dec, 2016 @ 2:37pm 
Actually, a friend can be someone you never met in real life, as many people have,
and if you never accept a friend request, of someone 'random' on Steam,
there is no way to know him/her, or any potential to grow any trust.

It's a shame since you seem like a rational person, which is only positive.
But of course, it's your decision, and whether I like it or not I shall abide by it :p
Crusader Vanguard  [author] 10 Dec, 2016 @ 2:34pm 
@Dukhat - I don't mean to be rude or disrespectful. My personal policy and choice regarding Steam friends is to only befriend people whom I have met in person, because I know them. I don't mean any offense by this, but I don't know you, and I take the word Friend to mean what it is: someone you have met, know, like, and probably trust. I've ignored many requests before, and I'm not saying your a bad guy, but I like to know the people whom I "befriend". I cannot do that with 99.9% of Steam users.

So, I'm sorry that I shot down your friend request, but this is my choice on how I select people for what should be a "friends" list. I hope can understand and respect that.
Dukhat 10 Dec, 2016 @ 2:09pm 
You don't want to be friends on Steam BTW? :(
Crusader Vanguard  [author] 10 Dec, 2016 @ 1:58pm 
@Dukhat - Thank you. I will be coming back through all my Dark Species mods to clean up the diffuses further, but first I want to actually get all of them build, because I have a bad habit of not finishing a project. Right now I'm working on a special set of ship graphics, then I'll do Mammalian.
Dukhat 10 Dec, 2016 @ 1:56pm 
Again thanks so much, now I can use my Protoss ship skin that replaces the default,
whilst giving custom empires the other Fungoid ship skins, since they look beast!
Dukhat 10 Dec, 2016 @ 10:42am 
Oh I don't know how I missed that, heh, thanks!
Crusader Vanguard  [author] 10 Dec, 2016 @ 7:24am 
@Dukhat - Please read the "Built-In Mod Support" section. I believe it will answer your question. :steamhappy:
Dukhat 9 Dec, 2016 @ 10:09pm 
Does Beautiful Battles affect this mod? Thanks.
Crusader Vanguard  [author] 5 Dec, 2016 @ 6:37am 
@EVERYONE - Mod still works with new 1.4 Patch. I will have an update out later today with an update so it will no longer be "outdated".
Crusader Vanguard  [author] 4 Dec, 2016 @ 3:13pm 
@Djura - I'll see what I can do, but I have to figure out what is wrong first.

However, @Djura @ZerglingMaster - Make sure you have up-to-date version of the mods. I update the mods regularly with improvements and bugfixes , so my first suggestion is that you unsubscribe/resubscribe from my mods that you have, make sure all participants do the same, and then try again. You guys may have outdated versions, or different versions, of my mods due to the fact I'm updating them. I'm also planning another update shortly.
Djura 4 Dec, 2016 @ 2:09pm 
Im having the same issue as zerg, in multiplayer when we try to use dark fungoid and avian together we get game not found errors.
Crusader Vanguard  [author] 4 Dec, 2016 @ 11:36am 
ZerglingMaster - Okay, missed the first post, but thanks. Good luck.
ZerglingMaster 4 Dec, 2016 @ 12:17am 
Scratch the last post, it was a mess-up, Multiplayer only works with a single Dark Skinset enabled with the others disabled, a modlist can be linked if it's needed. Thanks for the good work.
Crusader Vanguard  [author] 26 Nov, 2016 @ 6:37pm 
@Nyleenaa - The downscaled ships patches are up for all 3 of my mods. Enjoy.
Crusader Vanguard  [author] 26 Nov, 2016 @ 6:59am 
@Nyleenaaa - My mods are compatible with Beautiful Battles. Technically it is compatible with Downscaled Ships, however, none of them are scaled right. You're not the first to ask me this. I'll see about making a compatibility patch today, for all 3 of my mods.
Crusader Vanguard  [author] 25 Nov, 2016 @ 7:54pm 
@ThernlessSky - Thank you, hope you enjoy them.
God Emperor Obama 25 Nov, 2016 @ 7:53pm 
nice
Crusader Vanguard  [author] 25 Nov, 2016 @ 7:09pm 
@Spirit - You're welcome. LOL. Have fun.
Spirit 25 Nov, 2016 @ 7:09pm 
awesome
and btw ... first ;)