Stellaris

Stellaris

Battlectar Galactica: Colonial space
108 Comments
Rastro 15 Jan, 2023 @ 7:25am 
@devilking1994 have some shameless self promotion

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1596255901
DevilKing1994 13 Jan, 2023 @ 1:30am 
Sad to see this hasn't been updated

I'd love to see a full recreation of the Colonials home system
hexosecurity319 2 Dec, 2022 @ 11:21am 
This mod is still good.
But I noticed theres no Kobol nor Old Earth.
Novus_ 13 Apr, 2021 @ 10:23am 
It works fine besides not spawning Helios Delta for me, still the best Cyrannus mod out there...
DevilKing1994 10 May, 2019 @ 11:13am 
Any chance of this having an update one day?
Rastro 1 Mar, 2019 @ 5:27am 
@wolfgirl360
I made a poor replacement of it, or place holder if you refer

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1596255901
wolfgirl360 28 Feb, 2019 @ 4:48pm 
i miss this mod
RedRapture 7 Jan, 2019 @ 11:30pm 
@Yakez

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=836418352

Use mine as a base for yours. It has working dual binary systems and Ragnar, along with Kobol and New Caprica. The rest of the sector was taken out and some planets were changed around a bit, but it works well.
LogosDistributing 7 Jan, 2019 @ 9:05pm 
Hope this gets updated....one of the best system mods Ive ever had the pleasure to play on so thank you for your work!
117Jorn 26 Dec, 2018 @ 11:57am 
Can't wait until this mod is playable again :D
Novus_ 22 Dec, 2018 @ 3:34am 
Thank you so much for trying to make this mod work again Yakez
RedRapture 6 Dec, 2018 @ 5:43pm 
Sup, I have been dorking around with fixing my custom systems and found something that'll help you with updating your mod.

The orbital resource calls have been changed. To set an orbital resource, the call of 'set_deposit = ' is used instead of 'add_deposit'. Also the resource deposits themselves have been renamed.

x is used to indicate a number, 1-10, that the deposit will be worth.
d_energy_x
d_minerals_x
d_alloys_x
d_[science branch]_x

so on so forth...

All this is put under the init_effect portion of your planets.
Rastro 10 Nov, 2018 @ 5:22am 
Maybe try two binary syste,s istead of one quadrinary system?
it's more canonically accurate accordig to BSG maps
Yakez  [author] 10 Nov, 2018 @ 2:11am 
Progress [imgur.com]

As you can see I managed to get working 2 systems out of 4. When it comes to third system, orbits stars to break in another unpredictable fashion.
Yakez  [author] 10 Nov, 2018 @ 2:05am 
Was reassembling mod. Quality of Paradox coding is atrocious. After 10 hours of smashing my face at orbit generation bugs I just gave up. There is progress in department of making real dbl binary system with "fake" orbits for stars.

So far main bug is orbit coordinates break at values over 360 (and you could not use negative to fix it). And then when you work around it breaks at some point again...

I'm out to the next patch, if Paradox fix their bugs, I would fix mod. No point to fixing for this beta of a game.
davidofmiami 2 Oct, 2018 @ 6:50am 
I'm not finding anything with bsg-r-systems
Rastro 31 Jul, 2018 @ 6:53am 
Would it be practical to have the systems paired in binary star systems? Since thats a thing that can happen realistically now?
SciMet 14 Jul, 2018 @ 1:28am 
@Zanko Hale, cihharrison - file is actually in an archive under steam/steamapps/workshop/281990/820034449 (note this may be different from user to user, look for the archive with "BSG" in it). From there you can alter the bsg_r_Systems file.
clhharrison 6 Jul, 2018 @ 10:00am 
@Zanko Hale - I'm trying to find that mod but either I'm really in the wrong place or it isn't showing. It would be in - ...\Steam\SteamApps\common\Stellaris\common\solar_system_initializers\bsg_r_systems - right?
Zanko Hale 13 Jun, 2018 @ 12:27am 
@Part_Time_Paragon you have to go into the mod - \common\solar_system_initializers\bsg_r_systems and scroll down to Gemenon - then just change the 0 to 180 to make it spawn opposite Caprica
BattleBee9218 11 Jun, 2018 @ 7:49pm 
@Zanko Hale - How would someone go about changing the angle of Gemenon?
Zanko Hale 11 Jun, 2018 @ 2:56am 
@EpsilonEthereal - Gemenon has a orbit angle of 0 making it spawn inside Caprica. Changing Gemenon's angle to 180 will fix it
EpsilonEthereal 8 Jun, 2018 @ 9:01pm 
I'm having problems getting the mod to work properly. My planet, no matter what, is always Arid and placed inside of Caprica. I've done continential preference, and I did Arid preference. I renamed the planet to Gemenon, and still nothing. What am I doing wrong?
Novus_ 25 May, 2018 @ 5:05am 
Hey, please tell me you're going to update this mod? I love it so much!
MAD HANK 13 May, 2018 @ 6:36am 
I was searching for something to make me play Stellaris. Even if I like it I don't find the standard "lore" inspiring.

This make me love the game. Thanks.
Spacecruiser 2 Apr, 2018 @ 2:06pm 
In your description, you point out that is advised to use x1 hyperlane density. Personally I find x1 a bit too much for my tastes (x0.75 is my ideal). So if I reduce it, is it going to be a problem with the for "Helios" systems or simply they might end up a bit further from each other?
Dr. Gaius·Baltar 4 Mar, 2018 @ 7:55am 
SO SAY WE ALL
Yakez  [author] 27 Feb, 2018 @ 12:58pm 
Fixed)
Djeeta 25 Feb, 2018 @ 2:19pm 
I removed myself as an author because I didn't feel like I did enough to warrant it in this, but thank you for the credits to me

However, if you could, please correct the gender. I'm not a guy and would appreciate it being changed to "her"
Yakez  [author] 25 Feb, 2018 @ 2:43am 
There was some attemts in the workshop to implement BSG ships, just chek is there any 2.0 ready mods. I saw one day BSG namelist and emblems. So you kind of can roleplay a bit, but nothing on the level of Star Trek and Star Wars mods. Only few people do know about this awesome TV series.(
GodKingDarky 24 Feb, 2018 @ 4:54pm 
About a week and a half ago I started watching BSG (the remake, of course) on Amazon Prime, and a week ago I thought to myself; Hey, self, is there a Stellaris mod for the Twelve Colonies? And, low and behold, I found this mod, which is all kinds of awesome. Stellar (pun intended) work, Yakez, I'm loving it. ^.^
Yakez  [author] 24 Feb, 2018 @ 5:37am 
Updated. Possibly would tweak a bit if I can stand and play all 2.0 buggy/untested BS.
Yakez  [author] 24 Feb, 2018 @ 2:57am 
Would update to 2.0. Need more time to rebalance things. Since 2.0 forces 2% research debuff for every outpost most likely would cut all small brown dwarf systems.
HammerHead64 12 Feb, 2018 @ 9:43pm 
so say we all
mvrct 11 Feb, 2018 @ 5:20am 
SoSayWeAll, please update this mod. Thank you..
Altzek 8 Dec, 2017 @ 1:08pm 
I have seen mods with civilizations sharing the same starting system, so I think it can be done.
Yakez  [author] 8 Dec, 2017 @ 11:06am 
And copies, well they are copies. Mod are free to tinker for people interested in it. I would love to see credits to my original work since dozens of hours went into it.
Yakez  [author] 8 Dec, 2017 @ 11:02am 
Possible interesting idea would to have Leonis and Virgon as two saparate starting civs with their lore-accurate imperial/colonial rush. But since both planets are in 1 system I do not know how it would interact in 2.0. I would hold this as an idea for a while.
Altzek 2 Dec, 2017 @ 3:35pm 
Can you add prescripted civs or primitives?

Interacting with the other Colonials would be cool.
RedRapture 2 Dec, 2017 @ 11:46am 
I thought this mod was completely dead. Welcome back!
ranma100 1 Dec, 2017 @ 3:49pm 
It looks like a copy of this mod has come out. It is an updated version by you?
Suddenly, Melons 24 Nov, 2017 @ 5:16pm 
thankyouthankyouthankyou!
Foster 16 Nov, 2017 @ 7:51am 
Thanks Alot Yakez
Yakez  [author] 16 Nov, 2017 @ 7:32am 
Cannot be shure about constant updates with next patches. I visit steam rarerly nowdays. Also I do not own any Stellaris DLC, so most likely I would be on board next time only with big Stellaris DLC release + sale.

This time only Deadlock ships mod made me to return and update.
Yakez  [author] 16 Nov, 2017 @ 7:24am 
And 4 hours later it is done. You are welcome to enjoy Cyrranus system once again.

Made little changes to counter latest updates. Moved Ragnar to be separate system. And added Marathon rouge planet as tribute to BSG: Deadlock.
Yakez  [author] 16 Nov, 2017 @ 2:57am 
1.8 just hammered old solar_systestem_ini files. Starter buildings ini is different now. Some code syntax is different too (not shure is it affects old code). Modifires seems to not work as well. Neighbour systems do not work properly. Hope they do not fix the bug-feature that allowed me to spawn all 4 systems in cosest proximity.

Since I cannot find crash issue after fixing building ini I would most likely just rebuild this mod. It could take time that I do not have atm.
Cookie 6 Oct, 2017 @ 7:44am 
I delete it because I can't figure out some problems very sorry. :(
Rastro 1 Oct, 2017 @ 7:04am 
Good thing I don't use small galaxies then.
Cookie 30 Sep, 2017 @ 8:03pm 
ah okay :) if you want I can delete it and you take the new files :)
Djeeta 30 Sep, 2017 @ 11:26am 
This isn't even my work though lol. I can't work on this mod, I did the PREVIOUS fix like you did (with some extra changes of my own) to the old mod, before this existed.

99% of the credit of this mod goes to Yakez