Stellaris

Stellaris

Dark Reptilian Shipsets
45 Comments
Fat Idiot Thanos 21 May, 2018 @ 8:37pm 
can someone PLEASE update this mod
Fat Idiot Thanos 17 Apr, 2018 @ 3:39pm 
has anyone been able to update this mod?
Crusader Vanguard  [author] 23 Feb, 2018 @ 10:15am 
@sauragnmon - I'm afraid all development and updates are on permenant hold. :steamsad:

My PC crashed... a month ago. I have not yet been able to get enough funds to by the replacement parts I require. Even if this wasn't so, my personal life is an at important crossroads, and I wish to focus on reality. I'm leaving a disclaimer in the description so anyone who wants to take this mod and maintain it for Patch 2.0 onward. I just ask for credit as the original author given how many hours I put into this.

Hopefully someone will step up and maintain my mods, or streamline them down to one culture as I was trying to do before 2018 started.
sauragnmon 23 Feb, 2018 @ 6:12am 
Any idea on timeframe for your updated version? I'm guessing you'll have to push back that idea with the release of Apocalypse and all the added material?
Nightscales 16 Dec, 2017 @ 8:28am 
1.9.1 might just have fixed everything. I can see your ships, as well as mine now. Haven't had a crash upon city/ship selection with my mod on either. Still missing my city, though -- it is there in the selection screen, but looks like a regular reptilian one; gotta work on that.
Thanks for your reply o/
Crusader Vanguard  [author] 16 Dec, 2017 @ 5:39am 
@Nightscales - As far as I can tell, my mods here are still working, so you could use them as a baseline to compare to. Even though I'm very slowly going through these shipsets (and currently have troubles with the color tinting of this one, the shipset/cityset still show up), so I would tell you to just compare to mine as best you can and see if anything jumps out at you as "off."
Nightscales 16 Dec, 2017 @ 3:54am 
Hi, can you tell me what's changed in the files with 1.8 and on? I've been basing my personal empire's shipset on your mod and it either crashes or doesn't show up in the creator right now (game definitely crashes in city selection). What's causing this? Is there some change log you could point me to, which shows what've they done that's messed up my empire mod?
It seems there really aren't any differences between my files and updated mods adding cities and ships on the workshop, so I'm both confused and pissed off.
If only we could somehow disable auto mod updating I'd just keep the game at one version and ignore all expansions.
Crusader Vanguard  [author] 3 Nov, 2017 @ 1:55pm 
@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] 26 Sep, 2017 @ 1:19pm 
@EVERYONE - Mod updated for Patch 1.8. Please let me know if I missed anything.
Crusader Vanguard  [author] 15 Aug, 2017 @ 6:44pm 
@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] 1 Jul, 2017 @ 1:22pm 
@A Bunny - I wish. When they came out with that feature I immediately tested my shipsets with the color tinting system. It doesn't work well at all on my recolors. See, I think they based the "tinting" on the original vanilla color of the ship, because when I took my Red Arthropoid ships and applied a green color it turned into this ugly pee yellow (it "combined" rather than replaced) with random "splats" of red/green here and there. They "add" a new layer to shift the hue to the desire color based on the existing vanilla color. It's adding a 2 to an existing 2 to get 4 instead of straight up changing the 2 to a 4. They could have done this better.

I cannot separate mod mods either, because then I would have 84 different mods (12 colors times 7 species = 84 cultures) Then I would need a Realistic Ships patch per culture. That's 168 mods. Not feasible. Hopefully they will make something better in the future.
A Bunny 1 Jul, 2017 @ 1:48am 
Is there any chance you'll make versions of these ships that have the dark hulls but use the color of the flags (IE, the ship_color = yes/no)? Using ALL of your shipsets causes a memory leak (or at least tells me at some point, that I'm out of texture slots).
Nightscales 23 May, 2017 @ 7:25am 
Thanks, although I've handled my ships already maybe someone else will find it useful. Combining
your files and my pre 1.3 textures, I've managed to work out a black hull with dark violet stripes, green lights and orange engine exhaust :)
Crusader Vanguard  [author] 22 May, 2017 @ 5:11pm 
@Nightscales - I apologize for the really late reply, I haven't checked these mods as much as I should.

The flag-color tinting feature is controlled in the graphical culture file for your culture. There should be a new line in there for each culture: "ship_color = yes/no". Yes if you want the flag tinting feature, put "yes", if you want the color you made your textures, put "no".
Nightscales 5 May, 2017 @ 7:43am 
Drat. I've used your ship particles, animations and textures, only exchanging diffuse files with mine, but in game the ships are still flag-based...
So many mods are added daily, but all the tutorials seem outdated by a year.
Nightscales 4 May, 2017 @ 11:25am 
Hello there!
I'm having a hard time with implementing my personally altered textures and have been wondering if you could point me towards a solution.
Can you tell me which files in your mod correspond directly to overriding the new feature of flag-color dependancy? Been away from the game since before 1.3; and so far only managed to work things out with a portrait, emblem and name list of my own.
Currently stuck with custom ships showing up as a separate cathegory, but the game keeps ignoring my textures and spits them out vanilla-flag-based.
Maybe you can point me to some guide?
Mourne 10 Apr, 2017 @ 6:09pm 
I totally understand. Thank you for taking the time to get a fix out.
Crusader Vanguard  [author] 10 Apr, 2017 @ 1:48pm 
@Mourne - The "fix" is not difficult, however, it will have to be the vanilla Avian colors for the time being. I will have to work on recoloring the Habitat diffuses for the vanilla empires as I go (and check to see if all of them do have a new diffuse), but since Reality requires my attention much more now, it will take some time, but I'll at least get a fix so that vanilla colored Habitats appear in the meantime.
Corvus 10 Apr, 2017 @ 4:53am 
Anyone having issues selecting their faction during multiplayer saves?
Mourne 10 Apr, 2017 @ 12:45am 
Thank you very much for such a wonderful mod.

I wanted to let you know, however, that with this colorset the basic megastructure Habitats do not appear. An XYZ plane coordinate box appears during construction, and once finished the resulting structure is completely invisible. I have attached a screenshot of the bug:

https://steamuserimages-a.akamaihd.net/ugc/155780205430448921/6EED9B5655824F1B378ED05B21AC7747A22ED48F/

Once again, thank you for this modification; I hope this isn't a terribly difficult fix.
Crusader Vanguard  [author] 6 Apr, 2017 @ 6:50pm 
@Turmoil - I have them all updated, but for some stupid reason I cannot figure out right now, my PC is having Windows Explorer Crash every time I *scroll* over a .mod file. Therefore, I cannot "update" the mod to say it's compatible with Banks, even though it IS.

If this still isn't resolved tomorrow, I'll update the mods anyway and just... hope people can possibility ignore the stupid warning.
Fat Idiot Thanos 6 Apr, 2017 @ 6:37pm 
I love you for this shipset, I use it ALL the time

please tell me you'll update the shipsets!
DracoMcGee 6 Apr, 2017 @ 2:07pm 
General new update works too!
Was just hopeful that the new update wouldnt give you a jab in terms of work to do, but good luck regardless!
Glad your at it so quickly! all of the love for your work
Crusader Vanguard  [author] 6 Apr, 2017 @ 1:14pm 
@DracoMcGee - Unfortunately, that's not true. Not even close.

The "tinting" that Paradox introduced is a really poor excuse of an attempt to make different colors out of each race. My individual work here is much better. I attempted to take a green shipset and apply a red tint based on my flag, it was awful , it came out as a crappy yellow with green/red being more dominant in random weird places.

I might be able to "do a better job with it", but this method they have choose is a poor one, and given that the engines and survey cones don't change with the ship, there is no point. The only "up side" is the "trail" coloring, but even that would be crap, better to disable it as before.

I'm going to update shortly and explain all of it in the description.
DracoMcGee 6 Apr, 2017 @ 12:50pm 
Whelp. wont need 12 shipsets for every ship style to work now! just one for each race ^.^
dono if thatl be good or bad for you but! hopefully good news!

Thanks for your continued hard work, your ships are amazing, i use them in every game :)
Aedrion 8 Mar, 2017 @ 5:01pm 
Your hard work on these mods should never be undervalued. Mods make this game... stellar. ;-)

I'm wondering though if you might eventually do a silver version for all these or something to contrast the dark metal. I've started a game as goody two shoes shroom people with your fungoid mod and their ships look so evil and ominous all their friends run away when they see them. :D
Crusader Vanguard  [author] 5 Mar, 2017 @ 6:46am 
@Aedrion - Thank you for stating that, I'm still completely unsure how Banks/Utopia will effect my work, and if they happen to make months of hard work useless, yes, I would have been rather pissed. But even if it shrinks down to just one shipset per mod (becuase the game allows you to change lighting color), that's alright with me too. We'll see what happens in a month.

And speaking of those updates, now that NSC 4.0 is out, I'll start working on updating my mods tonight, and hopefully have an update out for all of them by this evening. At the moment, I think just the Battle Fortress for each of my 98 cultures disappears, but I'll still get them updated.
Aedrion 5 Mar, 2017 @ 6:12am 
I love you for making these compatible with the top three ship mods. Having your titan and flagship look the same style as your whole fleet really is amazing!

And concerning the updates. It won't be whole ship sections and complete overhauls to colours. Just highlights and lighting. Your mod will still be relevant and I, for one, will keep using these badass skins over a 3rd rate paintjob done by an intern. :D
Crusader Vanguard  [author] 23 Jan, 2017 @ 6:09am 
@Dark Thoughts - Perhaps. My time for Stellaris modding is coming to a close though, another reason I'm a bit disappointed, but I won't complain or lose sleep over it. LOL

I'll have NSC with CaptainX3 and my compatibility patches for the Ship Class mods. I'm currently working on a patch for NSC and IIC - Revival - Extra Playable Races, and it's not your simple "throw the right model on it and go" type mod, it's the full "each ship is different" type mod.
Dark Thoughts 23 Jan, 2017 @ 5:56am 
When what comes out as well?!
I'm sure Pdx were able to see that people want this functionality and if it is going into the game then your work was more than worth it. In the end we've got more functionality in the game, a less cluttered (hopefully) workshop and you maybe some other areas to spend your time on in the future.
Crusader Vanguard  [author] 23 Jan, 2017 @ 5:11am 
@Dark Thoughts - Yes, I'm not sure how to take this news. On one hand, I'm excited for the change, on the other hand I'm not, especially since it means most of my hard work will become useless. If the dynatic hull update comes out later as well, then my Shipsets are completely useless. I guess it's alright, considering people will be able to do any combo they wish, but still a bumber given the work I've put into these.

Hopefully more information about this will come out in later dev diaries, so I can determine if i just need one shipset, or none at all.
Dark Thoughts 23 Jan, 2017 @ 2:28am 
Looks like you can slim down your shipsets with the next update quite a lot because the ship effects will match your flag color.
Crusader Vanguard  [author] 21 Jan, 2017 @ 6:49am 
@Spectra Star - I don't actually subscribe to my mods, considering the original mod files are on my PC anyway. I don't know why that would happen. Please unsubscribe/resubscribe to all my Dark Species mods, the verify your Stellaris files. Hopefully it's just a strange glitch.
SpectraStar 20 Jan, 2017 @ 6:53pm 
None of your ship mods end up in my mod menu, im not sure if this is a bug or what but they don't show up at all including others
Crusader Vanguard  [author] 18 Jan, 2017 @ 3:19pm 
@Lord Hand - There is only so much I can do about the engine particles. I first have to figure out if there are any misses on my end, then figure out which particles go with which ship. It's a rather annoying process, but if I can figure something out I'll update the mod.
Lord Hand 18 Jan, 2017 @ 12:43pm 
You know what, I don't even think this is a problem with your work at all anymore. I just opened up the vanilla reptilian shipset and it appears that all of these problems come from missing parts of the base game. I've updated the imgur album with two new pictures showing this.
Lord Hand 18 Jan, 2017 @ 12:32pm 
Hey there, and thanks for the speedy response and all the work you've put into these!

So I've made a little imgur album [imgur.com] that hopefully can give a better example of what I'm encountering. I'm not exactly sure what the correct terms for any of it is, but from what I can tell there's something that's supposed to add a bright glowing bloom effect to the stern sections to represent the radiance of the engines. In addition to that, there appears to also be another particle effect that's hooked up to the same spot with, roughly, the same size and shape that represents the actual discharge of the engines. Some of the ships have both, some have one or the other, and some have neither.

Thanks again for all your help.
Crusader Vanguard  [author] 18 Jan, 2017 @ 8:31am 
@Lord Hand/patrick2160 - I have addressed the "smushed" 3-section Cruisers. The 4-section ones are working correctly.

I'm not entirely sure what you mean by "glow", but I have addressed the Red/Yellow variants having incorrectly colored engine particles.

@Lord Hand - I'm afraid I don't have the time during the day to fully check all my Dark Species mods the way I should, as I've also got Reality and NSC to deal with. If you could please continue to check my Dark Species Collection like you have here, I would really appriciate it.
Crusader Vanguard  [author] 18 Jan, 2017 @ 6:33am 
@Lord Hand/patrick2160 - Thank you both for doing the testing and bringing this to my attention. I'm not sure what's going on, but I'll look and see what I can find.
Lord Hand 17 Jan, 2017 @ 11:34pm 
Ships without any glow:

All colors except red
Cruiser
Light Carrier
Strike Cruiser
Battlecruiser

(at this point Iam pretty convinced it is just these 4)

So, in going through all of them, at this point, I noticed also "scrunched" ships, and several sections missing, what I can only assume is some kind of glow mesh. The scrunched ships are not found in the Red and only 1/2 in the yellow, but for the rest of the colors the cruiser and strike cruisers appear to be compacted. For yellow however, just the strike cruiser has this deformity for some reason.

Also, the white particles I keep mentioning are present in almost all of the red stern sections, some yellow ones but none of the other colors. And they make it hard to tell which of the red sterns are missing normal glow.

Sorry for the long post, constant post, and the formatting thing. (I thought the list would end up being longer and more varied) But thank you for all the work you've put into this project.
Lord Hand 17 Jan, 2017 @ 10:52pm 
I think there's actually two things happening with the engines here, some don't have a color adjusted glow and others don't have any at all. It doesn't appear to be consistant across classes, I'm going to take a moment here to make a list.
Railgunner2160 17 Jan, 2017 @ 6:55pm 
Got a problem with smushed crusiers, all the cruisers setions on the listed colors are all piled in the middle.

Azure
Orange
Chartreuse
Green
Aquamarine
Cyan
Blue
Violet
Magenta
Rose

Went through & tested the colors using the research_technologies command to unlock all ship classes......
Crusader Vanguard  [author] 17 Jan, 2017 @ 4:28pm 
@Lord Hand - Which specific colors?
Lord Hand 17 Jan, 2017 @ 3:58pm 
This is fantastic, by far the best one yet. Small bug with some of the engines still flickering white/blue, but other than that very solid.
Tinysaurus 17 Jan, 2017 @ 1:13pm 
*internally fangirls over violet ship set*