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Update will be coming in the next few days.
In the meantime, if any issues or inconsistencies arise, please feel free to drop a comment let me know so I have a direction to look.
Thought about it. Really have, long and hard. Obstacles to that choice include 1.) potential (and highly likely) incompatibility with other race mods that incorporate themselves into the Humanoid category (i.e. The Pallid) and 2.) loss of race-specific dialogue options (other empires referring to all Ascellian offspring as "daughters," friends calling them "goddesses," etc.)
Honestly I'm torn. If compatibility with other mods wasn't an issue, I'd probably have already bitten the bullet and made the switch over. I've also considered a side release, but it seems wasteful and unnecessary granted the small difference.
When I get time I'll explore the compatibility issues on my own side and, if I can get things to behave, I'll go in. There might be workarounds to prevent losing the Ascellian-specific dialogue.
@Everyone, I hope to implement (in the coming future) climate-based outfit variations. This will likely not affect the science uniforms, but everything else will be adapted at least in some degree to fit non-arid climates. At the very least, there'll be some cool furs and stuff for the arctic-dwelling Ascellians out there.
Thanks for letting me know. Hopefully I can get it fixed for you.
Best of luck with your continued development!
I have to say, I really love this mod. The Ascellians are really a interesting race :)
I have a own species mod with several new portraits, traits, system etc - I would really like to add your species to the V-Mods universe. It would greatly match with my custom matrarchy species class. Can I may integrate this mod into "V-Mods Species"? you can check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=812896318
Of course I will add your name to the credits & as coauthor, if you agree.
Would be very kind
Removing the gender was an intended choice, so that it would prevent the system from misgendering the members as male when they are, indeed, technically all female. Now they are just referred to as "they" and "them" in events, which is fine.
Glad that the 1.8.1 fix supports Hive Mind and other fun details like that.
Thanks again, and enjoy!
Thanks a bunch for troubleshooting in my stead, @Azi_Dahaka12th!
this mod lets you use them as a hive mind, litterly just tested it
I am also aware of an issue with genetic modification research not awarding points to the Ascellian species. I will look into this as well. Hopefully both of these changes along with a small outfit fix (level 3 temples) can be dropped in a single release this coming weekend.
Thanks to everyone for their continued patience and support.
The link is also now included in the base mod description.
Enjoy!
In a nutshell, species are now assigned a set number of race traits and points on an individual basis (to accomodate different machines, etc.) As part of an additional work-around, this mod will now also overwrite the default trait list to add Ascellian compatibility. This means that it will need to be updated every time the trait list is updated by Paradox. ...Just goes as another reason to motivate me to clump the Ascellian race in with the Humanoid section. We'll see.
In the meantime, hope everything works out for you guys as you wanted! Please let me know if any more issues arise and I'll tackle them when I'm able.
and like i said the way they are done(looks) and there uniqueness stops them from feeling like a cheesy sci rip off(other games or shows) and more like they fit in with the other vanilla races
and a little side note, iv been trhu about 35 race mods and this is my number 1, they fit in very well they could have been vanilla
Name list is done, and packaged in a separate addon, which is more or less good to go but not yet released. I can push that out sometime in the coming future, but all it currently includes is an expansion on one of the preset namelists, a starting system based on Sol, and a trait.
I can also do a small-scale lore dump with the release of the secondary addon. Maybe will. I've just lost focus on this project, but I'll revisit my work come this weekend and see what's up.
I'd go ahead and go in and just change the number to put you at ease, but my current copy of the mod is a jumbled half-developed update that's almost-but-not-quite ready for public release.
The update I have been planning is due to drop either late this evening or tomorrow. It's in the final stages of development and will contain all of the details mentioned a couple comments ago, with minor edits to accomodate 1.6.x.
Cheers.
All of the above, excepting the hairstyles, is done. I am hoping this will be the final update before I release the humanoid version. After, I'm planning a release of a custom trait and starting system. Those are already done, being entirely scriptwork, but currently withheld for tweaking.