Stellaris

Stellaris

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More Events Mod
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File Size
Posted
Updated
1.561 GB
18 Jul, 2016 @ 9:33am
4 Jun @ 7:53am
192 Change Notes ( view )

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More Events Mod

Description
COMPATIBLE with Stellaris 4.0.*
Link to 3.14 version

Are you looking for more action and interesting events to show up while you are doing your day to day enslaving and conquering business? If, like us, you find the mid to late game a little lacking of interesting diversion, then you have come to the right place. This mod adds new anomalies and events to your game, focusing on spicing up the game after exploration has slowed down.

Note: There have been some slight changes to the galactic_features_events.txt

ACHIEVEMENTS WILL BE DISABLED WHEN USING THIS MOD

This mod will be constantly updated with new content for your game. All events are designed to be balanced with the events in the vanilla game.



Languages



Mod Content
Anomalies, Events and Archaeological sites to add more variety to your gaming expierience. Additionally there are various new species portraits (used for our factions) which are also accessable for custom empires, but they will not spawn as randomly generated empires.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.

[more-events-mod.wikidot.com]
Our Wiki is still under construction. Everyone is welcome to add info to it they would expect to see there.

Fun with numbers:
Anomalies:
70 with a total of 128 Outcomes (not counting potential branching events after the anomaly finisher)
Archaeological sites: 24
Astral Rifts: 1
Primitive related events: 18
Colony level events: 13
Country level events: 17
Special system focussed events: 8
Origins: 2 (4 if you count the 2 used only as switches)
Highimpact Questlines and Crises: 12
  • Elusive Carcosa
  • Legacy of the Carcharorion
  • Food Constructor
  • Lost Emperor
  • Descended Ascendant
  • Aevum
  • Extinct Abductors
  • The Last Orila

  • Return of the Sadrell
  • Surveyor Probe
  • Broken Clock
  • Vazuran Menace

If there are ARTISTS out there who are able to produce event pics with a quality and style matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.



Bug Reports
You found a bug during your game session? Please, post it in the Bug report discussion thread so we can squish it in the next version. And if you could give us some hints on how to reproduce it, it would be also very helpful.

FAQ
Q: Is this or that event from your mod?
A: First, open your console while the event window is still there. Then type in "debugtooltip" and press enter, then close the console. Now check the tooltip when hovering your mouse over one of the event's options. It displays the event_id among other information. All of our event_ids start mit "mem_". If there's no "mem_" it's not from us.

Q: I hate these f*****g Vazurans! They are the worst crisis ever and it makes me disable this s****y mod! How do I make them go away forever!?!
A: The Vazuran Menace only has a 5% chance to occur naturally, but if you do not enjoy them at all, you can easily disable them during your game setup. Just create an AI empire with the "fainthearted backwater" origin and set it to force spawn. This will 100% prevent the Vazurans in your game.

Q: Can I activate this mod in a running save game?
A: Yes you can, but some events won´t appear in that case, as they are set at game start. Aside from this there should be no issues.

Q: My planetary shields are not correctly centered on my planets. What is wrong?
A: All shield objects are adjusted to vanilla scaling. Every mod that changes planet/system scaling will lead to our shields being off centered. If this is the case and you do not want to deactive the other mod, you'll have to deactivate our graphical shield effect in our options menu.

Real Space Users could try this compatibility fix:
Real Space System Scale/Planetary Shields Compatch 2.0


[discord.gg]



Donations

If you want to further support our work on improving the mod by adding additional art assets, please leave us a little donation. The page is set up to accept the lowest possible amount in my currency. Whatever you can spare, you'll have our thanks for it. You also won't be throwing your money into the aether either, as we have clear goals on what to do next with donated funds - visible on that page. See our latest addition (Orila, Vazuran and Neochadamus portraits) to get an idea of the quality you can expect. In the end you'll support both the mod and the artist, with whom we plan to keep on colaborating.

The Orila (+ their expansion), Vazuran and Neochadamus (paragon) portraits were funded by us. At this point we have to make a cut however as our personal funds for this project are limited as well.

Anything further will need your support. Next we want to add new species portraits for the different Broken Clock aliens (devouring swarm molluscoids, determined exterminator robots, fanatic purifier lithoids which are also meant to be available for the player species. And then there is still more we'd like to add.



Finished and implemented:
  • Neochadamus paragon portrait
  • Orila species portrait with outfits and hologram paragon portrait variation
  • Vazuran species portrait
  • Neochadamus portrait expansion for species portrait *
  • Overlord Trailer Emperor paragon portrait *
  • Orila Expansion (fitting robot portrait, hologram version for normal portraits, cybernetic variation)
  • Broken Clock molluscoid devouring swarm species portrait *
  • Broken Clock machine terminators species portrait *
  • Broken Clock lithoid purifier species portrait *
  • Rebel Yell Event - female Foxkin Paragon *
Currently worked on:
  • Sadrell/Broken Clock 4 - Better Dwarven Species Portrait - better beards and hairstyles, no tattoos, new female face, more militaristic armored clothing *
Funded and next on the plan:
    Planned, not yet funded:
    • Voggo the Great - Ancient Frog Paragon
    * funded through donations



    [www.buymeacoffee.com]
    Popular Discussions View All (73)
    2,149
    7 Jul @ 3:08pm
    PINNED: Bug Reports
    Malthus
    284
    21 May @ 3:21am
    Ideas
    Malthus
    18
    1 Jun @ 11:04pm
    PINNED: Dev Diaries
    Malthus
    5,721 Comments
    Daniellm 8 hours ago 
    @janlitschka Arguably it is a you problem. Just not in the way you think
    Malthus  [author] 11 Jul @ 2:03pm 
    @Darko It isn't really 0 just less than 1 and the tooltip rounds it down.
    Malthus  [author] 11 Jul @ 2:02pm 
    On the current game version with the current mod files there should be no empty event window spam. This only happens with broken event tables because of outdated or plainly wrong script.
    Darko 11 Jul @ 2:01pm 
    Just finished the "Into the Depths" archeeological site, and the relic from it, the Cubortob Unil Omoth, has a passive effect that gives +0 influence, is this normal?
    Janlitschka 11 Jul @ 12:44pm 
    Cannot be removed mid-game without a crash - is it a me-problem, and if so, any idea why?
    i just update game and download new mod with senate timer and after that this mod start so Unlimmiting spam of empty windows in game, if i disable this mod - everything okey... How can i fix that !?! It is ruining my one month camping....
    Malthus  [author] 11 Jul @ 6:12am 
    As far as I can see there is no catch one way or the other.
    Darko 11 Jul @ 6:00am 
    Are there any negatives about accepting/refusing Voggo the Great?
    Tr33  [author] 10 Jul @ 3:15am 
    @Shadow Your kind words wont stop me from reworking the vazurans :)
    Shadow 9 Jul @ 12:59am 
    Hey, I just wanted to say this mod is beyond awesome, I actually really like the Vazuran too, the entire mod is just really, really good. I appreciate the work all of you are doing!