Stellaris

Stellaris

Union Project - Core
H4shX  [developer] 28 Oct, 2017 @ 6:56pm
Suggestions / Ideas / Mods to Include
Please only put Suggestions / Ideas, and NEW Mods not currently in the List here.
< >
Showing 1-15 of 20 comments
vasilis2505 6 Nov, 2017 @ 9:23am 
i love what you are trying to do.because i dont like mixing total conversion mods (star wars,mass effect....) can you make them optionals
H4shX  [developer] 6 Nov, 2017 @ 6:34pm 
if i have the permission, i plan on taking as optional best portions of those Mods. Alternatively the Original Authors of those Mods i hope can make their Mod compatible with mine. End Goal is to allow for Small Mods to use my Mod (since it will encompass a large portion) and use that as a template to be compatible with. So the more total conversion Mods can have an option to make it compatible with mine or something that is the idea. Like we creating a blueprint for a method of Universal Patching Capability.
セルリアン 7 Nov, 2017 @ 1:02pm 
I have no idea if there's a mod already in the pack, but is there something that allows you to construct multiple megastructures at once? I don't mean having two Dyson spheres, I mean being able to work on a Dyson sphere, a ringworld, and a science nexus at the same time given you have enough minerals.
szoelloesitibor0 12 Nov, 2017 @ 4:56am 
I wish you consider the successor of the Stellaris + Evolved to be include as an optional modul, as I saw you would include patches conected to it. That is a great mod, have many overlapping with your goal, but have features which I think would be at least inspirational for you.
H4shX  [developer] 12 Nov, 2017 @ 9:01am 
@szoelloesitibor0 can you give me the link for it :)
FacelessHorsey 15 Nov, 2017 @ 1:48pm 
It would be great to see ACEP included, I find empires with flavor much more pleasant to play with than the generic empires the game generates. Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=925031358
Asajev 18 Nov, 2017 @ 6:50am 
@FacelessHorsey thank you for your suggestion the mod does look very interesting. We will ask permission from the mod author and see if they will allow us to integrate it. Thank you for the heads up for this mod.
Chastity the Celibate  [developer] 8 Jan, 2018 @ 3:34pm 
Were you not allowed to use Star Trek New Worlds? It adds many new planet classes, and I would have thought it would already be in considering Phase 1 is all about planets and stars
H4shX  [developer] 9 Jan, 2018 @ 12:34pm 
Originally posted by xnadu27:
Were you not allowed to use Star Trek New Worlds? It adds many new planet classes, and I would have thought it would already be in considering Phase 1 is all about planets and stars
In terms of complete overhauls like Star Trek New Worlds we decided to work on it at a later date, as there will be a lot of overlaps with other Mods. Having said this however, in terms of planet classes there are similar found in the Project and in Star Trek. Lastly there is a slim chance of us getting permission to use what we wish from there, so in the end we may just have a compatibility patch, or a patch that only takes what we require from the Mod. But still ensuring the user subscribes to both.
Chastity the Celibate  [developer] 9 Jan, 2018 @ 2:41pm 
Ok, assuming the same with Hypothetical Stars?
H4shX  [developer] 9 Jan, 2018 @ 11:36pm 
Hypothetical stars is included in the Mod
Chastity the Celibate  [developer] 10 Jan, 2018 @ 3:48am 
Oh
Chastity the Celibate  [developer] 10 Jan, 2018 @ 2:28pm 
I didn’t see it on the list of contributors
MexicanJoker 12 Jan, 2018 @ 12:53pm 
I dont know what the scripting limitations are, but if custom menus are possible, then perhaps for a few of your planned phases an approach might be to create options (ie go wide). For example, I just enabled the "Repeatable Genetics" addon because I want to play around with species (and its ok to make it repeatable and have cost go up). I also saw older mods like "Even More Traits" which had a bunch of uniquely created items. Ideally, if a menu existed that allowed one to "edit/create new trait" then users could create an infinite amount of possibilities easily. Or a window to mod (end of tree) tech and simply click 'repeatable', etc. If you have that as the backbone, then others could adapt to the mod pretty easily, same idea for ships/weapons/edicts etc,
Chastity the Celibate  [developer] 14 Jan, 2018 @ 6:17pm 
A Homeworld Total Conversion mod just popped up a few hours ago, called Homeworld: Conquest, you should include it whenever that phase comes
< >
Showing 1-15 of 20 comments
Per page: 1530 50