Stellaris

Stellaris

Terran Dominion Portraits
 This topic has been pinned, so it's probably important
force728  [developer] 1 Feb, 2023 @ 5:33pm
Suggestions
Post any suggestions for the mod here.
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Showing 1-4 of 4 comments
jonms777 4 May, 2023 @ 2:06pm 
Ideas: Moebius Foundation (Terran Corporate Empire that could only be enabled if this mod is used in-conjunction with your Tal'Darim Mod) https://starcraft.fandom.com/wiki/Moebius_Foundation
Kel-Morian Combine themed civic to make a Corporate authority Terran empire https://starcraft.fandom.com/wiki/Kel-Morian_Combine
a Hybrid Breeding Program Civic that allows the Terran Dominion Civic users to Use Hybrid Armies Limited to the Hybrid Reaver and Hybrid Destroyer armies (those are the only ones that were produced with Dominion Involvement) (probably best to make it only available if this mod is used in conjunction with your Tal'Darim Mod )(maybe make it to where you need the Terran Dominion Civic before adding this civic) https://starcraft.fandom.com/wiki/Hybrid_Breeding_Program
a Cerberus Program Civic that adds an Enthralled Zerg Species to the equipped Empire at game start and allows Enthralled Zerg Versions of Zerg Armies (Limited to just the Units that Have the Cerberus Skin-Set). using the Cerberus Zerg Skin-set for both the Species and the Cerberus versions of the Zerg buildings (Best used with your Zerg Mod) (Recommend having the Psionic Trait to Symbolize the Hive Mind part of the Zerg and the Cybernetic Trait to Symbolize their Enthrallment) https://starcraft.fandom.com/wiki/Cerberus_Program
a Raynor's Raiders Civic to enable Augmented Versions of the Terran Armies based on the Mercenary Units used in StarCraft II Wings of Liberty with their numbers being limited to the number of mercenary squads you can deploy each mission. although i'm not sure if it should just be a corp civic or being a civic that only non collective consciousness empires can use. https://starcraft.fandom.com/wiki/Raynor%27s_Raiders https://starcraft.fandom.com/wiki/Cantina_(Hyperion)#Mercenary
a Colossus Weapon capable of Terminating Hive Mind Pops Based on the Psi Destroyer used in the Battle of Korhal during the Second Great War
https://starcraft.fandom.com/wiki/Psi_destroyer https://starcraft.fandom.com/wiki/Battle_of_Korhal_(Planetfall)
a Neural Resocialization tech that accelerates army building, Increases Stability and Decreases Crime of Colonies although it would probably reduce the qualtity of troops a bit https://starcraft.fandom.com/wiki/Neural_resocialization
Last edited by jonms777; 4 May, 2023 @ 6:23pm
Ben_D⚜ 7 Mar, 2024 @ 10:25pm 
Hey force728, last post for the day. jonms777's suggestions look interesting. Looks like a lot of work though.

For a little feedback on the mod on my part, I'd like to say that what you have here is very good overall. There are a few things that I find off-putting, however. I never use the "Terran" species portrait you've provided. Stellaris ends up treating them as completely alien to the regular humans that Stellaris provides (which I use portrait mods for). Terrans are humans, full-stop. If you can make the "Terrans" fall under the humanoid species class, that might make it a little better. Ideally however, finding a way to just make them humans would be best, if it's possible.

As mentioned here also, the origins, traits and civics are not exclusive to humans. Seeing them generated randomly basically makes me re-roll the galaxy with my custom civs because it's just such an eyesore to see aliens have them. Making the traits & civics exclusive to the origin would help too. The U.E.D. could probably use a specific origin similar to what you've done with the Protoss to fit this design philosophy, if you're inclined to go that route.
Last edited by Ben_D⚜; 7 Mar, 2024 @ 10:50pm
force728  [developer] 8 Mar, 2024 @ 12:34am 
Originally posted by Ben_D⚜:
Hey force728, last post for the day. jonms777's suggestions look interesting. Looks like a lot of work though.

For a little feedback on the mod on my part, I'd like to say that what you have here is very good overall. There are a few things that I find off-putting, however. I never use the "Terran" species portrait you've provided. Stellaris ends up treating them as completely alien to the regular humans that Stellaris provides (which I use portrait mods for). Terrans are humans, full-stop. If you can make the "Terrans" fall under the humanoid species class, that might make it a little better. Ideally however, finding a way to just make them humans would be best, if it's possible.

As mentioned here also, the origins, traits and civics are not exclusive to humans. Seeing them generated randomly basically makes me re-roll the galaxy with my custom civs because it's just such an eyesore to see aliens have them. Making the traits & civics exclusive to the origin would help too. The U.E.D. could probably use a specific origin similar to what you've done with the Protoss to fit this design philosophy, if you're inclined to go that route.

It wasn't my intention to make the terrans be seen as non-humans. However, the game is restrictive on what I can do about it. Now I can easily put them in the human species category, but that would mean I would have to override the original vanilla species class for humans with one that has terrans in it. The problem is that this would cause mod compatibility issues with other portrait mods that also alter the same human species set.

Another issue is that if they're included in the same pool as the other human portraits, you'll see terran portraits be randomized across randomly-generated ai empires, so doing this would have trade-offs.

Also, it is not intended for randomly generated ai empires to use terran civics and traits, so I'll see if I can keep them exclusive to terran empires. However, please note that I've already set those civics and traits to have negative or zero weight so they don't get picked, but if you claim to see other empires use them in your playthroughs, then I'll put in another restriction to prevent that from happening in the next update.
Last edited by force728; 8 Mar, 2024 @ 12:35am
Ben_D⚜ 9 Mar, 2024 @ 9:12pm 
Originally posted by force728:
It wasn't my intention to make the terrans be seen as non-humans. However, the game is restrictive on what I can do about it. Now I can easily put them in the human species category, but that would mean I would have to override the original vanilla species class for humans with one that has terrans in it. The problem is that this would cause mod compatibility issues with other portrait mods that also alter the same human species set.

Another issue is that if they're included in the same pool as the other human portraits, you'll see terran portraits be randomized across randomly-generated ai empires, so doing this would have trade-offs.

I suppose you have a point there. I do use human portrait mods that would conflict with that, so I'll have to live without your additions for now. It's a difficult problem.

Originally posted by force728:
Also, it is not intended for randomly generated ai empires to use terran civics and traits, so I'll see if I can keep them exclusive to terran empires. However, please note that I've already set those civics and traits to have negative or zero weight so they don't get picked, but if you claim to see other empires use them in your playthroughs, then I'll put in another restriction to prevent that from happening in the next update.

Thanks for considering those restrictions. I appreciate your response for the Terran & Protoss regarding this.
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