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Some origins have impact on some files i cant influence without kinda rewriting stellaris itself or to overwrite that files. I still will try to find ways to not overwrite, but if i dont find any, the question stays, should i overwrite or should i just not implement it at all for compatibility sakes?
I will definetly put all overwritten files in the mod descripition and kinda what they do, so u guys can decide if to leave it be or remove the feauture that file adds (example: tech occurance modifiers)
In contrast to the original mod, some edicts of this mod will have an event setup which let u choose modifications (like somewhat creating secondary pop for the origin syncretic evolution).
I dont want to overload the mod with events that u have to go through when choosing which origins to play at the start of the game. But i like to give the option to make modifications.
Stellaris has over 30 origins (if i counted right), i wont integrate all of them, but it is still annoying to activate each edict of start of the game.
so i thought, i make one edict which on activation opens an event. in this event u can choose if u want all edicts to be seeable like in the original mod (they arent before), or if u want to do the setup in a eventchain. the initial edict will still be there for a year if u didnt picked the first mentioned option. if u chose the eventchain, it will "remember" which origins u selected and if u later on decide to activate more, u can do so (until said one year is over).
It still doesnt solve that there are too many edicts / events to click through if u want many origins.
either way i appreciate ur thoughts on these topics! happy to hear what ideas u guys have ;)
totally my fav origin hahah.
i never understood why the origin forced to have habitat everything (I always hated habitats sry, never understood if u can terraform why need habitats, btw) Soo get the toxic god district on normal planets can be nice, also be able to build the orders keep on planets too. Sry my bad english im spanish but hey, i keep learning dw.
I dont think i have enough time today, but i can definetly work on the toxic origin when im back from traveling. its also my favorite origin and the reason why i started fixing the decision mod.
@sunrisebedtime
sure, i see what i can do, but no promise that'll integrated today, u might have to wait a week as well.
ur wish might be fullfilled, but idk if the origin works properly
@chilllounge Sweet, thank you. I'll give it a test run and let you know if it runs into any problems.
again, 1,000,000 thanks for asking for suggestions on which to add next, and thanks for adding mine so quickly. If you're looking for suggestions, I'd focus on getting the origins that give the most Meta perks. Shattered Ring, Necrophage, Progenitor Hive, Scion (seems like it'd be hard to implement, and is a bit niche), Teachers of the Shroud, Clone, arguably still Remnants as well, and making them as smooth as you can. Because there's always the option, but never the requirement, to make SUPER OP BUILDS around stacking origins, and that'll draw a crowd while letting the 'don't break the game' crowd have an easy out. Just don't take all the best origins at once *shrug*
I have a favorite build that uses subterranean, and another that uses ocean paradise, so I'd personally like to see those get some love, as well.
My only gripe is the events referencing what I assume are file names, and not giving explanations (looking at the mechanist origin here). Could use some work, though I only offer this as constructive criticism. I'm still enjoying the mod as is, and can just avoid origins that rely on ambiguous events like this on later playthroughs.
thanks for the suggestions, i will definetly reconsider how i will add more origins to make the mod more fun for all, still i try to add the most easy ones first, because i may finish easy ones in one, while harder ones might cost me 3 days or more.
and yes im on the modding discord and when i catch a stone i cant lift i always ask my questions ^^