Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires
Kolyn  [developer] 6 Apr, 2017 @ 12:23pm
Known Issues and Future Plans
Current Known Issues


Goliaths, Destroyers and Cruisers aren't dying properly

-I do not currently know how to resolve the issue. The coding is the same for other ships I created and it worked for them...

Ascended Empires cannot interact with new crises spawns

-I addressed this issue somewhat in 1.4.0, providing that you don't use any mods that alter crises events file. If this is what you encounter, just type 'communications' in console commands to establish contact.

As an Ascended Empire, you cannot see yourself in Contacts list

-I do not currently know how to resolve the issue. Awakened Empires cannot see themselves in contacts list in vanilla either, so it is probably hard-coded.

Normal Empires don't build FE ships

-Ascended Empires are coded to build them, but not normal empires. Fixing it would require altering the vanilla file however, which will generate extra incompatibility issues with NSC, ISB etc and any ship classes mods that codes country types to build their ships. Therefore, I have to leave this to be dealt with by the user themselves to create a suitable mod override.


I am not an expert modder by any means and much less so when it comes to fixing bugs. I'll fix the game-breaking ones first. But if there's something I can't fix then I can't fix it. I will update as I learn more about these issues.


Future Plans


1.8 Support

-1.8 seems promising in that it has some new 'toys' for modders to play with, but also a lot of work is required to make this mod compatible with 1.8 as there are a lot of changes.

Utopia related features

-Still gathering ideas. But would like to add some stuffs like Ascension perks or other features making use of/relating to Utopia.

Goliath abilities

-Originally I intended only for Goliaths to be able to ruin all buildings on a planet. However, I am unable to code this to work correctly. As a result all Ascended Empires can destroy buildings.



It's far easier for me to implement something if I know it has been done before. I'm still learning about modding and so I need a lot of trial and error. I'll do what I can.

Last edited by Kolyn; 15 Sep, 2017 @ 7:28am
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Showing 1-15 of 41 comments
Cyberspacer 13 Apr, 2017 @ 8:27am 
Here's a bug of sorts, but whenever i go ascended, every system is auto-surveyed, but all the empires i havnt seen yet dont get contacted, FEs included
Kolyn  [developer] 14 Apr, 2017 @ 10:26am 
Thanks. I am aware of this issue. Unfortunately I have no method of solving this right now. This shouldn't affect a normal game though.
Herze 24 May, 2017 @ 10:50pm 
When I ascended my mineral storage became capped at 100. Building new silos had no effect on it. I also tried a few mods that change the mineral storage cap and curiously they had no effect either.
Nixx 26 May, 2017 @ 9:15am 
Just a quick bug report: Researched Grand Palace but I'm unable to build it on any of my planets. Is it an upgrade of a building I don't have yet, or does it require certain ethics? My empire is Materialist/Collectivist/Xenophobe
Nixx 26 May, 2017 @ 12:19pm 
I'm back, so it's not a bug per se, but you can research buildings without having the prerequisites. Grand Palace for example comes up in research options long before you can use it. Still love this mod though, awesome work!
Kolyn  [developer] 13 Jun, 2017 @ 3:03am 
@Lead Check that you have no mods that interfere with how much mineral storage an Awakened Fallen Empire can get.

@Nixx You need to first build a Housing Development before you can upgrade it into a Grand Palace. I will be changing the prerequisites for housing development and commercial plaza to empire capital complex in the next patch.
Groovari 6 Jul, 2017 @ 1:29pm 
My ship models aren't changing into the FE versions after upgrading the ships, is that a bug or just undoable?
Last edited by Groovari; 6 Jul, 2017 @ 1:31pm
Kolyn  [developer] 6 Jul, 2017 @ 4:28pm 
@Groovari Any new ships you make will have FE graphics.
Deathreak 14 Aug, 2017 @ 10:15am 
Hey Kolyn, having a similar issue too @lead my energy cap changes to 1.44M but my minerals goes to 100 (previously it was 240k). Would any of these cause issues - ISB, Fallen Empires Expanded? I can't see anything on their descriptions that says they change it but ISB does have a difficult setting for awakened empires

EDIT: also i've noticed that my goliaths seem to turn 50' away from the attacking fleet and sideslide away, is this meant to happen?

P.S. sorry to hear that life's being a ♥♥♥♥♥, love this mod and hope you get a chance to make it more awesome! :)
Last edited by Deathreak; 14 Aug, 2017 @ 10:17am
Jorlem 21 Aug, 2017 @ 10:02pm 
Was just wondering if you had seen this post about a change to Awakened Fallen Empires coming in the 1.8 patch:

https://forum.paradoxplaza.com/forum/index.php?threads/what-do-you-think-of-awakened-empires-and-their-balance-power-levels.1040182/page-2#post-23200413

Here's the post, if you don't want to click the link:
Originally posted by Wiz:
In the 1.8 update, Awakened Fallen Empires have a 'decadence' meter that starts filling up some time after they awaken (the stronger they grow, the faster it goes up). It weakens their economy and fleets and makes their subjects far more rebellious, and has very severe effects at high levels of decadence. It should mean that you can swear fealty and try to outlast and overthrow them if they're simply too strong to fight head-on. They'll also prefer to force empires into subjecthood rather than annex them outright (though they'll still likely grab a few planets to punish you for not accepting peacefully).
Last edited by Jorlem; 21 Aug, 2017 @ 10:02pm
Kolyn  [developer] 22 Aug, 2017 @ 9:20am 
Wow, I didn't know about this. Thanks for sharing. I knew they'd break a lot of things for this mod in 1.8 and it's nice to see something like this ahead of time.

With regards of the technical aspects of a decadence meter, much will depend how much is hard-coded, and whether it is event-driven - the worst case scenario is all Ascended Empires also have the same meter, while if it is event-driven it can either be modified or removed entirely for Ascended Empires.

As for the design of the meter itself, how do people see this? Should Ascended Empires, like Awakened Empires, have a decadence meter? How will it work in comparison to Awakened Empires?

It's all early stages but it could either be a new feature or breaks your game entirely depended on how hard-coded it is.
Jorlem 22 Aug, 2017 @ 11:54am 
My bet is that it will be per AE, not collective between them, in the same way that the CK2 decadence mechanic is per dynasty (which is the overall "entity" a player plays as), not a collective number for all Muslim characters. Plus as the intent appears to be to hinder AEs that start growing, it wouldn't make sense for it to apply to AEs that haven't grown while a different one has.

Also, based on the bit at the end about how AEs will prefer taking other empires as subjects instead of just taking all their planets, I suspect that the main source of decadence will be the number of planets the AE owns. They'll probably also have events or a mechanic for releasing planets (and Wiz has mentioned elsewhere that there are changes coming to make vassal based empires more viable, including no longer needing an alien homeworld to release planets as a vassal), which will reduce their decadence, gradually shrinking them back to the few systems they had as a FE, simulating their population sinking back towards the torpor of a FE as the drive and "adrenaline rush" they had from whatever first woke them up fades away. That last bit is based on Wiz's statement that it will be possible to wait out an AE.


This is just my own opinion/best guess though. All we currently have to go on is that post, whatever was revealed in the Stellaris dev Q&A stream earlier today, and a few tweets by Wiz mentioning that he had fixed a bug that allowed FEs to guarantee other empires, which was meant to be hard-disabled.
Jorlem 12 Sep, 2017 @ 7:20am 
Just an update on the decadence thing: if you missed it, last week's dev diary was partly on the subject. https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-85-decadence-and-ascension-path-changes.1042779/
Jorlem 14 Sep, 2017 @ 8:33am 
From the 1.8 patch notes:

- Awakened Fallen Empires now start to experience decadence after being awakened for 20 years. Every month, there is a chance that an AE's decadence will increase, based on how large they have grown and how many empires they have forced to be subjects. Decadence reduces AE resource production and ship strength and makes their subjects far more rebellious
Kolyn  [developer] 15 Sep, 2017 @ 7:31am 
Yeah, I saw.

There are a lot of changes in 1.8 which have direct implications for this mod. I am guessing around ~8 hours of coding and testing to make it compatible.
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