Stellaris
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More Events Mod
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1.561 GB
18 JUL 2016 a las 9:33 a. m.
26 SEP a las 8:16 a. m.
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More Events Mod

Descripción
COMPATIBLE with Stellaris 4.1.*
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.



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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



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    Discusiones populares Ver todo (74)
    2,173
    Hace 13 minutos
    FIJO: Bug Reports
    Malthus
    292
    21 SEP a las 4:12 p. m.
    Ideas
    Malthus
    1
    4 SEP a las 6:12 a. m.
    Force Rift Spawn
    Starfoth The Burgundy Silk Rug
    5,807 comentarios
    Tr33  [autor] Hace 28 minutos 
    Check your modlist, you have an outdated mod and its not us
    Railgun_Actual hace 2 horas 
    i keep getting blank events every in game day? i don think its how to read because thats not installed.
    Ben_D⚜ 28 SEP a las 7:19 p. m. 
    Hello Malthus, I'm posting here to let you and others know that I've uploaded a patch for those who use the Military Enhancements 2.0 [Invasion Events & More] mod in combination with this one here. It makes the terrestrial military units from this mod utilise the Armaments strategic resource introduced by the Military Enhancements mod. It's called the Terrestrial Forces Compatibility Patch . I hope this helps a few people.
    Malthus  [autor] 27 SEP a las 2:41 p. m. 
    In the past they were embarked automatically. There is no event script effect to force it either as far as I'm aware of. Not sure how best to deal with this at the moment.
    Darknexr 27 SEP a las 10:20 a. m. 
    everytime i invade a planet or the ring segements for Broken clock it "returns" to the void and leaves my troops stuck there with no way of me getting them off even tho the Event that pops up says we were forced to retreat, and i kinda dont want to have troops i cant use
    Malthus  [autor] 26 SEP a las 12:10 p. m. 
    The effect in the our mod menu always targets your current ruler, you can use it directly after gamestart.
    Fenrisúlfr 26 SEP a las 11:56 a. m. 
    can that be done right at the start? (also i just like the portrait and wanted to create a species of them)
    georgiaboy4 26 SEP a las 11:55 a. m. 
    @Malthus: Thank you for updating!
    Malthus  [autor] 26 SEP a las 11:43 a. m. 
    Then all your leaders would look exactly the same. Granted there are four versions with blue/red and with/without the upper cloak, but it is still just the same character. I think it would work much better with the standard fox portrait. You can use our mod menu to change the portrait of your leader to this portrait (repeatedly until you have the variant you like).
    Fenrisúlfr 26 SEP a las 9:41 a. m. 
    would you be able to release the fox as a species portrait either in this mod or a separate mod?