Stellaris
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Ruined Ecumenopolis
   
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34.350 MB
24 ENE 2019 a las 7:02 a. m.
20 NOV 2020 a las 1:34 a. m.
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Ruined Ecumenopolis

Descripción
This mod adds two new systems that randomly spawn on Galaxy Generation. Each system contains a ruined ecumenopolis that you can restore, much like the systems containing ruined megastructures.

About
The systems in this mod spawn with a similar rarity to the ruined megastructures, and provide the same functionality. When you claim the ruined Ecumenopolises you have a Decision available to restore them once you attain the prerequisites for the Arcology Project Ascension perk, just like the ruined megastructures, which only require Mega Engineering and not the Galactic Wonders ascension perk.

The ability to restore the ecumenopolises has the same conditions as constructing one. The decision is unavailable to empires that are irregular (Hive minds, Machines) or empires that have the Agrarian Idyll civic. The AI should also take advantage of these worlds if they have them within their borders, however this is untested currently.

The ruined ecumenopolis worlds are not habitable, but become ordinary ecumenopolises when restored. The newly restored ecumenopolises have the same behavior as the First League Homeworld; 20 of the 25 districts are blocked by ruined Arcologies. The First League Homeworld has not been changed to a ruined ecumenopolis.

There is also a version that provides 100% spawn chance here

Changes
  • Adds a Ruined Ecumenopolis
  • Adds a Molten Ecumenopolis
  • Adds two random systems that spawn on galaxy generation
  • Adds the Arcology Restoration Project Decision

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Compatibility
This mod makes no changes to any Stellaris files, only additions. This modifies the Checksum thus is not achievement compatible. If it is not compatible with a mod let me know.
Discusiones populares Ver todo (1)
0
6 NOV 2021 a las 5:49 p. m.
Ruined Ecumenopolis ID
SuperMegaGlitch1
38 comentarios
Tempest 3 FEB 2023 a las 10:57 a. m. 
This mod has been updated and reuploaded here:

https://steamproxy.net/sharedfiles/filedetails/?id=2923913586
xDanilor 22 ENE 2023 a las 4:49 a. m. 
please update!
borsk 28 AGO 2022 a las 7:01 p. m. 
Is there a compatibility patch with PD - more arcologies? It would be nice to be able to restore a ruined ecu into a fortress arcology, for example
Maldrood 29 OCT 2021 a las 2:39 p. m. 
Please Update!
Philosopher of Aesthetics 26 ABR 2021 a las 12:24 p. m. 
Please update.
cheetah71114 19 FEB 2021 a las 2:40 p. m. 
whats the differnce between this and a relic world
Sam_  [autor] 24 JUL 2020 a las 6:54 p. m. 
Gimp is what I use when decomposing channels like I said. The Nivida program is only to generate the bump map. Photoshop has that functionality built in.
Syphilis 24 JUL 2020 a las 3:41 p. m. 
Thanks! It makes some sense. I might have to check out that program, Ive been using gimp
Sam_  [autor] 24 JUL 2020 a las 12:53 p. m. 
The normal and diffuse maps in this mod are modified versions of the ecumenopolis map. I recommend you try and use existing normal and specular maps from the base game even if you have to cut them.

But my process for creating new normal maps is to use a tool called Nividia Texture Tools Exporter Standalone (requires signing up for an Nvidia program) and opening a greyscale heightmap that you have created. That will produce a traditional bump map, but to get that to work in Stellaris you need to recompose the RGBA channels so R = R, G = R, B = nothing and A = G. This part of the wiki has what you need for that https://stellaris.paradoxwikis.com/Maya_exporter#Exporting_textures

Specular maps are easy to make, you just need to paint three greyscale images for specular, metal and glossiness, and then compose them into RGBA channels correctly as the wiki explains.
Syphilis 24 JUL 2020 a las 10:18 a. m. 
Hello, I was wondering what is your process to creating specular and normal maps. Id presume you create them from diffuse maps. Ive attempted the same but I cant seem to get the correct values causing my maps to be very harsh