Stellaris

Stellaris

Reanimated Armies
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Update: 4 Jan, 2021 @ 3:53pm

AI empires that spawn with this civic will now be granted 5 free necromancers at the start of the game. This is because the AI doesn't know how to sacrifice army leaders like a player does.

Update: 2 Jan, 2021 @ 5:57pm

Update: 1 Jan, 2021 @ 4:28pm

Localisation fix.

Update: 29 Nov, 2020 @ 10:32pm

2.8.2 - I think I've fixed the bug where some of the necromancers were coming back at age -1 and were unable to be dismissed. Minor changes to localisation. Let me know if you can recreate the bug where they come back as age -1.

Update: 29 Nov, 2020 @ 1:07pm

2.8.1
Minor adjustments to localisation.
KNOWN BUG: Sometimes necromancers come back at -1 age and cannot be dismissed. I'm not sure what's causing this but i'm working on it. In the mean time, it can be resolved by reloading the save before the necromancer was created.

Update: 29 Nov, 2020 @ 12:30pm

2.8.1
MAJOR UPDATE - this changes how the mod works entirely. No longer does one simply "hire" a necromancer. Necromancers are created when your army leaders die.

Necromancers also have a new trait called "monkeys paw" - which boosts morale damage and collateral damage.

Update: 19 Nov, 2020 @ 4:10pm

Update 2.8 - this mod should now be compatible with Stellaris update 2.8.1

One small change has been made. The mod previously reanimated the armies and made them the same species as whoever it is you killed. From a headcannon standpoint, that makes sense and feels good. But the problem is if you have that species set to undesirables...guess what? You purge your own reanimated armies because technically they're the same species as your enemy. Talk about punishment. Bringing them back from the dead, just so you can kill them a second time! Somebody call the geneva convetion. :) Anyway, this update should kill two birds with one stone: gets the mod working again with update 2.8.1 and also make the mod usable to those of us who want to purge our enemies pops, but not the reanimated armies.

Update: 18 Nov, 2020 @ 11:58pm

2.7 Fixed a bug where you could stack infinite armies to be rewarded upon a successful ground invasion by leaving and re-entering orbit around a planet. The counter now once again reset the variable to 0 whenever you initialize it.

Update: 18 Nov, 2020 @ 4:56pm

This is version 2.6
It should work exactly the same as it always has, but the code should be cleaned up. This means it's more efficient and should, in both theory and testing, not run the script as often as it was before. (It actually makes sure you don't already own the planet before counting how many armies are attacking or defending).

The code also has a lot more notes in it, and should be easier to read for people who are new to modding. The goal is for this mod to serve as an example for new modders to be able to study and learn from. Go ahead. Try it out. Open up the events file and that's where the bulk of the action is.

At the bottom of the events file there is a bunch of stuff with hashtags in front of it. That stuff is what I was beta testing last night. It doesn't currently work. The goal of that stuff is to make necromancers regenerate if they die, but it wasn't working as intended. Feel free to poke around see if you can get it to work.

Update: 13 Nov, 2020 @ 1:41pm

This is version 2.5, it works fine. No real issues. Not noticing necromancers dying during battle. Let me know if there's any issues. I am aware that the necromancers die if they are the last man/woman standing during an army battle.