Stellaris

Stellaris

Strange Homeworlds (Standalone) - Discontinued :(
 This topic has been pinned, so it's probably important
Dosaki  [developer] 30 May, 2017 @ 6:51am
Issues
Report your issues here as a comment (they'll be removed after they're fixed).

Alternatively (and preferably) please report issues over on github: https://github.com/dosaki/strange-homeworlds/issues
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Showing 1-15 of 16 comments
Cyberspacer 16 Jun, 2017 @ 9:59pm 
Currently, in any of my games, unless im playing as Synths, only the normal nine planets are colonizable plus Tomb Worlds, with no options for the remaining planet types
Kuka13 17 Jun, 2017 @ 6:41am 
i'm not able to select the new worlds planet preference (gas giant, asteroid ecc ecc) in the gene modding menù.
finnnosam 20 Jun, 2017 @ 7:29pm 
whenever I start a new game, I am given a random planet type, instead of the one I selected.
Dosaki  [developer] 22 Jun, 2017 @ 1:10pm 
@kuka, are you using any other mods? Which ones?
@finnnosam, I can't reproduce that. What other mods are you using?
finnnosam 22 Jun, 2017 @ 7:19pm 
it is the mod real space, I only thought that it was your mod because of how specific the problem was.
Last edited by finnnosam; 22 Jun, 2017 @ 7:19pm
Kuka13 23 Jun, 2017 @ 9:08am 
@dosaki i'm using a lot of mods. But if i start a new game without the other mods the problem is stile there.
Dosaki  [developer] 23 Jun, 2017 @ 11:42am 
@Kuka13: I see it. I'll see what's wrong there.... I might have to add it on that menu as well, I guess.
Last edited by Dosaki; 23 Jun, 2017 @ 11:42am
Kuka13 23 Jun, 2017 @ 12:55pm 
Ok, thanks
Kuka13 2 Jul, 2017 @ 3:01pm 
@dosaki nothing new?
Dosaki  [developer] 6 Jul, 2017 @ 6:14am 
Haven't had time to do this yet. Sorry guys.
At the start of the game, barren, toxic and frozen worlds still have a 0% habitability. Is there a tech to boost habitability?
Dosaki  [developer] 10 Aug, 2017 @ 6:19am 
If your species doesn't start with those planets (or those in their climate group), their habitability will be 0%.
There are technologies to increase habitability in Stellaris but I have not added any. Do you feel like additional ones are needed?
I think additional ones are needed, yes, as the habitability boosting technologies in the game only boost habitability to 35% (the minimum required habitability for colonization is 40%). Thank you for responding.
Dosaki  [developer] 17 Aug, 2017 @ 5:02am 
I've added that to the issue list: https://github.com/dosaki/strange-homeworlds/issues/12
Thanks.
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