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Ancestors' Grudge - A Reliccreator Origin
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3.992 MB
1月23日 3時57分
1月29日 2時00分
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Ancestors' Grudge - A Reliccreator Origin

解説
This mod adds a new origin: Ancestors' Grudge and a lot of content that fits the theme of crafting your own relics. This origin is primarily meant for all the Urists out there - though it can be played with any species, the only correct choice is obviously a dwarve :)



Theme

"Long, long ago, in ages past our kin lived in wealth and prosperity. Their rule spread all across our world and even space, first among their colonies was our homeworld's moon, which became the industrial center of our ancestors' empire. There they bent metal to their will, continuing to hone their craft, and forged an empire of runes and durasteel.

Their greatest of achievements was the Relic-Forge, a mighty complex providing all the necessities to smith the finest of artifacts.

But wealth draws unwanted attention. And so it came to be that our ancestors were beset by many envious foes. Invaders, barbaric and uncivilized warmongers, started to rampage in our ancestors' territory. Unable do deter and confine this threat, a century-long devastating war broke out. During the final days countless of our ancestors laid down their lives in defense of the Relic-Forge... All in vain.

Their empire laid to ruin, billions perished in orbital bombardments, but not all was lost. After decades, survivors on our world slowly began to reemerge from the vaults that saved them from the apocalypse.

It has now been nearly 500 cycles since the fall and we are finally ready to reclaim what is ours by right."



Description/Content

You start with fewer pops, more blockers, a second planet in the process of colonization and a dream. As you uncover what was lost, you learn to "craft" relics and master Archaeotechnology.

  • 2 origins: Ancestors Grudge and Ancestors Automata
  • 2 "normal" relics
  • 3 craftable relics, each has 8 possible passive modifers and 4 quality tiers leading to a lof of possible combinations
  • ~50 events
  • 1 digsite
  • 2 techs for lategame archaeotechnology runs
  • 1 building: the Relic-Forge with 4 upgrades, the center piece of your empire. Don't ever lose it.
  • 1 arch nemesis that spawns alongside with you. Annihilate them!
  • 1 Subterrarean civic that has the same effects as the origin of the same name for each empire type (hive, machine consciousness, individual robots, individual robots megacorp, normal megacorp and normal empires)




So how do I smith Relics?

> Restore the relic world
> Upgrade the Relic-Forge to tier 3
> Employ Artifact Smith and Rune Artificers
> Wait for the "Forge Ritual" situation or activate the last relic you crafted or wait

What can I do with the Relics?

> Award them to a leader, which gives the leader the relic's passive effect but stronger
> Recycle them for minor artifacts
> For exceptional relics only: reset truces, get random research options or casually double your income for a year

Whatever you do, its a one time use and after that you have to craft a new relic.



Future Updates

  • Make machine one more distinct from standard origin
  • Hive version
  • Some more special events to further improve your craft, so called "Material Quests"
  • A new asset for the anvil relic and some polishing for other assets
  • Some minor artifact actions and peaceful/more archaeotechs. (maybe for everyone)
  • Maybe some more craftable relics
  • Maybe trade-action for the crafted relics
  • Hive version!



FAQ

  • DLC requirements? Kinda none, but without Ancient Relics you will miss out on a lot of content
  • Compatible with X? 99%, 1 overwrite in scripted triggers (is_subterranean_empire) to enable full functionality of the Subterranean civic
  • Found a bug? Tell me. I cant fix which Im not aware of.
  • You do (not) like X? Tell me. Im open for feedback and suggestions.
  • You have an idea? Into the comments (Im still looking for hive and machine flavor)
  • Why does it say "(or Food)" in the job description? For all those catalytic lovers out there



Notes from me

  • Wait, relic-crafting and a big forge. Have I seen this before? Ye, from my first public mod. Though this is a completely new version from the ground up.
    After 2 years I refined my own craft of coding and mod making to bring this idea back to life with some much needed QA, fresh ideas and some help from Malthus
  • Why are all your event IDs "mem_*", that's a More Events Mod thing?
    In the not so far future this will be integrated into MEM as a replacement for "From the Ashes" origin
  • Small advice: use your capital as a basic resource planet and the forge as alloys/ consumer good printer. if it wasnt too obvious
  • It may feel strange that you "consume" relics for buffs, but I want a system thats lets you craft not just once a relic and be done. Because after 3 relics
    your relic tab would be cluttered with minor effects and you would never use them over stronger relics. This is why I decided to to implement this pseudo-random
    relic generator that relics more like exchangable tokens. Try it and give me some feedback :)
  • Unlike ingame tooltips, images here may be outdated
  • Should you pick dwarfs portraits for this origin? Im not the one to tell you, but have you ever seen scifi mushrooms with hammers and anvils?

49 件のコメント
Tr33  [作成者] 12 時間前 
Well currently when you lose the planet, you have the option to to get mad or furious until you reclaim. If the world no longer stands (is habitable) you always get furious, but its hard to find out who cracked your world, because Stellaris has way to many silly ways to delete my beautiful planet
Malthus  [作成者] 16 時間前 
You just have to hope, the planet doesn't break... By the way, that should have a special grudge. Make a note tree.
Tr33  [作成者] 22 時間前 
No, but as long as the planet stands you have a new grudge to settle and a strong modifier to help you.
WillDigForFood 23 時間前 
Just wondering - you can no longer move the Forge to another planet, like you could in the OG mod, right? It's forever smacked down in your OG capital system?
Dpetersz 1月29日 6時24分 
Yep, the fix worked. Situations are no longer getting stuck and the old ones were deleted by the script. Thanks for the fix!
Tr33  [作成者] 1月29日 4時36分 
Can't wait to show my stupid idee (& the automata update). Currently planned: 4 starting ruler traits, 1 bot factory building ( works like ancient cloning vats for machines), trait that changes depending on designation and .. Grand Admiral Zrawn of the Vazuran Remnants :)
Cyph the Terrible 1月29日 3時03分 
Can confirm this fixed up the crashing issue I was running into! Again, thank you for both of your hard work!
Tr33  [作成者] 1月29日 2時27分 
I just woke up, saw the reports here and the first dislike of the mod. What reason you need more to repeatly crash Stellaris? Thank you again for reporting.
Cyph the Terrible 1月29日 2時18分 
that was certainly quick! Right then I'll give it a test with the new update if the crashing is persisting. Thank you for both of your hard work and I hope that this mod and the More Events Mod succeeds very well!
Tr33  [作成者] 1月29日 2時08分 
Thank you all for the reports. Regarding the 2 reported bugs:

1. @Dpetersz Messages version of the relic crafted events now properly ends the situation. If you have a save game with too many situations click on the one you want to remove and type event mem_ancestors_grudge.996

2. @Cyph the Terrible After around 50 game starts, including 10 crashes, I disabeled the Vazuran spawn. I can confirm its not a performance issue, but rather the game eating itself over some game setup code. I hope to bring them back with the Automata rework nex week or so

Further fixes: you get the right quality instead of one below, machines now have a starting messages