Amoebas and More (2.7) Mod


Amoebas and More (2.7) Mod

If you’ve ever wanted to hunt your enemies with an army of space faring Amoeba bred for war by your top scientists, this mod is for you!
In vanilla Stellaris, space monster interaction is reduced to killing or pacifying them as an obstacle. Inspired by the Lost Amoeba anomaly in Distant Stars, we expanded this idea to include 1 country event, 3 anomalies, and expanded one event chain; all leading to 3 different buildable amoeba ships. Storylines include:
• Discovery of Amoeba genetic code – Divine intervention strikes your lead scientist! Will you see where it leads or execute the heretic and ignore destiny?
• Pacification expansion – Pacifying the Space Amoeba was hard work, but the rewards of the special project seemed lacking. Instead of leaving things there, why not try training them?
• Amoeba Eggs Anomaly – Strange rocky formations appear on an asteroid and lead your scientists to dig deeper and discover the source of the unexplained geology.
• Ruined Hatcheries Anomaly – Recover lost secrets from the remains of old starbases outfitted with amoeba hatcheries as space debris or crashed down on planets.
• Alien Research Facilities Anomaly – Discover an abandoned research outpost with unfinished amoeba domestication research.

Notes:
Some events are more likely to happen if you’ve met certain prerequisites or if you have a certain ethic (or can only be encountered with certain ethics).
One Amoeba ship class in this mod requires the host of your game to own the Distant stars DLC since it utilizes assets from a Distant Stars event chain. However, the mod can still be used without this DLC.

Balance:
This mod slightly alters vanilla game balance because it modifies amoeba techs to be more accessible and adds options to make more different ship types. Specifically, the Amoeba strike craft are available earlier in the game. In general, it should not feel out of place in a vanilla or a similarly balanced game.

Artwork:
Sadly, we did not add any new art to the game with this mod. However, we did try to pick good existing art that was underused to help bring the mod to life for you!

Compatibility:
– This mod changes the prerequisites for the amoeba strike craft technology. Other mods that modify this technology may have issues as only one of the mods will work based on alphabetical priority.
– Non-Vanilla galaxy generation may cause some paths to War Amoebas to be inaccessible because we have added a new anomaly.
– Our Techs create new ships and ship types and add an option to build a new Star base building.
– Parts of this mod (the largest buildable amoeba) require the distant stars DLC so you will not get the full experience if you’re missing that DLC.
– This mod was created and published for Stellaris version 2.7 and is compatible with that version of the game.
– Please let us know if you’re having other compatibility issues and we will add them to this list.

Languages:
– English
Only English for now, we have no current plans to add localization for other languages.

FAQ:
– I have had no events yet. Where are they?
The events in this mod are randomly triggered It is possible to have none of them occur in a game. Feel free to use this console command if you find this frustrating (it will start the religious storyline):
event war_amoeba_country.1
Alternatively, you can add one of the anomalies to a planet with this command:
add_anomaly amoeba_eggs_category

– Save game compatibility?
Not really. If you play with this mod on an existing save, you often will not be able to build the ships added after researching the technologies. In our testing, it has worked on an existing save, but only partially.

– Why do amoebas have a hyperdrive instead of a bio drive?
Because we were having bugs when attempting to get a bio drive to work so we had to compromise and use a hyperdrive instead. In our testing, all amoeba will have hyperdrive mark 1, and will not upgrade with your other military vessels.

– Achievement Compatibility?
No, this mod modifies the check sum and will disable achievements.

– I only see 2 buildable ships and I have all the techs, what gives?
One of the ships in this mod is locked behind the distant stars DLC. This is likely why you’re only seeing 2 ships.

Changes since the original 2.3 release:
• Added two new anomaly categories and 3 anomaly events to make it easier to get amoeba technology.
• Changed the amoeba eggs anomaly to give you the technology option for training amoeba.
• Updated costs for the hatchery and the amoeba ships.
• No longer directly replaces any vanilla technology file, and only provides a replacement for a single society tech as per the mod wiki.

Bugs:
Please report bugs in the comments section below. We don’t currently have plans for any updates or improvements to the mod because we are currently very busy with other projects, but occasional bug fixes may be on the table. (just don’t expect speedy fixes/response times)

The Future:
As in the first release for 2.3, we don’t have any future development plans for this mod, if you would like to expand on or add to our mod feel free to download, unzip and change it. All we ask is that you credit us for the original creation 🙂

Donations:
As we don’t expect to continue developing this mod we are not accepting donations, please show your support with a comment and/or by donating to your favorite charity.

Credits:
Kroth
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What is Stellaris mods?

A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect (e.g. the way it looks or behaves) of a video game. Mods may range from small changes and simple tweaks to completely new games made within a video game. Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now.




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