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Стелларис звездные войны мод

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Stellaris : Star Wars Mod Collection (The Galactic War) for 2.0+
+ Mandalorian Ships
+ Old Republic Ships
+ Sith Empire Ships
+ Star Wars Music

Bugs and Fixes:
— Ships sometimes wont show up properly in the empire creation screen (but they work in game)
— Added a FIXED species pack due to the original not allowing the races to spawn in game.

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Can you translate this mod? got a suggestion? Join this discord and send me a message!

2.2 update version of the original star wars weapons mod from 1.9: https://steamcommunity.com/sharedfiles/filedetails/?id=765938943

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Allows for Star Wars Species to spawn in game.

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— Mod Updated to work with 2.2.x

let me know if there are any problems

This is a updated version of Star Wars Universe Emblems by Epsilon.

All I did was update it so it will work with latest Version of Stellaris.

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SW:Fallen Republic

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Star Wars: Fallen Republic is a total conversion mod designed to bring the Star Wars experience to Stellaris complete with ancient secrets, epic space battles, and political intrigue. With numerous potential starting maps and over forty playable empires to pick from, you will take the reigns of your empire of choice and lead them from the very start of the Galactic Civil War to the Battle of Endor and beyond.

Consider joining our Discord to receive progress reports on the mod, coordinate and join multiplayer games, interact with the dev team and the community, suggest new features and events, and be the first to learn of secrets and future content.

We are always looking for new individuals to contribute their talents to the mod. Some associated skills needed to join the team, depending on the area you wish to contribute, might be a basic knowledge of coding, sound design, 3-D model making, 2-D illustration (concept art, pixel art, etc), or bilingualism. If you have any of these skills or skills related to the aforementioned, check the addendum for a link to the application.

Can be found in the games main menu under credits and a detailed list with more information in the mod’s «Credits» file.

Star Wars and all of related logos, icons, marks, and characters are solely owned by The Walt Disney Company. This total conversion mod is not endorsed, sponsored, or affiliated with The Walt Disney Company, Lucasfilm Ltd. LLC, Electronic Arts, or any other publisher or producer of Star Wars related media. No independent rights will be asserted against The Walt Disney Company, Lucasfilm Ltd. LLC, or Electronic Arts and no commercial exhibition or distribution will be permitted. This is entirely a community-driven, non-profit project.

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Star Wars Ships 3.1.X

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General Load Order WITHOUT Lmsww & its dependencies:
1. UI Overhaul Dynamic*
2. Star Wars Ships 3.0.X**
*UI overhaul dynamic can go anywhere in the load order list.
**Star Wars Ships 3.0.X MUST ALWAYS be at the bottom of the load order list to work correctly.

Larabee’s Modified Star Wars Weapons and its dependencies are NOT required but highly recommended as it helps the AI a lot.

The new version of Star Wars Ships is here, updated for 3.0 Nemesis.
The most important changes:
— Full custom ship classes for all 7 factions
NSC2 compatability has been dropped because of this.
Old version with NSC compat link: https://steamcommunity.com/sharedfiles/filedetails/?id=2079439189

— Due to the significant strength of the Custom Star Wars Ships, vanilla stellaris has been modified quite a lot to make it fair,
some of these changes are:
# All hostile fauna (mining drones, space amoeba, crystalline entities, void clouds) Now have twice the number of «ships» hopefully making them more challenging.
# The marauder Empire now have double the number of ships in their fleets. Both inside their territory and outside when they raid you.
# When and if it occurs, the Great Khans now get double or triple their normal fleet sizes.
# The L Cluster: both hostile outcomes get 3x the ships per fleet.
# Fallen Empires: Now start with 2-3 Million Fleet Power. They will always get 1 fleet containing some titans. They also get 1000 more naval capacity and their ship designs take up significantly less of it.
# Machine Uprisings: These have had to be rained in, and I’m not sure they’re quite right yet. It seems the game will give them a random selection of every buildable ship in the game.
So they will have a mixture of all ships buildable from ALL star wars sets, also including vanilla stellaris ships. Part of making the game more «Unlimited Power» has meant raising the fleet command hard limit from 500 to 1000.
This had an unforeseen consequences as machine uprisings get 10x the naval capacity while they are uprising. This would lead to, depending on how powerful the empire they uprising is, machine uprisings being unbeatable by ANYONE in the game.
Example: a machine uprising I saw before reducing the naval capacity buff to 5x had a total fleet power of 33 million, consuming 34k naval capacity, costing 89k energy credits per month.
# Reducing how much ships cost to build. The largest custom ships under default stellaris component costing would cost 40k-60k alloys, and the upkeep was also insanely high, think 400 energy credits PER SHIP!
So, these have been brought down by default to cost at most 20k and have upkeeps of at most 100 energy on the absolute largest ships.
# Vanilla Stellaris Ship Classes are not supposed to be seen in game. This is for balancing reasons. An AI with access to only those ships wouldn’t stand a chance against an AI with a Star Wars set.
You cannot select any of the vanilla sets from the empire creation screen. Almost all randomly generated AI empires spawn with Star Wars ships, an edge case where they do not is with Gestal Consciousness, this the highest prioirty to fix.
# Just to reassure people, the Stellaris AI WILL use all the custom ships. This mod is well balanced with itself.

— The Tech Tree:
I put up images of the tech trees for each set.

— Mod Compatibility:
# All the mods in my stellaris mods collection I know are compatible with this mod.
# NSC2 IS NOT COMPATABLE IN ANYWAY
# Other ship mods should work in most cases, but they will not be balanced. So they are effectively not compatible.
# Sting’s Galactic Empire Reborn IS NOT COMPATIBLE. Star Wars Core Components and Star Wars Weapons ARE compatible.
# MEM Doesn’t seem to be Compatible but it might be, as a bug might have been causing a crash rather than MEM.
# Traits, traditions, Civics, ethics, should work.
# If you’re not sure if something will or won’t work, try it out. No lasting damage will be caused.

# Up Coming Changes, Improvements and finishing touches:
— CIS Ships are being re-textured, I only have 1 ship left to do.
— Star Bases and Defence platforms will get upgraded so they are effective at holding fleets off again. They are currently hopeless.
— The Galactic Empire models should be replaced with GorkonGaming’s free release pack. Most of the Empire’s Cruisers have already been replaced with them. This will take time however. Be patient.
— Some of the other ships in the mod i’ll be rexturing or replace with new models. Barraganap has expressed a desire to build from the ground up brand new CIS and Republic Models. Again this will take time.

Thank yous:
Thanks to Elratie for allowing me to use the models from his Star Wars stellaris mods.
Thanks to GorkonGaming for the new Cruiser models for the Galactic Empire.
Thanks to Barraganap aka ArvisTaljik for allowing me to use his Galatic Republic Models.
Thanks to Yorick for allowing me to use the models from the Sith Empire, Old Republic and Mandolorian Ships stellaris mods.
Thanks to Fallini for allowing me to Intergrate his Star Wars Flags Mod.
Thanks to force728 for lending a hand with some backend stuff.
Thanks to Orrie, Creator of UI Overhaul Dynamic for allowing 6 section ship designs in his mod.
Thanks to Sting for putting me in touch with Elratie, and for keeping the Star Wars Weapons mod Updated.
Thanks to Walshicus for teaching me how to correctly configure textures and shaders for stellaris.
Thanks to Cheek from the Paradox modding server, for teaching me some stuff about 3d modelling and UV mapping in blender.
Love you guys.

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Star Wars: A Galaxy Divided

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If you wish to play this mod on an older version, follow this link as previously posted by some other players.

This mod will never be remade into a version compatible for 2.0, at least not by me. To update it would require hours of work taken away from refining the new mod which would be then made pointless by the release of said mod.

I’m not a game developper, I did this mod almost all by myself and learned all the code from scratch. I created it for fun, and as cold as it may sound, I owe nothing to anyone here. I simply don’t have the time to dedicate to perfect it the way I envisioned. But, with the new team, we can release something that feels far more complete. You’ll simply have to wait.

Note from the Author: Patience young padawans.

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Sh*t’s dope. But why aren’t I in it?

Decent mod. Missing more Basilisk War droids.

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Star Wars: Starting Systems and Portrait Collection Pack

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This addon is a collection of star wars portrait mods with the addition of portraits from several factions such as Revan’s Sith Empire, the Eternal Empire, GGW era Republic, Fel Empire, the First Order/Final Order, Chiss Asendancy, and much more.

-A comprehensive collection of portraits from several factions across different eras. This includes: The Galactic Republic (Kotor to Clone Wars), the Sith Empire (Jedi Civil War to Great Galactic War), Mandalorian Neo-Crusaders, Eternal Empire, Confederacy of Independent Systems, Galactic Empire, Rebel Alliance, Chiss Ascendancy, Fel Empire, Krayt’s Galactic Empire, and the First Order.

-Several custom starting systems for each faction.
-Each starting system comes with its own static modifiers based on Star Wars lore.
-Custom civics: Kaminoan Cloning, Separatist Droid Army, Galactic Senate, Dark Council, Sith Order, Jedi Order, etc.
-Custom buildings: Jedi Temple, Sith Academy, Imperial Palace, Massassi Temple, etc.
-Custom city sets for several factions.
-Several Faction themed rooms.

-Additional Flags
-Unique planet textures for Geonosis, Kuat’s Orbital Ring, Kamino, Mon Cala, Yavin, Coruscant, and Rakata Prime.

As always, feedback is appreciated. 🙂

The Star Forge model is from Warb_Null for the game Empire at War: Forces of Corruption.
Warb’s Moddb page: https://www.moddb.com/members/warb-null

Model: Warb Null
Skin : Warb Null
Sun textures : Lord X
XML : Warb Null
Icon : Warb Null
Particle effect : McKay

Credit also goes to DrBLOOD’s Mega Shipyard mod for allowing me to use some of the mod’s code.

The Starkiller Base model and skin were created by Warb Null for the title Star Wars: Empire at War.
The Supremacy’s model, skin, and rigging were also created by Warb Null and Jeroenimo for the title Star Wars: Empire at War.
Link to Warb’s moddb page: https://www.moddb.com/members/warb-null
Link to Jeroenimo’s moddb page: https://www.moddb.com/mods/empire-at-war-re/addons/supremacy-dreadnought-freerelease

The custom building icons: «Massassi Temple», «Imperial Palace», «Jedi Temple», «Hoth Ion Cannon», starting system template, and the custom Yavin gas giant are from Death of Rats’ mods are linked here:

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