Stellaris

Stellaris

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Fatal Foundations Story Pack [3.14]
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File Size
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2.935 MB
14 Oct, 2021 @ 3:13am
28 Nov @ 10:22am
39 Change Notes ( view )

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Fatal Foundations Story Pack [3.14]

In 1 collection by FirePrince
FirerPrince Stellaris
39 items
Description
The bonds between our realities are breaking down. Things that should not exist are finding their way through. How can we fight that which we cannot comprehend?

This mod is a continuation of the great Fatal Foundations Story Pack [3.0] by TFL - compat with current v3.14.
Note: This mod very rarely requires an update (since no vanilla keys are overwritten and syntax changes are mainly not affected), so it should still be backwards compatible up to 2.8 or earlier.

Features
  • New Mid-game mini Crisis: Overgrowth (since 3.3 – ACE support if present – thx OldEnt)
  • New Event Chains
  • New Anomalies
  • New L-Gate Event (coexist) [Distant Stars Required]
  • New Excavation [Ancient Relics Required]
  • New Quests
  • Some reactivated/finished Vanilla Colony Events, e.g. Mysterious Plague (since 3.2 – from 2.1 updated & fixed)
  • Mod Settings accessible via Dynamic Mod Menu (or Edict if not present)

Compatibility
  • No DLC’s are mandatory, but some events will not fire without them
  • No vanilla files overwritten
  • Save game compatible
  • The Merger of Rules support (minor)
  • Not expressly tested with any other mods, so if any conflicts arise, let me know.
Mod flag is: fatalf_mod_active

Localisation

All credit goes to the original author TFL and his helpers.
You’re having the dreams too, aren’t you? Those colorful clouds piercing through the floating windows, promising nothing but your greatest desires. The Humans rejected it, but our people did not. With every step, I convinced myself that it was too good to be true, that something like this doesn’t just happen without a reason.
Well… I can tell you that I was half right.


If you enjoy this mod, please rate it positively and favorite it, so others can find it more easily.
[discord.gg]

155 Comments
FirePrince  [author] 28 Nov @ 10:25am 
@Celador: thx for report, fixed and power increased (dyn)
Celador 27 Nov @ 12:53pm 
I've checked and it seems that event doesn't work properly - even when firing fatalf.034 and fatalf.035 it acknowledges that event exists in console, and that faction is destroyed, but doesn't close the situation.
Celador 27 Nov @ 12:36pm 
I've played 3 different games, and all 3 times I got Overgrowth as midgame crisis. All 3 times it was pretty weak, with around 50k fleets, and even buffing them more difficulty mod doesn't really help. But whats worth - the event doesn't seem to end. I've searched the entire galaxy each time, used observe, checked every system, but there are no ships left. According to mod files it should end when there are no more fleets, but it doesn't.
FirePrince  [author] 30 Oct @ 7:06am 
Yes, it's fully fine with v3.14.
YutaniWakazashi 29 Oct @ 7:19pm 
Is this still good after the update?
Pradeth 16 Sep @ 5:48am 
Should it be possible to have the "Overgrowth" growing as one of your species or did I bug something out? :fscared:

The event fired as usual, I defeated them as usual in my empire. But I have some Migration Treaties with some AI Empires that had some more problems with them and had multiple planets overrun by the Overgrowth, could that have done something like this?
FirePrince  [author] 13 Sep @ 11:41pm 
Yes, should be completely fine with v3.13 (3.13 is not a big deal on changes anyway).
Saint-Roch 12 Sep @ 6:07am 
Hello, now that 3.13 is live is the mod still fine ?
FirePrince  [author] 10 May @ 3:20am 
Should be completely fine with 3.12
TheRealBlazing 6 May @ 4:37pm 
whats the status of this mod in relation to 3.12?