XavierMace Posted October 12, 2023 Posted October 12, 2023 Just curious, given Infinite is largely old Stellaris, it would take a fair amount of work to port most mods over. Is anyone planning on going to the effort of porting and maintaining two builds? 1
Calcifire Posted October 14, 2023 Posted October 14, 2023 Man, you know. I wish there was more time in the day. If I were to pick up the game, I would have to abandon my current mod. Luckily, I'm not a Trekkie or a Star Wars fan, so I'm gonna stay right where I am.
SAMarcus Posted October 14, 2023 Posted October 14, 2023 58 minutes ago, Calcifire said: Man, you know. I wish there was more time in the day. If I were to pick up the game, I would have to abandon my current mod. Luckily, I'm not a Trekkie or a Star Wars fan, so I'm gonna stay right where I am. LOL, BUT... seeing as it's almost entirely a reskin of Stellaris, I wonder how many of the existing mods will be able to just slot right in... especially portrait paks... 1
Calcifire Posted October 14, 2023 Posted October 14, 2023 5 hours ago, SAMarcus said: LOL, BUT... seeing as it's almost entirely a reskin of Stellaris, I wonder how many of the existing mods will be able to just slot right in... especially portrait paks... OH no, I get it. But for those who aren't familiar, Star Trek Infinite doesn't have an empire customizer. I would have to draw sexy klingons... ew... and the like, unless you're okay with renaming the Star Trek cast to something compatible with what I've already made. You could use my humans, sure. Maybe the elves for Spock. But, right like, my elves don't fit the Spock archetype at all. So I'd have to make new elves. I would have to start over from scratch, honestly. 1
XavierMace Posted October 15, 2023 Author Posted October 15, 2023 On 10/14/2023 at 10:50 AM, SAMarcus said: LOL, BUT... seeing as it's almost entirely a reskin of Stellaris, I wonder how many of the existing mods will be able to just slot right in... especially portrait paks... Except it's in many ways a reskin of OLD Stellaris, like 1.8/2.0 old in some cases, based off just a cursory look/play. There's not a lot of mods from that far back that work with current Stellaris. I'm definitely no expert, but looking through some the base game files, it seems like a weird assortment. In some cases they've just stripped out things they aren't using, in other cases they're overriding them with completely new stuff. For example, species_archtypes has no machine or robot definitions in them at all, not even commented out. But species_classes has Necroids defined in them. Ship sizes are all new/unique. Most importantly jobs are all new/unique too. My guess is that most modders aren't going to be porting over (and I don't blame them), but I figured I'd ask in case I'm wrong. Personally I am a Star Trek fan but I only played a couple hours before going back to Stellaris because there's just too much good stuff missing. 1
NotBasileus Posted October 18, 2023 Posted October 18, 2023 On 10/14/2023 at 6:39 PM, Calcifire said: I would have to draw sexy klingons... ew... You say that like Klingons aren't already incredibly sexy. 2
Bloodly Posted October 21, 2023 Posted October 21, 2023 On 10/18/2023 at 4:00 AM, NotBasileus said: You say that like Klingons aren't already incredibly sexy. This one has a point. What I mean here is: the series had several female Klingons, and they were pretty decent looking. 1
coldheartzero Posted November 19, 2023 Posted November 19, 2023 Why bother, that's just a stupidly dumbed down version of the Stellaris star trek mod with 1/10th the options, no story and 1/100th of the playable races.
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