Immersive Galaxy - Nuclear Fire
Events, Graphics
How tragic it is for a civilization to find its end at its own hands, in the fiery inferno of nuclear fire. Humanity is quite familiar with this idea, as it has only been a few decades since the end of global nuclear war.
In stellaris, such tragedy can happen from time to time for primitive civilizations starting as soon as they enter atomic age. But all you have is a small even...
Author: Dwaine
Created: 15 Jun, 2018 @ 11:03am
Updated: 27 Jul, 2018 @ 4:58am
Subscribers: 10950
Size (unpacked) : 26.950 MB
How tragic it is for a civilization to find its end at its own hands, in the fiery inferno of nuclear fire. Humanity is quite familiar with this idea, as it has only been a few decades since the end of global nuclear war.
In stellaris, such tragedy can happen from time to time for primitive civilizations starting as soon as they enter atomic age. But all you have is a small event about it, let's make this a bit more ... graphic shall we ...
When a primitive civilization nuke themselves, the newly spawned tomb/toxic planet will now have a special texture to illustrate the violence of the nuclear exchange.
After a fleet has bombed a planet to oblivion, a new texture will be applied to the world 1 day after the original event.
Colonization, however, remove these markings, after 5 to 15 years a special event will announce the end of the firestorms on the planet and you'll be given choices regarding the remnants of the former civilization that lived on this world.
Tomb planet nuked:
Toxic planet nuked:
Armageddon bombardment result:
Special armageddon bombardment result:
If you're very curious, you can force these texture this way :
- 1) Open the console (²)
- 2) Select a planet
- 3) Type/paste this in the console:
effect set_planet_entity = { entity = nuked_planet_tomb_entity } #(for tomb variant)
effect set_planet_entity = { entity = nuked_planet_toxic_entity } #(for toxic variant)
effect set_planet_entity = { entity = nuked_planet_armageddon_entity } #(for armageddon variant)
effect set_planet_entity = { entity = nuked_planet_kharak_entity } #(for armageddon Kharak variant)
The mod is completely save game compatible, you can activate/deactivate the mod without any impact.
Behavior:
- loading an old save game, only newly nuked primitives/armageddon bombed will have new textures.
- loading after deactivation of the mod, all tomb/toxic planet with special texture will receive new random one from their original pool.
This mod, should not conflict with any other mod, if you experience problems, please let me know
NOT Achievement compatible.
- 1.1.1:
- Made sure text would display for player not playing in english.
- 1.1:
New armageddon planet texture:
- When a planet is bombed to oblivion it will now have a dedicated texture. This texture appear 1 day after the event anouncing the new tomb world.
- A very special variant will show when you bomb a desert planet that is also a homeworld, once the deed is done, you'll see Kharak burning. you monster
New event:
- A countdown will start after colonizing a glassed planet, after 5 to 15 years (random) it will lose its special texture and revert to a regular tomb world.
- On this occasion, you'll receive a few choices about what to do of the remnants of the previous civilization on the planet.
- Random outcome for the findings, ranging from gaining a robot pop to discovering a new betharian deposit.
Stellaris wiki[www.stellariswiki.com]
Tools used:
Gimp [www.gimp.org]Nasalization font[www.dafont.com]
GifCam[blog.bahraniapps.com]
Space Engine[spaceengine.org]
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .This instruction is not written yet..