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Flying Scorpion

Sergeant
16 Badges
Oct 11, 2020
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  • Magicka
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  • Stellaris
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  • Stellaris: Synthetic Dawn
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  • Stellaris: Necroids
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Want more out of the reanimated armies civic?

This unlocks a whole new mechanic around raising the dead. After awhile, your dead generals come back to life as necromancers.

Put these necromancers in charge of your armies, and they will use their powers to reanimate the fallen to fight for your empire. Now, even in the late-game you can still get value out of the civic and your necromancers by turning your enemies into undead armies that serve as morale killers :)

"Hey guess what! Here's what's left of the last empire! MUAHAHHAHAA!"

Special thanks to:
@MrFreake_PDX for launching me forward by like a week's worth of work by writing some code for me to analyze and use as a foundation.

And the following people from the beginner-help channel on the Stellaris Modding Den Discord channel:
Erdnuss
ReVOLT
McAwesome
The24thDS
James Fire

I couldn't have made this mod without all your help (at least within a 4 day timespan). So thank you all :)
 
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Good mod, but I think that you should also give to the civic some bonus not related to army, otherwise, it's useless like any army-only civics, because how swallow is land combat. It's not your fault, but from a strategic point of view, there aren't reason to pick an army-related civic.
Give to the civic eg. more necro jobs, or a bonus to production (undead rpg-wise can be also used as a slave) or whatever, maybe a sensor bonus (fluff: because the undead of all planets communicate etcetera).
 
Thank you for your feedback :) This is my first mod so I'm very slowly chipping away at it and taking it one small step at a time. It's very close to doing exactly what it was originally intended to. There's currently a bug where if your necromancer dies during combat, his non-existant self still manages to reanimate the armies. That doesn't make sense, now does it? So that's one of the things I've been working on. Since I'm new to this, I've been a little confused by some of the back-end things and it will take me awhile to figure it out. In regards to balance, I consider the devs to have more expertise on balancing their game than I do. I only started playing just over a month ago, and I've only seen the victory screen 2 times. Anyway for now you can expect more patches in the future. :)

edit* if anyone who knows about setting up custom tooltips and stuff with localization, I could use your help. I just did a slapstick hack job and copied/pasted the entire necroids localisation file, which will likely make this mod incompatible with any other mod that uses that stuff.
 
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There's currently a bug where if your necromancer dies during combat, his non-existant self still manages to reanimate the armies. That doesn't make sense, now does it?
The necromancer resurrected himself to resurrect the dead for even in death he still serves.
 
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Pretty big change today. One does not simply "hire" a necromancer anymore. Necromancers can only be created when army leaders die. All army leaders should now come back from the dead as a necromancer, and they will have a special trait called "monkey's paw" - a bonus to morale damage and collateral damage.
 
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