Stellaris

Stellaris

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RPG Traits - General Bugfixes & Tweaks
   
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3 Jan, 2020 @ 9:33pm
12 Jan, 2020 @ 8:23pm
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RPG Traits - General Bugfixes & Tweaks

Description
!! - LOAD THIS AFTER RPG TRAITS - !!

While this mod contains the Lithoids bugfix, it works perfectly fine for those without the Lithoids DLC.

NOTE: This mod is no longer being developed, as I have made a spiritual successor to RPG Traits, named Roleplayer's Paradise. RPP is set to have even more content than the original RPG Traits, but with better balance and more customization.

THE OTHER RPG TRAITS MODS
NOTE: YOU DON'T NEED THE LITHOID BUGFIX IF YOU'RE USING THIS MOD, IT'S BUILT IN AND REDUNDANT
RPG TRAITS - Lithoid Bugfix
RPG TRAITS - Localisation Overhaul

Welcome all, to the RPG Traits General Bugfixes & Tweaks mod!

This mod is a collection of bugfixes, tweaks, and additions to the RPG Traits mod, adding to the original mod where possible.

Please note that tweaks are not set in stone, and anything particularly OP or crippling might be adjusted, be it trait cost or stat strength.

SIGNIFICANT CHANGES:
Mastery of Nature (Ascension Perk) has been significantly buffed since the Subterranean trait is absurdly powerful.
* Mastery of Nature (Decision) gives 8 Districts on enactment instead of 2.
* Mastery of Nature (Decision) cost increased from 2,000 Energy Credits to 4,000 Energy Credits.
* Enactment time of Mastery of Nature (Decision) increased from 360 days (1 year) to a 1800 days. (5 years)
* Unique effects on the Subterranean trait (explained below)

The Subterranean trait has recieved an extreme buff. The changes are as follows.
* Trait cost increased from 4 to 6 points.
* Subterranean District cost increased from:
= 250 (+50 per additional level) Energy
= 500 (+50 per additional level) Minerals
= to 500 Energy and 1500 Minerals
* Construction of additional districts no longer relies on how many pops are on a planet; you can build more and more districts as long as you have the resources.
* Homeworld starts with 4 levels of Underground Districts but starts as a size 5 planet (effectively size 13) and works with ALL starting planets, including Gaia and modded starting systems (mods that add multiple starting colonies will have those colonies also affected.)

NOTE 1: BELOW DECISIONS REQUIRE MASTERY OF NATURE TO BE ENACTED.
NOTE 2: MASTERY OF NATURE DECISION IS LOCKED FOR SUBTERRANEAN EMPIRES, FOR BALANCING REASONS.


* Underground Districts can be upgraded into Underground Planetary Network once level 10 Underground Districts is unlocked giving the following:
= +40 Districts
= -75% Bombardment Damage
= +50% Defensive Army Health, Morale, and Damage
= +10% Habitability

* Underground Planetary Network can be further upgraded into Fortified Underground Planetary Network which provides the following:
= +50 Districts
= -1000% Bombardment Damage (No bombardment damage for majority of empires, though empires like the Stellarborne (ACOT: Sins of the Fallen Empires) can still hit straight through.
= +150% Defensive Army Health, Morale, and Damage
= +25% Habitability

FIXES:
Lithoid species now can use traits again.

The Attractive trait now properly makes Genocidal Empires hate you less than other empires. Some might even become cordial if your ethics align, but they will still hate you deep inside...

Food Upkeep (Carnivorous, Big Stomachs, Glutton, Sparing, Efficient Tracts, Self-Sufficient) traits now work as they should, causing pops to eat more/less food depending on which trait is selected.

TWEAKS:
'Wasteful' traits (Careless, Luxurious, Decadent) now, instead of reducing how much food is produced from jobs instead consume more, increasing food upkeep (though not as much as the Food Upkeep traits)

The Motivated, Restless, Fully Awake, Unmotivated, Lazy, and Slothful traits affect ALL production instead of just Energy, Minerals, and Food. Fully Awake as absolutely OP while Slothful is crippling in every way.

The Mainstream, Conformists, and Redditors/United (Depending on if you're using my Localisation patch) traits now increase unity production.

The Highly Social, Communal, Altruistic, Individualists, Solitary, and Seclusionists traits now affect Unity alongside the traits mentioned above and their opposites. Iconoclasts reduces Unity by 45% instead of 50% since if it's combined with Seclusionists it'd reduce Unity production by 100%.

This mod overwrites the below files, and thus may not be compatible or may break this mod/other mods (depending on load order) which overwrite the files below:

Stellaris/common/species_archetypes/00_species_archetypes (Lithoids bugfix, don't need Lithoids to use this mod)

Stellaris/common/static_modifiers/08_static_modifiers_megacorp (Won't break the mod if this is overwritten, but mods with this conflict will instead affect the stats of mastery of nature)

Stellaris/localisation/english/traditions_l_english (Mastery of Nature description overwrite, a conflict may revert the description of mastery of nature.)
14 Comments
explodoboy  [author] 10 May, 2020 @ 10:14pm 
I haven't even touched this mod in a while, honestly. I'm a bit burnt out on trying to fix this mod, so you'll have to just test it yourself, sorry.

This mod is just a general fix mod to some traits, leaving most of the rest of the mod untouched. That might change when I get back into modding Stellaris, but I'm not completely certain exactly what I'm gonna do.
Taelim 10 May, 2020 @ 9:09pm 
Question! Does this patch fix the glitch in the original mod that causes it to remove every pop job in the game?
explodoboy  [author] 3 May, 2020 @ 1:48pm 
For now, I recommend using Race Cheat Activator.
explodoboy  [author] 3 May, 2020 @ 1:48pm 
I COULD do that. I'll consider it.
Popo Bigles 2 May, 2020 @ 8:42pm 
Will you make a non-overhaul version that just includes a few traits like blatant bonus, etc?
explodoboy  [author] 2 May, 2020 @ 4:59pm 
I'm planning on taking over the mod completely when I get to it. Right now I'm starting to think that it'd be a better idea just to build the mod from scratch with all outs uber-outdated code and such.
Popo Bigles 2 May, 2020 @ 1:37pm 
Thank you for keeping this mod up to date. Personally, I'm probably not going to use this until it's updated to 2.6, but I am very glad that you're keeping the project alive!
Astraos 16 Apr, 2020 @ 8:29pm 
Just wanted to let you know there is an error with at least the evolutionary mastery ascension perk where hovering over it in game crashes the game. Seems like its due to it referencing "trait.45" which it can't find I assume.
explodoboy  [author] 27 Mar, 2020 @ 10:24pm 
The fix is probably gonna be a while. I'm working on it when I get in the mood to deal with the slow process of fixing every last error until I find the issue, and there's a LOT of code to sift through until I figure out the culprit.

Right now I'm basically trying to hammer out every error that pops up while I do the repair.
mayonnaise 26 Mar, 2020 @ 6:02pm 
are you still working on this? i'd love to use this mod again...