Stellaris

Stellaris

[On Hold Indefinitely] !Ultimate Traits Beta Test (Updated March 20)
44 Comments
Kubility 5 Jun, 2018 @ 4:17am 
why is this mod adding less points for the mech empires ? assimilators or servitors are fine since they have other organics to serve them but exterminators are crying in the corner T.T
Gaudi 7 May, 2018 @ 7:22am 
Does it edit the ethic creation window aswell? Because it doesn't work with cultural overhaul. Maybe you could do something like this : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1371689055
BobGrey 23 Apr, 2018 @ 4:20am 
Sorry if this has already been asked before, but how does this act with othor trait mods?
I use a mod that adds a few new races into the game, including their ships, portraits, cities, systems, traits, technologies, ect. It sets up the technologies so that each race has a spefic set of "specialty" technologies, that can only be researched by a species with that race's trait.
Audie  [author] 17 Apr, 2018 @ 5:20pm 
I plan on adding equivalents for all of the vanilla traits. All will be added in due time! (Once work becomes less crazy :V )
Vlad_1492 17 Apr, 2018 @ 3:25pm 
Nice! Though I miss having a slow breeder/fast breeder type scale.
jose.faunon 17 Apr, 2018 @ 3:02pm 
Very nice mod. I'll use it from now on. Only one thing, I miss leader traits as talented, quick learners, cheap-expensive recruiting cost... but congratilations man, a realy good job!
MThead 10 Apr, 2018 @ 6:41am 
18 pts to be better at killing space creatures doesn't seem very good tbh, unless you get lucky and get the leviathans spawn near you and somehow turn that into an early snowball from good techs. Really situational though.
CountDracuIa 23 Mar, 2018 @ 11:14am 
keep up the good work.
Audie  [author] 20 Mar, 2018 @ 2:13am 
Released a good chunk of icons tonight, along with a few other small tweaks. See change notes for more details.
Audie  [author] 18 Mar, 2018 @ 11:29pm 
Added flavor text and icon for Cosmic Hunters, mainly for the updated screenshot on the main page.
Audie  [author] 18 Mar, 2018 @ 9:54pm 
Updated the new square design so that they now have a color gradient. Looks even better now. Preview is in the description above.
mefistofeus 18 Mar, 2018 @ 9:33pm 
Just chande color of existing traits (red/orange/yellow/green/blue/violet and golden).
Audie  [author] 18 Mar, 2018 @ 8:12pm 
Got a small start on making unique icons for each trait. Right now, I have two different backgrounds. The first is the original ones I've been using, and the new ones use a square, colored border with a translucent inside that I think looks much better. Here's a comparison. Let me know what you think!

https://i.imgur.com/VUCziT1.png
Audie  [author] 18 Mar, 2018 @ 7:03pm 
Updated gene modding window to support more traits.
mefistofeus 18 Mar, 2018 @ 10:01am 
Thanks for this mod. Go on.
CountDracuIa 18 Mar, 2018 @ 7:55am 
yeah i know they are on your to do list just wasnt sure what you are prioritising
Audie  [author] 17 Mar, 2018 @ 4:42pm 
Those are both on my to-do list, and I'm going to try and do the gene-modding window next.
CountDracuIa 17 Mar, 2018 @ 3:22am 
first of all what a great mod if you manage to balance it right this will add a whole new layer to the game.

the traitpoints get added just fine with my games.

what is bugging me the most is that i cant see what trait im picking when im modding my species. even a color coding would be nice at this point. since you already grouped them maybe changing the color of the icons per group.

also the small window to pick traits from is making it hard to use the mod in game i think these two changes should get priority to get the mod functioning as intended.
Audie  [author] 15 Mar, 2018 @ 7:13pm 
New small update that buffs Cosmic Hunters, and adjusts Empire Focus: Weapon Type, along with a couple other tweaks.
Audie  [author] 15 Mar, 2018 @ 6:55pm 
Renaming the "ut_species_archetypes" file to "00_species_archetypes" fixed the issue. Will be part of tonight's update which will be coming out shortly.
Audie  [author] 15 Mar, 2018 @ 6:35pm 
That's odd about the trait points. As far as I know, I haven't changed anything that should affect that. I'll dig around and see if I can find a solution.
AlienFromBeyond 15 Mar, 2018 @ 5:45pm 
Also, an unrelated issue. Syncretic Evolution can sidestep and abuse the empire/species divide on traits incredibly well. Your main founder species can load up on empire traits, and then have the syncretic secondary species grab as many species traits as you can. You'll basically pick up every single species trait that exists in this mod because empire mods far exceed them! Hell, you could even do this with Mechanists and robots/droids/synths (especially synths) as long as you don't upload yourself into synth bodies with synth ascension. Amazing bonuses for the empire, and great tile output from your handy secondary species/robots.
AlienFromBeyond 15 Mar, 2018 @ 5:37pm 
It seems anything that adds extra trait points for species modifications (like the techs or bio ascension) aren't adding any more trait points while this mod is active. I can't seem to figure out why either, my best bet was maybe something in defines but couldn't find anything that seemed like it was responsible. On a related issue, because of how much trait points and picks you get with this mod, retooling a species can become hugely expensive with genemodding since the cost is based on the amount of points being changed. Maybe tweaking just a bit of the defines for that is in order?
Audie  [author] 15 Mar, 2018 @ 3:19pm 
Whoops! Thanks for catching that. Just released a fix.
AlienFromBeyond 15 Mar, 2018 @ 2:16pm 
You have an error on lines 2542 and 2558, you missed a # to comment out a line in the middle of commented out traits, which has broken all traits below them in the file as they cannot be parsed correctly (this means the Focus: Colonization traits and all Ultimate traits).
Audie  [author] 14 Mar, 2018 @ 6:53pm 
Released a quick update to improve the trait selection UI a bit:
_______________________________________________________

Added the "modification = no" and "randomized = no" tags to the dummy category traits, made them mutually exclusive to their respective traits, and reduced their cost to 0 points. Having the yellow 0 instead of the red 99 looks better in my opinion, and adding the two flags prevents the AI from choosing them. The mutual exclusion reduces clutter in the trait selection screen (Thanks to AliensFromBeyond for this suggestion!).

Fixed a typo for the Expansion: Starbase Cost trait (Changed the modifier text from "Starbase Cost" to "Starbase Influence Cost")
Audie  [author] 14 Mar, 2018 @ 6:07pm 
It does, but I forgot to hit the subscribe to forum button. :V

I should get notifications for it from now on.
AlienFromBeyond 13 Mar, 2018 @ 11:40pm 
I'm not sure if mod authors get a notification if a discussion thread is posted by default, so I just wanted to make sure that you know that I posted some more extensive thoughts on the mod there since they wouldn't come close to fitting here in general comments.
Audie  [author] 13 Mar, 2018 @ 2:03am 
Update is up!
AlienFromBeyond 13 Mar, 2018 @ 2:02am 
Sounds good to me then, I use a mod to remove the vanilla premade empires anyways because I like the full random experience.
Audie  [author] 13 Mar, 2018 @ 2:00am 
A lot of the costs are placeholder at the moment. Most of them will probably be increased a bit. For now, they're just roughly where I want them.

As for genemodding, adding the "modification = no" flag prevents that. There's also a "randomized = no" flag that I added to prevent randomized empires from taking the vanilla traits.

One downside to this, is that it prevents the vanilla premade empires from showing up on the new game menu, but that's easily fixed by creating an override that removes their starting traits (and later, I will add traits from this mod to them).

I have all of these changes done, and will be uploading momentarily. From what I can tell, it works perfectly as intended and with no issues.
AlienFromBeyond 13 Mar, 2018 @ 1:43am 
I kind of wonder if the number of trait points and/or picks should be reduced. At 24 points you can pick up most of the ultimate traits for only half of what you have, giving you still 12 to choose from a ton of options. I kind of run into analysis paralysis trying to figure out what to choose as a result. Seeing a race with 5+ traits to start with is not out of the question, and makes figuring out what another species can do a pain since it's all placeholder icons for now.

As for "initial = no" won't this let you genemod them in afterwards, letting you stack more of certain stats such as say Strong or +minerals%?
Audie  [author] 13 Mar, 2018 @ 1:22am 
I think what I will do is create an override for "04_species_traits" that keeps all of the vanilla traits, but with the "initial = no" flag added. That should hide the traits from the selection screen, but keep them in the game.

I didn't realize that flag existed until now when I looked in the vanilla traits file. Otherwise I would have used that from the start. :V
Audie  [author] 13 Mar, 2018 @ 1:13am 
Fixed. It no longer overrides the vanilla traits.
Audie  [author] 13 Mar, 2018 @ 1:11am 
Yeah I ran into a couple issues with other mods as well because of it. I'm going to change it so it does not override it in a moment here.
AlienFromBeyond 12 Mar, 2018 @ 7:56pm 
"Currently, this overrides the "04_species_traits" file, which means that the vanilla traits are unavailable. This shouldn't cause issues, but let me know if it does."

There is indeed an issue, the Post-Apocalyptic civic is no longer granting the Survivor trait to your species which gives them the Tomb World Habitability to be able to survive on your own homeworld. I suspect this breaks Life-Seeded as well.
Audie  [author] 11 Mar, 2018 @ 6:22pm 
I'd go ahead and use Enhanced Robomodding. I probably won't get around to synth traits for a while, at least not until after the mod is released. For now i'm focusing on standard species traits.
AlienFromBeyond 11 Mar, 2018 @ 5:39pm 
I'm curious, what are your plans for machine empires/synths? Will they get a similar but different revamp, or should I be considering using Enhanced Robomodding alongside this to give them some parity?
Audie  [author] 10 Mar, 2018 @ 7:13pm 
Pushed out an update that finally adds the modifiers to the trait selection screen.
Audie  [author] 9 Mar, 2018 @ 5:58pm 
Released a quick fix to make Ultimate-tier traits mutually exclusive. I forgot to re-enable it before I uploaded the mod. :V
AlienFromBeyond 9 Mar, 2018 @ 1:12pm 
Very interesting idea you have here, I'll be keeping an eye on this to see how it pans out. Kind of feels like civics instead of traits in some places, but vanilla Stellaris is also a little funky a bit with this. Looking at the list in the image though, the Focus: Sensors trait stands out to me. Getting +1 sensor range at the start of the game is lowkey but actually super powerful. It lets science ships explore without risk (because they will see hostiles in adjacent systems before warping to them) and also allows corvette exploration immediately, greatly increasing a human players ability to scout for empires and planets. For me, that trait is an easy pick compared to the other Ship Defense traits it is supposed to be competing with. A strong early game leads into a strong late game after all.
Audie  [author] 7 Mar, 2018 @ 8:42pm 
Sorry, forgot to mention that it increases points to 24 and picks to 12. Updated that in the description. The mod is also designed to replace the default traits in Stellaris. It might work with other trait mods, but it's not designed with them in mind.
MThead 7 Mar, 2018 @ 8:18pm 
It's not possible to get the 18 pt ones with only 5 trait picks surely (unless you've changed that too but its not in the description). Also don't other trait mods just add traits? Why would yours need to overwrite vanilla? This would mean other trait mods are incompatible?
Pro_Stitutina 7 Mar, 2018 @ 6:20pm 
its so fucking big