Stellaris

Stellaris

Kindrad Roleplaying Traits and Tweaks 2.2 (BETA)
50 Comments
Kindrad  [author] 10 May, 2019 @ 10:41pm 
Might as well say something. I've been busy with classes. Summer break starts for me soon so I should be able to work on this again in a few weeks time. I made a mistake of taking too many heavy classes this semester and have been unable to donate much time to this project... Sorry for the silence the past couple months.
Zoythrus™ 7 Mar, 2019 @ 9:45am 
When's the next update?
mikaelpet 8 Feb, 2019 @ 11:15am 
Still problems with trait points gained from teck and ascension perks? Started up a game with only this mod on. Planning to find where any conflict is by activating warius mods afterwards but i still didn't get any trait points even without any other mods active. I have all the big DLCs if it help you track down the problem.
Kindrad  [author] 30 Jan, 2019 @ 1:31am 
Alright fix is up for "Biologically Immortal" alongside a new intelligence trait.
A bunch of internal fixes and some refactorization as well.
Kindrad  [author] 29 Jan, 2019 @ 10:52pm 
@Not Tsundere
Good catch. I honestly haven't tested that trait for some time thus confirmed it to works. I thought I fixed that awhile back but ¯\_(ツ)_/¯
Thanks for letting me know. I'll get a quick fix out for that
Laffey-chan 29 Jan, 2019 @ 12:19am 
The immortality trait doesnt work
You dont put immortal_leaders in the modifiers section, thats not a modifier
Kindrad  [author] 27 Jan, 2019 @ 8:31pm 
I've had some time again recently. I just released an new update for the mod.

I tweaked the intelligence modifying traits significantly to bring the balance of them further into the norm. They are still impactful but not unintentionally over power or abysmally bad anymore. I might tweak these in future updates.

I added cheat traits:
+/- 10 points and +50 points
These should let you experiment with broken builds.
FROZEN BERRIES 19 Jan, 2019 @ 10:20pm 
Yeah, I think maybe two sub-mods for this would be a good solution, one for the extra civic and one for the extra trait points. I like the extra civic point but I don't much care for extra trait points regardless of whether or not that was fucking up the game lol.
Kindrad  [author] 19 Jan, 2019 @ 9:13pm 
While I'm here. I'm not dead just been pre occupied with life for the moment. Hopefully I'll get back in the coming week
Kindrad  [author] 19 Jan, 2019 @ 9:12pm 
Maybe I should move the additional trait points and such into a different mod. That's not the first complaint surrounding that
FROZEN BERRIES 19 Jan, 2019 @ 11:20am 
Damn, I like this mod but I can't use it without all trait point techs doing nothing. I play with a ton of mods so I'm sure it's due to some conflict.

I'd be willing to work around it if there were console commands to add trait points or w/e, but that doesn't exist, the only way is to add the traits using console.

rip
Kindrad  [author] 5 Jan, 2019 @ 6:52pm 
@DustStorm
I do like some of those ideas. The test traits will for sure be part of the next update. I might add a few of those under the same or different names and with tweaks for balance.
Dust 4 Jan, 2019 @ 10:02pm 
meh ideas

.fragile biology -40 to habitability
.hot adapted -25 habitability to cold/mid +25 to hot
.cold adapted -25 habitability to mid/hot +25 to cold
.mid adapted -25 habitability to cold/hot +25 to mid
.forgotten empire start with a ecumenopolis
.bio forge +25% minerals +25%food upkeep
.bio harvester +25% Food
.bioreactor +25% energy +25%food upkeep
.very slow breeders -30%growth +20 Leader life
.needy +25% consumer goods upkeep
.sadist +500% army collateral damage -30% slave happines +20 slave output
.insanity either + or - 25% happines and -25% unity -50%army health +300% army damage +200% ship damage -50% hull and -100% Emergancy FTL chance
.sickly -10% habitability and -2% worker output -5 leader life
.very sickly -20% habitability -4% worker output -15 leader life
.ironclad +50% habitability +200 to army health/damage/moral
.redundant organs +35 leader life +50%army health +20% food upkeep

.test traits that gives you trait pick and points
[The] Force 3 Jan, 2019 @ 6:32pm 
Yeah, except unless I dunno how I need to friend you first and I don't generally go friending people at random unless I've met them playing xD
Kindrad  [author] 3 Jan, 2019 @ 5:57pm 
@Force
Would you mind pming me about whatever you are working on instead of posting here? I'd be appreciative of that.
Kindrad  [author] 31 Dec, 2018 @ 3:20pm 
@Rough
I opened a Discussion where I'll keep the latest vanilla files/defines/values that it overwrites.
Rough 31 Dec, 2018 @ 7:35am 
Could you note what vanilla files this mod changes, for compatibility's sake?
Kindrad  [author] 29 Dec, 2018 @ 9:59pm 
@Toasty Isabrotr
The mod just overwrites the trait points of existing species. So it could still conflict with other mods that do the same.

I opened up a discussion for Living Planet and what to do with it, feedback, and where it might be headed. If you are interested take a peek.
Toasty Isabrotr 29 Dec, 2018 @ 5:03pm 
That said, liking the Living Planet changes so far. Would approve of the switch to a civic granting a free trait. Probably makes excluding certain civics as well as traits easier too.
Toasty Isabrotr 29 Dec, 2018 @ 4:56pm 
I've only seen the trait point gain issue come up when species archetypes conflict - it's rather safe to just overwrite instead of override, I am not aware of any up to date mod right now which is using its own archetype of species.
Kindrad  [author] 29 Dec, 2018 @ 2:22pm 
@mikaelpet
Thanks for mentioning that. I forgot I had some defines in the mod that I needed before this rework that could cause some unintended problems. I'll remove those next update.

The mod will probably conflict with anything that overwrites the species archetypes (# of trait points, max # of different traits). I can't say much else than that without knowing more about the mod(s) in question.

I'll look into trait points not being awarded for technology unlocks. That isn't intended functionality.
mikaelpet 29 Dec, 2018 @ 5:11am 
Tested disabeling this mod and created a new game just fast forwading until i get trait points from a tecnology and it now worked so there seems to be some bug or conflict. Any idea where the conflict might be? Also tried a game with this mod enabled and the trait point doubler mod disabled without success. Might be a good idea to ad in the description what the mod alters (like trait points and unless i'm mistaken civic points).
Kindrad  [author] 28 Dec, 2018 @ 4:20pm 
@Rough
I have Utopia as a requirement since its installed for my Stellaris. I would assume it would work without Utopia though. I won't guarantee anything but I think it should with with just base.

@mikaelpet
Yes, it alters trait points.
Rough 28 Dec, 2018 @ 3:39pm 
this looks epic. I assume it's compatible with everything?
mikaelpet 28 Dec, 2018 @ 9:10am 
Does this mod alter the amount of trait points you get? Tryed installing a couple of mods (including this one) ading traits and noticed that i didn't get any extra available trait points from tecs. Trying to findout what is conflicting. Have a duble traits mod.
Kindrad  [author] 27 Dec, 2018 @ 10:59pm 
Well that was easier than expected...

The first overhaul of the Living Planet trait should be up now.

I implemented custom plantary features and blockers to have better control and remove randomization. The planet should be size 60 and Energy/Mining/Agri districts are now maxed to the 15 limit each instead of the typical 4-7. Additionaly, blockers take up the majority of the district slots and can be cleared for moderate energy, mineral, and influence cost.

I am considering adding special events when the planet is defeated based on ethics of the empire that defeats it. IE enslaved, co-habitation, or just killed. Leaving behind a planet in various states. IDK

Feedback is welcome as usual. I might start a discussion on this particular trait since it is a bit more complex than the rest.
Kindrad  [author] 27 Dec, 2018 @ 8:01pm 
@Toasty Isabrotr
Thanks, I was dissapointed in the lack of impact of traits and the RPG traits mod being too invasive and lacking consistent updates. I also agree with the Living planet thing.

I've been thinking of what to change/add to Living World to make it work better. I'd need to look at the clearing districts thing and if I can add them or not. Also, further into the game some sort of "decision" that spends a resource like influence and get an extra district. I might consider changing the Living Planet to a civic as well. It's in a weird spot and I'm not entirely sure what to do with it yet.

I'll probably decided and implment something (even if stopgap) to make it viable for larger galaxys and into late game. Hopefully something by Sunday now that I am back at my computer.

Thanks for the feedback
Toasty Isabrotr 27 Dec, 2018 @ 8:23am 
Lovely to see the core concept being picked up, I'm all for more varied traits.
Small thing for the Living Planet due to the 2.2 rework: Only adding districts doesn't quite make up for the lack of expansion, since they are still far too limited by what little random features they got at the start. Adding some unique features to clear up for more space (more... use of your civ's body?) would help.
[The] Force 19 Dec, 2018 @ 1:34am 
Literally just weird silly things I thought up. Currently got a few traits and that's really it. Tryin to figure out how to set up events like you got, to make them faction wide/country wide effects and to give it a title and description. Probably would be done with one or both if I weren't so busy irl.
Kindrad  [author] 18 Dec, 2018 @ 2:55pm 
@Force2reckon
That's cool. Nice to know it's helping someone. If I had to be honest I've sat on this mod since shortly after Stellaris released. I published it after I told a friend who wanted to try it. So similar to whatever you are working on it was just a personal mod for the longest time. Good luck on whatever you are working on.
[The] Force 17 Dec, 2018 @ 9:55pm 
Thanks for the heads up, solid work and enjoying it. Also using it as an example mod to figure out some of my own stuff for things I'm working on. Dunno if I'll ever bother publishing but so far it's solid.
Kindrad  [author] 17 Dec, 2018 @ 6:25pm 
This is finals week for me and I'm traveling through the 25th. I probably won't get any patches out for bugs or balance till after the 26th or so. You can still leave any problems you find here and I'll look into them when I'm back.

Just a heads up. I'm not abandoning this. I'll just be displaced from my computer for a couple weeks.
Kindrad  [author] 16 Dec, 2018 @ 12:49pm 
Thanks for the feedback I'll take a look at Corner Cutters when I get a chance later today. That and Shipwrights haven't been fully balanced for 2.2 yet. It's hard to get those right since Corner Cutters is good early game whereas Shipwrights is better late game when the economy can support it.
[The] Force 16 Dec, 2018 @ 8:16am 
Ahh, that makes more sense, shows how much I still don't know xD
Ranvork Var'see 15 Dec, 2018 @ 11:28pm 
Great mod. I enjoy shipwrights make things a bit more of a challange. Some time a bit to much trying to find the alloy for a 300 corvet. How ever I notice playing co op my buddy went with Cuting conor for cheap ships. It a bit op speialy afther reaserch he was making cursier and battle ships for free.
Kindrad  [author] 15 Dec, 2018 @ 9:49pm 
To make many of the traits work without modifing core game files I have to use event chains that trigger empire modifiers when the game starts or when new empires are formed. If you check the empire screen you can see the modifiers applied there as empire modifiers.
Kindrad  [author] 15 Dec, 2018 @ 9:47pm 
They do actually do something. Those traits had to be implmented through static modifiers and not as species traits. It seems they effect the empire and must be applied later. I left those comments there for reference for myself.
[The] Force 15 Dec, 2018 @ 8:40pm 
Heads up, looks like you left the modifiers for the world exploitationist/preservationists commented out as they don't actually *do* anything, went into the file to check why and saw the # still there!
[The] Force 15 Dec, 2018 @ 7:06pm 
Sounds awesome, I'll probably start a new game soon!
Kindrad  [author] 15 Dec, 2018 @ 3:21pm 
Passive food bonus also removed. The new AI is a tiny bit better at managing pops. After some testing the AI is about as likely to suffer from food shortages as unmodded.
Kindrad  [author] 15 Dec, 2018 @ 3:14pm 
New update out. Plenty of bug fixeds and balance tweaks.

Living world is once again working properly. It is still a bit broken early game or for small galaxies and weaker late game or for large galaxies. That is sorta by design so eh... ¯\_(ツ)_/¯

@Force2reckon
I went ahead and added a couple traits similar to what you described. World Exploitationist and World Preservationist. They either boost pop resource collection and diminish station resource collection or vice versa. Obviously favoring tall or wide gameplay strategies respectively. These benefits are strictly for resource collection; IE energy and minerals. I could potentially expand it to other resources as well though that might sway balance way off kilter.
[The] Force 14 Dec, 2018 @ 5:31pm 
Run with it, put it in there to spark thoughts specifically for you so do what you will!
Kindrad  [author] 13 Dec, 2018 @ 8:49pm 
I like the better stations vs better pops idea.
[The] Force 13 Dec, 2018 @ 12:00pm 
The only thing I've ever thought about is things to specialize your harvest/production of resources. Like maybe a mod that reduces natural/produced resources from pops but bumps stuff from stations/vice versa, or one that reduces certain resources for boosting others. I dunno it's thoughts xD
Kindrad  [author] 13 Dec, 2018 @ 1:22am 
I guess while I'm a bit more active I'll take some requests for new trait ideas. As long as they aren't too invasive I might look into them. This doesn't mean I'll implment every idea or that I won't change the idea to better fit or work.
[The] Force 11 Dec, 2018 @ 2:32pm 
Nice, I'l let you know if I see anything fishy.
Kindrad  [author] 11 Dec, 2018 @ 12:51am 
A tenuous 2.2 update is out. It's was mostly just a direct translation with only a few minor adjustments for balance. I'm sure there are some bugs so I will label it as a beta for now.
[The] Force 10 Dec, 2018 @ 6:16pm 
Yup yup, I understand just wanted to check on some of my favorite stuff.
Kindrad  [author] 10 Dec, 2018 @ 6:09pm 
I do plan on updating to 2.2. I am still familiarizing myself with the new update. Paradox changed stuff internally as well.
[The] Force 10 Dec, 2018 @ 3:17pm 
Any plan on updating to 2.2?