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A bunch of internal fixes and some refactorization as well.
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
You dont put immortal_leaders in the modifiers section, thats not a modifier
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.
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
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.
.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
Would you mind pming me about whatever you are working on instead of posting here? I'd be appreciative of that.
I opened a Discussion where I'll keep the latest vanilla files/defines/values that it overwrites.
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.
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.
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.
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.
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
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.
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.
Just a heads up. I'm not abandoning this. I'll just be displaced from my computer for a couple weeks.
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.