Stellaris

Stellaris

Machine Ascension
48 Comments
The Erubian Warlord 10 May, 2024 @ 4:36am 
any chance of seeing an update for this now Machine age is out?
Reviera 28 Apr, 2023 @ 1:41am 
Wont matter, new DLC is making machines more dynamic and op
greatswizard 11 Oct, 2022 @ 3:15pm 
will by any chances newer versions of the game be bale to run this mod ?
Darknessie The Stardust Dragones 11 Mar, 2021 @ 7:31am 
does this still work on newest update? @niconeko
ColdCarnage 6 Jul, 2020 @ 9:20am 
Picture looks so anime, I approve!
nosivaste 12 Apr, 2020 @ 4:05am 
thank you very much :)
niconeko  [author] 12 Apr, 2020 @ 3:27am 
compatibility patch for UI overhaul dynamic can be found here .
nosivaste 9 Apr, 2020 @ 11:47am 
@nicenco can you make this mod compatible with UI Overhaul Dynamic?
Dozd' 17 Jan, 2020 @ 6:10pm 
I agree. Need a compatibility patch.
Dalek Sec 25 Aug, 2019 @ 4:53am 
i found out that your mod conflicts with ui overhaul dynamics mod. its messing up the leader view so that there is no "delete" button to fire leaders is there a way for you to fix that ?
sord33 12 Jun, 2019 @ 6:57pm 
Will this be updated for 2.3?
TurtleShroom 2 Feb, 2019 @ 3:10pm 
I found another class of errors pertaining to your Mod. You can see them in the bug Report section. I hope they will be of use to you.
TurtleShroom 26 Jan, 2019 @ 4:02pm 
Okay.
niconeko  [author] 26 Jan, 2019 @ 3:53pm 
Event triggers are conditions that decide whether the event should fire or not. Most events specify the context of which it occurs (country events, planetary events, system events, etc.), and the triggers scope to said context to make sense. The bug was caused by some fleet events mistakenly having triggers that scope to a country. This has been fixed by scoping the triggers to the owners of the fleet.
TurtleShroom 26 Jan, 2019 @ 11:03am 
What fix did you make? I couldn't make heads or tails of those errors.
niconeko  [author] 24 Jan, 2019 @ 3:13pm 
@TurtleShroom Uploaded fix. Let me know if there are any more problems.
niconeko  [author] 24 Jan, 2019 @ 3:12pm 
@Oydjayvagr Subunit Amalgamation Procedures assimilates all mechanical leaders (including cyborgs) to your current ruler. Modular Personality Matrix works with any leaders.
niconeko  [author] 24 Jan, 2019 @ 3:08pm 
@Anhur The debug menu under country edicts has an option to enable the APs for any empire type.
TurtleShroom 23 Jan, 2019 @ 6:09pm 
You will find the bug report in the Discussions. :cogwheel:
TurtleShroom 23 Jan, 2019 @ 6:09pm 
My "Stellaris" game has experienced crashes, and my logs declare that your Mod was the last error to kill it.
Oydjayvagr 23 Jan, 2019 @ 12:43am 
Hello there! I really like your mod, but I have a question. The ascension perks and their relative effects should also work for assimilators? I mean if they'll work with (eventually) cyborg leaders. Thank you :)
Anhur 10 Jan, 2019 @ 1:16pm 
Would it be possible to make the same sort of ascencion for hive-minds?
niconeko  [author] 6 Jan, 2019 @ 4:57pm 
@Rough It adds the "does not have Subunit Amalgamation Procedures ascension perk" as a condition to vanilla leader events that adds traits to leaders
Rough 4 Jan, 2019 @ 10:49am 
So this doesn't modify any vanilla files? Or is it like a leader traits file?
LordFaet 1 Jan, 2019 @ 7:44pm 
Just gotta say, as a big fan of the Machine Empire playstyle, it's really cool to see a mod adding unique ascension paths for them specifically. Definitely gonna be testing these out.
niconeko  [author] 1 Jan, 2019 @ 11:57am 
Thanks. I don't know German so I'll just take your word for it.
Khazahm 1 Jan, 2019 @ 9:07am 
here not perfect but good start^^ change if you can better you all have my permisson
https://drive.google.com/file/d/1Owg1dPJGLAb8q76phFf9RNzedxT1kJW6/view?usp=sharing
Siatru 1 Jan, 2019 @ 4:38am 
This is a really wonderful mod btw.
Siatru 1 Jan, 2019 @ 4:38am 
Thank you so much~
niconeko  [author] 1 Jan, 2019 @ 3:50am 
I've made it go up to level 30. Unfortunately, stellaris doesn't allow trigger values to be assigned as variables, so every level requires its own if statement. There's now an option in the debug edict that recalculates leader levels so you can use that to fix your playthrough.
Siatru 1 Jan, 2019 @ 1:14am 
@niconeko doesn't seem to have a level limit... I don't really remember installing a mod that makes my leaders go past level 10. Though it might be from Arcane Heritage. I wish mods would warn me if they're gonna do something like that. I can't deactivate it now because it's deeply ingrained to my current game.
niconeko  [author] 31 Dec, 2018 @ 10:49pm 
It doesn't account for rulers going above level 10. What is the level cap for the mod you're using?
Siatru 31 Dec, 2018 @ 9:25pm 
@niconeko
Okay, Nice~
Though I just found out that the Gestalt Mastery perk doesn't play nice when Ruler level reaches level 11. All my leaders got demoted to level 5, and new hire also ends up as level 5 even though ruler is level 11.
niconeko  [author] 31 Dec, 2018 @ 9:09pm 
@Siatru that won't happen. The condition for the events and special projects to trigger is solely based on having the ascension perks.
Siatru 31 Dec, 2018 @ 7:17pm 
@niconeko Well, I can access the ascension perks just fine. What I'm worried about is if I'll lose access to the special projects of this mod once I change my empire type.
niconeko  [author] 31 Dec, 2018 @ 7:00pm 
@Khazahm sure, go ahead
niconeko  [author] 31 Dec, 2018 @ 7:00pm 
@Siatru I'll have to check with the mod since the ascension perks requires you to be a machine empire, though I have added a bypass edict that allows any empire to gain access to them. If the ascension perks aren't available just use that edict for now.
niconeko  [author] 31 Dec, 2018 @ 6:56pm 
@Rough vanilla events that alter leader traits are prevented from firing under Gestalt Mastery ascension path. In terms of compatibility merging leaders cannot inherit traits that are created by other mods. If there are popular requests for it to work with specific mods I can make compoatibility patches.
Khazahm 31 Dec, 2018 @ 4:09pm 
@niconeko [Autor]
i want to share german localisation
Siatru 31 Dec, 2018 @ 10:22am 
Would this mod be in conflict with Zenith mods? Those alter your empire type from "default empire"
Rough 31 Dec, 2018 @ 7:33am 
Does this modify any vanilla files?
niconeko  [author] 29 Dec, 2018 @ 9:09pm 
@Xenoce Sorry about that, problem should be fixed now.
Xenoce 29 Dec, 2018 @ 3:00pm 
Great mod! Creative and engaging.

However, the menu for merging leaders is bugged. When selecing the secondary learder for the merger, clicking 'next page' does not populate the list with any leaders. Next page can then be clicked indefinitely, but none of the new lists populate either.

Thanks!
niconeko  [author] 28 Dec, 2018 @ 8:22am 
@Anti-Bully Ranger updated
DerigarsChairman 27 Dec, 2018 @ 12:31pm 
Would that be a good idea for an ascension perk? Also synth girl used in picture is hot
Fanatic Cyberphile 27 Dec, 2018 @ 12:01pm 
Can you make something similar for Hive Minds?
niconeko  [author] 27 Dec, 2018 @ 9:56am 
@Emperor Hadrius No. It just allows being able to merge and clone leaders.
DerigarsChairman 27 Dec, 2018 @ 6:58am 
Does sapience mastery make ones e.pire synths instead of machines?