Stellaris

Stellaris

Stephan's Alternate Traits
16 Comments
AsmodeusUltima 19 Mar, 2020 @ 8:15pm 
Ooh, hope this gets updated. Currently (all available DLC) it makes all traits disappear and invalidates lithoid species.
Ragnar Samnite 11 Nov, 2019 @ 5:47pm 
ty
stephangoodwin  [author] 11 Nov, 2019 @ 1:11pm 
I will update it, but I am still fighting with the new launcher. I've tried a couple of updates and they didn't upload.
Ragnar Samnite 10 Nov, 2019 @ 5:42pm 
i can use it for the game set up but when i try to load a game with it on it causes a crash
Ragnar Samnite 10 Nov, 2019 @ 5:42pm 
will this be getting a update
stephangoodwin  [author] 6 Oct, 2019 @ 3:32pm 
@greg079 It is done, you should be able to select biological portraits as machine intelligence. Make sure you select the right species class though. I've essentially duplicated the portraits, but made them machines.
stephangoodwin  [author] 6 Oct, 2019 @ 3:03pm 
I can add it in. Give me a few minutes :)
greg079 6 Oct, 2019 @ 2:13pm 
would you be willing to make that as a feature of this mod? or are you saying the mod adding the new races would need to be modified?
stephangoodwin  [author] 6 Oct, 2019 @ 1:09pm 
No, but it can be done easily.
greg079 6 Oct, 2019 @ 1:04pm 
with this mod, would mod organic rac portraits be playable for machine empires?
stephangoodwin  [author] 30 Sep, 2019 @ 8:29am 
Lastly, you have to call the first event. To do that, you need a text file in the On Actions folder, text looks like this:
_____________________________________
on_game_start = {
events = {
alternatetraits_bioengineers_event.1
alternatetraits_clean_energy_advocates_event.1
alternatetraits_cyber_exoskeletons_event.1
}
}
______________________________________

I want to note, this all came from PJs :: Traits and VitesseDL's Expanded Traits, I just adapted it to my needs.

I see no reason you can't swap civic for trait. To check civics you'll need something like:

is_technocracy_civic = {
limit = {
owner = {
has_civic = civic_technocracy
}
}
}

I haven't tested this, but this would be my first guess.

stephangoodwin  [author] 30 Sep, 2019 @ 8:29am 
Next, you will need to define the "is_traitname_trait limit.

Make a text file in the Scripted Triggers folder. Text should look like this:

_____________________________
is_brilliant_trait = {
owner_species = {
has_trait = trait_brilliant
}
}

is_bioengineers_trait = {
owner_species = {
has_trait = trait_bioengineers
}
}

is_clean_energy_advocates_trait = {
owner_species = {
has_trait = trait_clean_energy_advocates
}
}

is_cyber_exoskeletons_trait = {
owner_species = {
has_trait = trait_cyber_exoskeletons
}
}
______________________________________

stephangoodwin  [author] 30 Sep, 2019 @ 8:29am 
@Peter34
First make a text file in the events folder that corresponds to the mod and trait you have in mind. The text looks like this:
------------------------------------------------------------
namespace = modname_traitname_event

event = {
id = modname_traitname_event.1

hide_window = yes
is_triggered_only = yes

immediate = {
every_country = {
limit = { is_traitname_trait = yes }
country_event = { id = modname_traitname_event.2 }
}
}
}

country_event = {
id = modname_traitname_event.2

hide_window = yes
is_triggered_only = yes

immediate = {
give_technology = { tech = "tech_genome_mapping" message = no }
give_technology = { tech = "tech_gene_tailoring" message = no }
}
}
-----------------------------------------------
Peter34 30 Sep, 2019 @ 1:50am 
Can you please explain how you add starting Techs? The modder behind the StarterTech 3 mod can't figure out how to make Civics to that, so if you can do it with Traits in 2.3, maybe the method can also be used with Civics?
stephangoodwin  [author] 29 Sep, 2019 @ 8:00am 
Up to 10 traits
Start with 5 trait points
Start with 4 civic picks
Take from 3 to 5 Ethics points
Mr Lowe 29 Sep, 2019 @ 7:14am 
Looks interesting. Can you list in detail the trait point and picks as well as the civics point changes?