Stellaris

Stellaris

Additional Repeatable Techs [3.8*] NERFED
24 Comments
The Grim Sleeper 2 May, 2023 @ 7:58am 
Darn.
I have checked the files, and steam says they are in order.
I was able to make things work by editting the Norm-Ed with the nerfed values.
In any case, thank you for the advice.
Jame  [author] 1 May, 2023 @ 1:47pm 
The Grim Sleeper, something has to be wrong with your download. This mod is a copy & paste of the normal edition with adjusted values, and is mostly identical. I also haven't been able to reproduce the issue on my end unfortunately.
The Grim Sleeper 1 May, 2023 @ 6:28am 
PS: I just checked, I don't have that problem with the 'normal edition' of the mod.
The Grim Sleeper 1 May, 2023 @ 6:19am 
I am experiencing an issue in the 3.7+ version with the mod; all of the icons and localisation text is broken. The modifiers are still properly listed, and the techs work, it just looks wonk.
Peter34 30 Nov, 2022 @ 10:08pm 
Will this mod be updated to 3.6?
Wilmfe23 31 Mar, 2022 @ 4:38am 
One repeatable I would have liked to see is one that increases defense platform hull points. Helping it keep pace with ships.
Jame  [author] 18 Mar, 2022 @ 7:18am 
Wilmfe23,

I have updated this mod to the current game patch. Everything should be in working order.
Wilmfe23 18 Mar, 2022 @ 12:22am 
@Renan

The 'normal' one feels a little overpowered. These techs are more so the powerlevel that feels right for repeatables.
Jame  [author] 17 Mar, 2022 @ 5:23pm 
Wilmfe23,

This mod does still generally work, though one of its technologies no longer works.
Right now I am trying to rebuild the mod from the ground-up, so this may not be updated again.
Wilmfe23 16 Mar, 2022 @ 6:32am 
Does this one still work?
Dustreaper 18 Feb, 2022 @ 2:06am 
That is very understandable had that happen a few times.Steam workshop is just so lackluster in options you have. it will update whenever it can, breaking lots of stuff. Only near a new version would most people be done with a save, but even then...
Jame  [author] 17 Feb, 2022 @ 4:17pm 
Dustreaper,

I understand how that might put a bad taste in one's mouth in regards to gameplay.
My worry is that if I were to put a cap on, it might break someone's game where they have already researched a level higher than the new cap. That's why I tend to only change things that I don't expect would break anything, like adding new techs or changing how effective a tech is.
Dustreaper 17 Feb, 2022 @ 7:51am 
The only problem i have is that fire rate and force disparity are not capped.. In my games i do reach like level 100 repeatables or high, really changes the combat angle in a way i do not like.
Jame  [author] 11 Apr, 2021 @ 3:17pm 
hsenna,

It should be working for 2.8.1 just fine. I have tracked no issues so far, but let me know if anything comes up.
hsenna 4 Apr, 2021 @ 1:26pm 
Is it working for version 2.8.1?
doctornull 9 Dec, 2020 @ 5:30pm 
Ahh, that makes sense. Thanks.
Jame  [author] 9 Dec, 2020 @ 4:32pm 
@doctornull,

The cumulative value of 1, not "may be researched 1 time."
doctornull 8 Dec, 2020 @ 10:10pm 
Are they really repeatable techs if they're set to Max 1 only?
Jame  [author] 6 Nov, 2020 @ 8:14am 
OdinHHLocksley,

Unfortunately trait picks can't be added like that for whatever reason. Only points. Fingers crossed that they can be added eventually.
Locksley 5 Nov, 2020 @ 5:54pm 
any chance of adding repeatable trait picks (not points). It'd be awesome to increase those within the game.
WHR | TMaekler 10 Sep, 2020 @ 1:42pm 
Alright. Thanks :-)
Jame  [author] 10 Sep, 2020 @ 10:10am 
tmaekler,

Power Creep is when you risk becoming so powerful that things which are intended to be difficult, such as an endgame crisis, are paltry by comparison. This nerfed version of the mod is meant to help mitigate that slightly, so that you do not risk getting so powerful that everything ends up being pathetic by comparison.
WHR | TMaekler 10 Sep, 2020 @ 8:39am 
I don't understand the term "power creep" - what exactly is that and why is it casued by your other version of this mod?
Decima 9 Sep, 2020 @ 1:50pm 
To anyone who is wondering which version they should get, I recommend this one if you are concerned about maintaining balance with a lot of other mods as this one isn't as bad with the power creep while still adding some variety to the repeatable tech tree rather than just the same 20 techs from the vanilla which improve defenses/damage/basic resource production. If you don't care about the power creep or balance with other mods then the normal version may be for you.