Stellaris

Stellaris

Ancient Cache of Technologies: Extra Defines and Changes
237 Comments
Ced 9 Jul @ 8:29pm 
I don't know, maybe check the update log?
Plusthreemood 9 Jul @ 6:44pm 
Is this updated for 4.0?
Aphyxia 4 Jul @ 6:59am 
Can you also reduce the diplo weight gotten from fleets? Hitting 0 diplo weight because of it on upper Phi tier already.
Oxy 2 Jun @ 8:52am 
@H11DN-D4NG3R - Much appreciated, I'll try and see how it behaves.
H11DN-D4NG3R  [author] 2 Jun @ 8:47am 
@Oxy i think it's a ''shouldnt'' matter one
Oxy 2 Jun @ 8:42am 
@B flat - thanks! I will try that out with the newly updated ACOT :)

Does anyone know if I should put it above or below ACOT mods?
B flat 2 Jun @ 5:34am 
@Oxy vanilla does support level cap, as there are mods that increase it like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1320158755&searchtext=level
(which work just fine)
you can even do it yourself easily with a small change in defines, but you'll lack icons for levels above 10
so does this mod up the level or not?
Exaccelerator_07 27 Apr @ 7:14pm 
Thanks for quick response btw. And yes I am sure that all of my mods are still active. Good to know that everything other than level cap are still working. Maybe try experimenting with my mod load order to avoid other issues
H11DN-D4NG3R  [author] 27 Apr @ 9:04am 
Right i just missread it.... But yes. the Define still works correctly. Just Nearly Nothing provides the relevant Buffs to increase the cap (even then. there's no icon for levels higher then 10)
Oxy 27 Apr @ 9:00am 
@Exaccelerator - I think the lvl 20 leader cap does not work and never has. I asked last year and got the answer below. My understanding from that is that ACOT supports it but the base game doesn't, i.e it does not work until either the Devs or Another mod manages to increase it. Everything else works perfectly and I never play withot it.

H11DN-D4NG3R 22 Jun, 2024 @ 3:08pm
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
H11DN-D4NG3R  [author] 27 Apr @ 6:02am 
@Exaccelerator Is your modlist in the correct order?. (and you sure this mod is actually active?) having specific dlcs shouldnt cause issues.
Exaccelerator_07 27 Apr @ 5:53am 
Is this mod still working? I was playing subscription pass with all the DLC, with other mods along with the original ACOT, ACOT Override and this mod, which I found the max level 20 isn't working. At first, I try just using ACOT, ACOT Override and this mod to isolate any other compatibility issues with other mods, it is not working.
Paragot 28 Jan @ 6:16pm 
Fleet power seems to be not working for me. It was working in a mod set, then I changed some things, and then it stopped working. Fleet power was at vanilla values at game start. So, I did some testing. I only loaded ACOT (with Overrides), AOT, and this mod, and fleet power was still at the vanilla values. Then I just loaded this mod only by itself in a mod set, and the fleet power was still at vanilla values.

Nothing has really changed from the first mod set until now where it was working. I reinstalled the game a few times, verified files. Rearranged a few mods, but still none of that should matter if I tested this mod by itself and the vanilla values were present.

For reference: vanilla values being shown with this mod and without this mod (at game start with the same empire both times, United Nations of Man):

First fleet: 161 power (vanilla will sometimes show 159 or 164)
First station: 663 power
Doviena 27 Jan @ 8:39pm 
I like the repeatable cap, keeps things not only competitive to an extent, but helps with bloat
Varlun 27 Jan @ 11:17am 
I was having a look through the file and noticed you disabled the DEAD_SHIP_DRAG change. It sounds interesting to me, why is it disabled?
Varlun 19 Jan @ 6:50am 
I actually love 90% of these changes. What I mainly don't like is the people in the comments saying they're having issues with it. Maybe the repeatable cap changes are a bit eh. The graphical changes, while nice, are reeeeeally random and have no business being in this mod.
H11DN-D4NG3R  [author] 19 Jan @ 6:02am 
@Varlum The ''Only'' Chance i see that could probly get changed is the 20 Repeatable Cap.

But nothing else seems to be wrong

Care to explain what you dont like being in this.
Varlun 19 Jan @ 1:46am 
It really is bad practice to put so many changes into one mod. The best thing would be to have a separate mod for every single change, or use a mod menu to allow toggling every change.
bryan3313s 31 Dec, 2024 @ 12:43pm 
I used the gigastructural engineering module and built a solarsystem battleship, but the armor value still overflowed,do I need to start a new game for this mod?
Realhollow 2 Dec, 2024 @ 9:17am 
Hi is there any chance you could add a diplo overflow to this as the Phanon ships you can get make it so your diplomatic power goes to 0 also the Star Annihilator still goes to 1 fp
LegendKillerZz1 30 Jul, 2024 @ 1:57am 
A band-aid fix for this for now while the devs are workinf on this, change shipclass_military_hull_mult and remove shipclass_military_special_hull_mult to ship_hull_mult at the file location of "[Storage Drive that contains your steam files]\Steam\steamapps\workshop\content\281990\2288335512\common\technology\00_eng_tech_repeatable.txt"

I did try to do a little digging within the tech research files and localisation files for the new shipclass_military_hull_mult equivalent, but i couldn't find it, either because im looking in the wrong place or they simply faded it out all together
兽王的克星 12 Jul, 2024 @ 12:10pm 
I'm sorry to report that there's a small bug in acot_scripted_triggers_buildings,for the categories for upgraded capitals lacks the hab_system_capital. In this file the major upgraded capital for habitats are "hab_major_capital" but in the vanilla files it is "hab_system_capital".
Szara 1 Jul, 2024 @ 2:41pm 
It looks like the shipclass_military_hull_mult and shipclass_military_special_hull_mult were changed in vanilla, so the localisation for tech_repeatable_improved_ship_health (Hull Integrity), which is re-enabled by this mod, is now broken. However the effect still seems to work (at least it did increase the hp of the one cruiser I looked at).
Sazapahiel 23 Jun, 2024 @ 3:07pm 
Would be great of the repeatable cap had a toggle or something.
Oxy 22 Jun, 2024 @ 8:25am 
Ok, so I shouldn´t worry about it and just enjoy the game :steamhappy:.

Thanks for the quick reply!
H11DN-D4NG3R  [author] 22 Jun, 2024 @ 6:08am 
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
Oxy 22 Jun, 2024 @ 6:03am 
I should mention that acot reports all 3 submods as active and I see some other signs that extra defines is active such as increased naval cap at start. Its the same irregardless if I play gestalt or normal - not sure that would make a difference but i figured Id mention it.
Oxy 22 Jun, 2024 @ 6:00am 
Love the collection of mods and i use acot, override, secrets beyond the gates and extra defines. It says in the description that leader cap is set to 20 but I have never seen that. Is that something that should be visible because my leaders are all X out of 10 as normal.

Thanks again for a superb collection - I never play without acot these days :)
H11DN-D4NG3R  [author] 17 Jun, 2024 @ 11:58pm 
Well acot just updated
Grzesio 17 Jun, 2024 @ 11:39am 
no fwkin way an update meaning acot is close.
H11DN-D4NG3R  [author] 5 Jun, 2024 @ 3:33pm 
@Paradrake, Specify
No mod can actually "fix" the overflows, only slow it down, i dont think acot defines adds That much of changes(other then helpful ones)
Paradrake uwu 5 Jun, 2024 @ 1:21pm 
is there a version that just fixes the overflow without all the other changes
H11DN-D4NG3R  [author] 27 May, 2024 @ 1:12am 
@Water2Lava, acot defines set the "Max leader Level cap" to 20
but did not add any tech/effects to increase the Leader cap from its default amount
water2lava 26 May, 2024 @ 5:46pm 
does this still increase leader level cap because it doesn't appear to for me.
H11DN-D4NG3R  [author] 8 May, 2024 @ 2:24am 
@Nick according to Chiru. its because of the Overwrite mod. so you have to disable that untill acot is updated
nickbouyounes 7 May, 2024 @ 5:27pm 
Ships aren't doing any damage in 3.12 update. Any help would be greatly appreciated
samsockeater 12 Mar, 2024 @ 2:09pm 
right, cheers
H11DN-D4NG3R  [author] 12 Mar, 2024 @ 11:45am 
It should work as intended.
samsockeater 12 Mar, 2024 @ 10:05am 
does this still work for keeping the numbers from breaking?
H11DN-D4NG3R  [author] 6 Mar, 2024 @ 11:47pm 
Do you have edicts active, i know some give hull regen and stuff
CushionSpud 6 Mar, 2024 @ 11:10pm 
Ok i just rechecked and i only have the tier about alpha (the p-word one) shields and armor on it with some armor that buff evasion by 5. Non by percentage based. All of the A slots are hardening, speed, and weapon buffs. The armor and shields are there but still no hull points. Is there a certain value that shouldn't be crossed?
CushionSpud 6 Mar, 2024 @ 10:58pm 
but most late game thing have that, even stuff from the mother mod of this one. So just put default (base game) armor and shields on it?
Slayer 6 Mar, 2024 @ 9:24pm 
Don´t put percentage regeneration things on it.
CushionSpud 6 Mar, 2024 @ 7:24pm 
I too have the herculean 0 hull bug. Even with this downloaded and i tried moving it around the load order. Is there anything i can do to fix it. Like should i not put certain things on it?
Rhorbarius 27 Feb, 2024 @ 12:27pm 
Oh okay, so this mod doesn't itself give you ways to level past 10. Thanks!
H11DN-D4NG3R  [author] 26 Feb, 2024 @ 3:13pm 
@Rhorbarius, Leader max cap is 20 with defines
Base cap is 10, you would need other mods that add "Increase leader max level"
Rhorbarius 26 Feb, 2024 @ 2:53pm 
Are there any easy ways to check if this mod is working and not overwritten entirely by something else? Leader and skill levels seem unchanged, my leaders are still capped at 10 (other comments suggest I need to unlock something for that, NBD), and fleet power isn't adjusted yet
Gazingus Dingle Bordaviq VI 16 Feb, 2024 @ 9:25am 
herculean still disappearing due to the 0 hull bug, regardless of regeneration removal.
John™ 9 Feb, 2024 @ 12:29am 
I unsubscribed and then resubscribed to this and now suddenly my 6k power army suddenly doubled and became 14k
Sarrufian 22 Dec, 2023 @ 7:51am 
@Giocio This also keeps happening to me even when I remove all the armor/shield components from the Herculean design, I haven't found a solution so far