Stellaris

Stellaris

Technology Advanced [Discontinued]
71 Comments
Fiiral  [author] 17 Aug, 2021 @ 9:16pm 
Technically possibles yes, might even already be done since it uses SCX files? Not sure will definetly look into it.
david28106 17 Aug, 2021 @ 8:43pm 
great mod, hope it comes with compatibility with machine shipset as well
Fiiral  [author] 22 Apr, 2021 @ 9:21pm 
@Juanfeparra123 You can launch it with NSC. The new techs will apear but the new reactor will not work on the NSC ships.

NSC is a semi-comllete overhaul.
Khuan 22 Apr, 2021 @ 3:02pm 
I am not sure. Is this compatible with NSC2?
Ada 20 Apr, 2021 @ 1:40pm 
@Fiiral Oh, right.. thanks.
Fiiral  [author] 20 Apr, 2021 @ 12:14pm 
@Ada It works fine. Just neeed to change the number but norhing changed that would modify this code.
Ada 20 Apr, 2021 @ 11:17am 
Update for 3.0.2 plz
Gauntlet 18 Apr, 2021 @ 5:50am 
Well with default refineries they don't ever upgrade, so you are producing very little for a building slot. But of course, if you want the most out of your building slots, you need them.

I don't think the new system is bad-per-se, but it definitely needs tuning. If each pop was more productive than the previous edition, than the reduction in population and pop growth overall wouldn't be as debilitating.

The new district structure is cool.

OH PS: The foundry and commercial planetary specializations don't seem to accurately describe what they do. Doubt it's the mod, but thought I'd mention it.
Fiiral  [author] 17 Apr, 2021 @ 11:49pm 
@Gauntlet Thank you very much. Was confused at first as to why they didnt readd the basic buildings after nuking half the economy. Not sure about the refinieries would have to testplay
Gauntlet 17 Apr, 2021 @ 9:58pm 
It's been interesting using this with 3.0... and alarming. What I mean by that, is I'm not certain how I would have survived economically without your mod.

Without it, there's nowhere the building slots to afford the number of refineries that would be needed to fuel an empire. Without that, it's difficult to imagine how I'd ever be able to afford upgraded admin centers and have anywhere near enough administration.

Beyond that, I've needed your resource jobs buildings to make any sort of significant specialization possible.

Even so... I'm still having a very rough time in this new version of Stellaris. So anywho, thank you for your hard work, the new version is working great!
jalang 17 Apr, 2021 @ 1:35am 
@Fiiral Ok, thanks :)
Fiiral  [author] 16 Apr, 2021 @ 1:02pm 
@jalang Should be but l mods are updating so I cant promise.
jalang 16 Apr, 2021 @ 12:05pm 
Is this compatible with EUTAB?
maximustrajan23 15 Apr, 2021 @ 10:14pm 
thank you!:)
Fiiral  [author] 15 Apr, 2021 @ 11:18am 
Uploaded the legacy version HERE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458067750

This is now 3.0.1+
Fiiral  [author] 15 Apr, 2021 @ 9:19am 
I am very happy to annouce that the 3.0 'Dick' Update has been released. I started working on the update for this mod already. Exspect a release by tommorow!
Fiiral  [author] 22 Feb, 2021 @ 1:10pm 
Note to self: Will try to make less overwrites.
Gauntlet 16 Feb, 2021 @ 6:32pm 
Regarding 2) I actually did accomplish this, stacks fine.
Fiiral  [author] 16 Feb, 2021 @ 1:53pm 
1) I cannot do that you could try asking Caligula about that though (he is a Stellaris dev)

2) Too broken in my opinion and I doubt the modifiers would stack like that :p

3) I can either limit it to 1 per planet or with no limit. For the city planet that is an easy fix as I would just have to add pc_city to the unable list.

4) I will get onto it soon (probably, unless I forget)
Gauntlet 16 Feb, 2021 @ 6:51am 
3) I love the resource buildings (farms/mines/etc.) however, spamming them on super specialized planets can get extremely good. It might be best if they were limited to say 3 per-planet if that is possible. Is it intended that you can build mining buildings on a Eumencanopolis?

4) Is the Kinetic Ordinance supposed to be range 30? At first glance I thought it an upgrade to the Kinetic Artillery, but it's actually more of a shotgun. Which is fine, but it's a very different weapon.



Thanks again, really my favorite mod right now!
Gauntlet 16 Feb, 2021 @ 6:51am 
A few thoughts before I forget btw...


1) The ascendancy perk that increases starbase limit, is of course, pretty useless, but perhaps if it added +2 slots to all star-base buildings and modules, that would be a big difference.

2) An additional starbase building that operates like Crew Quarters and stacks. So instead of just a 25% maintenance reduction you could have specialized ports that get up to a 50%+ reduction. I would consider making it 2-3 components to achieve the effect. It should significantly reduce the other options for the starbase.

Fiiral  [author] 16 Feb, 2021 @ 6:45am 
@Gauntlet I agree lol. The newauncher is bad
Gauntlet 16 Feb, 2021 @ 6:38am 
Unsubscribed, deleted the mod folder, uninstalled launcher. Then resubscribed, reinstalled launcher...

Same issue. Shows mod in the launcher list, but doesn't actually load it or it's contents into the game. Then, if you "reload" your mods in the launcher, it will remove the mod.

Sighhhhzzzzz lol

As a work around I'll just copy the contents into my own mod, but damn this is annoying.
Fiiral  [author] 15 Feb, 2021 @ 11:57pm 
@Gauntlet That is really odd. Try unsubscribing and than subscribing, if that did not work you can try to reinstall the launcher, it is called Paradox Launcher v2. Remove it from your PC, launch steam as Administrator and open Stellaris, it should reinstall the launcher and it might work again.
Gauntlet 15 Feb, 2021 @ 9:28pm 
not really your mod's fault, but seems since an update earlier today, the launcher won't recognize/load the mod in. It'll show it in the list of All Mods, but if you "reload" those mods, it disappears. The files are existent on the drive though. Very odd behavior.

If you know a fix I'd appreciate it. Again, I'm certain it's nothing to do with your mod though.
Fiiral  [author] 7 Feb, 2021 @ 2:59am 
@THE BLACKOUT sadly no
jalang 4 Feb, 2021 @ 4:39am 
@Fiiral Ok, I am currently not playing with this mod, just wanted to ask and make sure :)
Fiiral  [author] 3 Feb, 2021 @ 10:56am 
@jalang There are no compatibility issues with these two mods alone. If you are experiencing any bugs, this is because of another mod
jalang 3 Feb, 2021 @ 7:44am 
Hi, sorry if this has been asked before, but are you going to make it compatible with EUTAB?
OldEnt 28 Jan, 2021 @ 5:43pm 
Let's try again https://discord.gg/WpeXm2h (Stellaris Modding Den)
Heroicone1 28 Jan, 2021 @ 5:32pm 
Rip, link invalid lul
Fiiral  [author] 26 Jan, 2021 @ 1:26am 
@HeroicDarwin I cant see your messages, Steam goes brr. You can contact me in the Stellaris modding den. https://discord.gg/9WWUaV3H
Heroicone1 23 Jan, 2021 @ 10:33am 
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Heroicone1 23 Jan, 2021 @ 10:33am 
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Fiiral  [author] 23 Jan, 2021 @ 12:10am 
I do not know wgar you mean @HeroicDarwin.

If you wonder where it is from, I recycled it from a abandoned mod called SCX. You can find a link to it in the credits.txt file in the nod folder.
Heroicone1 22 Jan, 2021 @ 3:37pm 
Weird question, but is it possible the Dreadnaught class uses mod shipsets? If not its totally fine, just wondered if it was possible lol
Fiiral  [author] 21 Jan, 2021 @ 12:43pm 
@OldEnt I hope 2.9 will add new modifiers for us to play with :) Let's add more encryption, decryiption and counter-espionage!
OldEnt 21 Jan, 2021 @ 4:49am 
Every modder gangsta until Paradox pushes an update.
Fiiral  [author] 21 Jan, 2021 @ 2:58am 
@HeroicDarwin I have the mod back, will check the bug later, it is probably a typo :p
Heroicone1 20 Jan, 2021 @ 3:38pm 
Ahhh Fuck man, its alright though, mods still my favorite mod lol
Fiiral  [author] 19 Jan, 2021 @ 11:50pm 
@HeroicDarwin due to the new launcher that came out today and absolutly destroyed mod files for me, I have to wait until PDX fixes this issue.
Heroicone1 19 Jan, 2021 @ 3:05pm 
What about gravo gun not appearing in the weapon list?
Fiiral  [author] 18 Jan, 2021 @ 1:38pm 
@HeroicDarwin I have no idea why bombers dont work. There are no plans to make upgraded weapons appear on top as this requires more overwrites (it already has quite alot).
Heroicone1 18 Jan, 2021 @ 1:13pm 
New bugs found, Gravo cannon does not appear in weapon list, cant use it :(
Bomber wing does not actually work, they dont move lol. not sure why tbh.
Any future plans on making these upgraded tech auto replace the existing? ex = Stormfire autocannon auto upgrades to hellfire, etc
twenny27 16 Jan, 2021 @ 11:01am 
thx can now built fortresses :)
twenny27 16 Jan, 2021 @ 10:59am 
20% less * sry
Fiiral  [author] 16 Jan, 2021 @ 9:53am 
Fortresses require larger space stations (T3, I belive) strikecraft sound bugged
twenny27 16 Jan, 2021 @ 9:34am 
enhaced strikecraft foem tier 3 to tier 4 recives more HP and Speed but deals 20% dmg . is that intetional ?
twenny27 16 Jan, 2021 @ 9:08am 
how do i built a fortress? do i upgrade a citadel or how do they work