Stellaris

Stellaris

Intel Expanded
124 Comments
Hoche Neuwied 28 Jan @ 3:18am 
1 Decrease the number of overwriten files. 2 Decrease risks of incompatibility with Stellaris and other mods. 3 Prevent me from cheating by overintel. 4 Don't change AI opinion and agreements. 5 Mod size: Currently Intel Expanded + Repeating Script Templates = 36MB
kuyan-judith  [author] 27 Jan @ 6:28pm 
@Hoche Neuwled: Sorry I forgot about your question for so long.

To answer it: this mod already lets you see that. I don't particularly see the point of separating that out from the rest of the mod, is it for compatibility reasons?

@SHiFT_DeL3TE: It does not work with ironman mode.
SHiFT_DeL3TE 23 Jan @ 12:11am 
this work with ironman mode?
Hoche Neuwied 14 Jan @ 5:25am 
Sorry to ask you, but could you make a smaller mod that only reveal stockpile of basic, manufactured, and strategic resources when full intel, so I can make deals with my allies and vassals without crushing their economies?
kuyan-judith  [author] 9 Nov, 2024 @ 2:11pm 
Now updated to 3.14.15
kuyan-judith  [author] 11 Oct, 2024 @ 6:18pm 
Finally updated (to 3.12.2). Sorry that took so long.
Figaround 29 Sep, 2024 @ 8:42pm 
Please update. Below the bug comment, for example.
FleetOfWarships 4 Sep, 2024 @ 9:00am 
Yeah as soon as I disabled this mod everything worked again.
FleetOfWarships 4 Sep, 2024 @ 8:47am 
As far as I can tell this is the only mod I have that affects diplomacy stuff and I've had a bug for the entirety of a new save where I can't use certain diplomacy options despite fulfilling the requirements, namely I can't establish embassies or propose subjugation
kuyan-judith  [author] 25 May, 2024 @ 10:59pm 
@Watchman: bug.

(sorry I took so long to respond, I'm on holiday in Germany RN)
Watchman 18 May, 2024 @ 3:39pm 
I can check the resources my ally produces (high intel on him, I can click on such option), but instead of numbers, it is something like ???/?
Same for minor artifacts. Bug, or?..
kuyan-judith  [author] 17 May, 2024 @ 7:07am 
@HiddenPrior: Not currently, there's a patch but I haven't updated it for a while.
HiddenPrior 15 May, 2024 @ 10:06am 
Does anyone know if this mod is compatible with Expanded Espionage and DIplomacy?
kuyan-judith  [author] 13 May, 2024 @ 11:35pm 
Now updated to 3.12.1
kuyan-judith  [author] 4 Mar, 2024 @ 3:36am 
@Figaround: Sorry the non-English localization was broken. It should be fixed now.
kuyan-judith  [author] 4 Mar, 2024 @ 2:51am 
@borsk: It does now that I've updated Repeating Script Templates.
borsk 3 Mar, 2024 @ 2:36am 
does this mod work in 3.11?
Figaround 2 Jan, 2024 @ 3:12pm 
You've only updated the English localization, the others with older dates.
kuyan-judith  [author] 20 Dec, 2023 @ 1:40am 
OK, I've updated the UIOD patch.
kuyan-judith  [author] 19 Dec, 2023 @ 11:06pm 
@Nicho: The issue is that I've made some changes to this mod and haven't yet updated the UIOD patch to account for those changes, sorry. I'll go do that now.
Nicho 19 Dec, 2023 @ 11:26am 
Try as I might, I just can't get this mod to work properly. In the Diplomacy window, every single empire has two big orange '?'s - but no other icons, and it doesn't display the extra Intel the way it used to / the way displayed on the image.
I am running both of the Undercoat/Background mods, I'm running the UIOD patch, and I've tested every permutation of load order. I've even unsubscribed and resubscribed, to no avail.
Any idea what could be going on?
kuyan-judith  [author] 15 Dec, 2023 @ 6:10pm 
Now updated to 3.10.4. Available astral actions are visible at high Technology intel

The part of the diplomacy view where I was putting the intel buttons was getting kind of cluttered, so I've grouped those options into pseudo-dropdown menus.
kuyan-judith  [author] 14 Dec, 2023 @ 11:25pm 
I think there will be some conflicts regarding diplo actions and the mirror empire. I am working on an update, sorry it's taking so long.
kahvipensas 14 Dec, 2023 @ 11:17pm 
Has anyone tested if / how well this works with the newest patches?
Vecho 1 Nov, 2023 @ 9:09am 
@kuyan-judith: It work without problem now!
kuyan-judith  [author] 1 Nov, 2023 @ 5:09am 
@Vecho: I at some point made this also require Scripted Trigger Undercoat but forgot to add it to Required Items, if you add that does it fix the issue?
Vecho 1 Nov, 2023 @ 4:09am 
It seems that this mod disable opening ambassador.
1. Playing with 59 mods, I am unable to open ambassdor.
2. Load with only this mod and the required template mod only, and I still cannot open ambassdor
3. Disable only this mod and I play with my 56 mods, I am able to open ambassadors.
kuyan-judith  [author] 23 Sep, 2023 @ 6:13am 
OK, the Stellaris Evolved compatibility patch is up-to-date again. Sorry it was out-of-date for so long.
Pascal 22 Sep, 2023 @ 4:42am 
Thanks for any reply that is, no pressure!
Pascal 22 Sep, 2023 @ 4:41am 
Hey! I love this mod and I was wondering whether you might be planning on updating the evolved compatibility patch? Thanks!
kuyan-judith  [author] 20 Sep, 2023 @ 3:03am 
Now updated to 3.9. Also fixed a bug.
kuyan-judith  [author] 12 Jun, 2023 @ 10:28pm 
@Comrade Musk: Yes.
Comrade Phoenix 12 Jun, 2023 @ 10:10pm 
Does this give intel on major artifacts?
kuyan-judith  [author] 3 Jun, 2023 @ 6:06am 
@Figaround:

I no longer recommend putting Scripted Trigger Undercoat after Ariphaos's patch in load order; it should now always go at the very start of load order.

Scripted Trigger Undercoat overwrites vanilla files profligately- but I go out of my way to make sure than if another mod *overwrites any subset of files or objects back to how they are in vanilla* that *won't* break anything absent some third mod relying on the STU version, so as long as it's *first in load order* it should be fine.

Outside of that one mod, I avoid overwriting vanilla content as much as possible, but it's not always possible. Repeating Script Templates overwrite no vanilla content and will definitely not break anything- its patches are only needed to do stuff like make the content from other mods visible in the interfaces from this one. This mod overwrites some vanilla content by necessity and I don't think I can make it overwrite any less without abandoning features.
Figaround 3 Jun, 2023 @ 5:07am 
To clarify, it is important for me that in other mods the possibilities do not disappear due to a conflict with the new mod. If it's just that your mod doesn't provide some new information when reconnaissance about specific events or relationships, but doesn't take anything away, that's fine with me.
Figaround 3 Jun, 2023 @ 5:01am 
Here is a list of my mods [drive.google.com], just an example of how many and which mods a player who knows Stellaris for many years and has played > 4000 hours can use.
Figaround 3 Jun, 2023 @ 4:52am 
There are a lot of patches and almost certainly I have more than 100 mods and there are those that will "change" because of your mod. Maybe there is a way to make it without the need for patches, maybe not change the vanilla files? In fact, in order to use Intel Expanded, I need to enable a bunch of other mods, and there is no guarantee that there will not be a conflict with some other mod. :wftosad:
kuyan-judith  [author] 3 Jun, 2023 @ 4:38am 
@Figaround: I last updated *this* mod on Friday (i.e., the 2nd of June), but I've since updated *Repeating Script Templates* (a utility mod which this mod uses) to add NSC2 support. This mod itsself shouldn't need any changes for NSC2 compatibility.
Figaround 3 Jun, 2023 @ 4:32am 
Just in case, as I understand it, you added something to the mod recently, but on the mod page the date of the last update is 2 Jun at 3:18.
kuyan-judith  [author] 2 Jun, 2023 @ 9:51pm 
@Figaround: I've added a RST module for NSC2, which should be all that's needed for compatibility with this mod.

And I genuinely did not know what mod you were talking about, the "Season 8" confused me because it made it sound like there were 7 previous seasons with different contents.
Figaround 2 Jun, 2023 @ 9:03pm 
Yes, I called for brevity and meant -NSC2 Season 8-, Gigas is also a shortened name, but you know what kind of mod we're talking about. Thanks for the answers, I'll try to save.
kuyan-judith  [author] 2 Jun, 2023 @ 7:25pm 
(not being sarcastic/pedantic, I'm genuinely confused as to whether (-NSC2 Season 8-) is the same as NSC2 or just a submod of NSC2)
kuyan-judith  [author] 2 Jun, 2023 @ 7:23pm 
@Figaround:

This mod should work basically fine on save- the only issue will be the AI forgetting about any slavery or indiscriminate bombardment which it saw before this mod was active but hasn't seen since.

Compatibility with ACOT and Gigas should be handled by Repeating Script Templates and its modules.

Compatibility with NSC2 will need to wait on me figuring out what exactly NSC2 is but if NSC2 is the same as (-NSC2 Season 8-) then I should be able to add compatibility in the form of a Repeating Script Templates module and in the meantime the only issue will be NSC2-specific content not showing up in this mod's interfaces.
Figaround 2 Jun, 2023 @ 10:24am 
What about compatibility with ACOT, Gigas and NSC2?
And can it be enabled on save?
borsk 1 Jun, 2023 @ 9:07pm 
hooray!
kuyan-judith  [author] 1 Jun, 2023 @ 5:23pm 
Now updated to 3.8.3
kuyan-judith  [author] 15 May, 2023 @ 6:15am 
I definitely plan to update this mod but no promises as to how soon.
kuyan-judith  [author] 15 May, 2023 @ 6:13am 
@borsk: Thank you!
borsk 14 May, 2023 @ 4:50pm 
I love this mod. I hope you find time and energy to update it <3
Tragopan 11 May, 2023 @ 3:30pm 
This seems to be incompatible with the latest patch. Makes it so that leaders cannot be assigned to fleets/science ships and the "set home starbase" button is broken on ship HUDs.