Stellaris

Stellaris

Ascension Perks Broadened 4.0
220 Comments
Lucasif  [author] 14 Jul @ 11:26pm 
Oh I just haven't gotten around to updating the content to fit 4.0 yet. I'll change that eventually.
xkuripuri 14 Jul @ 10:59pm 
While not a game-breaking thing, the Planetary Development tiers still list about getting +building slots, even though that's not possible in 4.0
I imagine this is likely kept in for backwards compatibility though. Not sure if there's a way to disable it 4.0, or if you'd be forced to maintain 2 versions.

It's just a nitpick. Regardless, I do enjoy this mod a lot still!
eqN 7 Jul @ 1:53pm 
Great to hear. It works like a dream already with a lot of other AP mods thanks to Sartek's compatibility mod afaik.
Lucasif  [author] 7 Jul @ 1:47pm 
As of now just adding stuff for modders to make it more compatible. Will be pushing another update soon for even more compatibility. No content updates as of right now.
eqN 7 Jul @ 1:45pm 
Any patch notes? :x
Everbane 3 Jul @ 10:16am 
@Lucasif noticed that the tiered perk which makes ships cheaper to build does not work with bio-ships. the tooltip still says corvette, destroyer, etc insead of mauler, weaver, etc. didn't know if this was on your to-do list or not.

TY for your work on this mod!
Lucasif  [author] 2 Jul @ 10:26pm 
Sure thing, I'll try to get on that soon, but I *might* forget. If I haven't by Monday feel free to add me and spam me a bunch until I have added it lol
A-Sartek 2 Jul @ 3:43pm 
Hello @Lucasif! I'm the author of this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2821711162

I just have a small request for compatibility purposes, could you please add a scripted variable for your mod? Something like "@is_ap_broadened_active = 1" should be sufficient.
Stepover34 1 Jul @ 3:14pm 
Could we have a tiered perk for "Lord of War" so we can have a bunch of mercenaries at our command?
JustAQuarterOfJesus 4 Jun @ 1:54pm 
As if it is for me, perks that add big persentage reduction to projects like engeneering exellency tier x for biological modification project. Project will have a negative value (if reduction is more then a 100%) and cannot be completed. But i also have a bunch of other mods so if works for you it is probably a competability issue. Thanks for mod.
shadowtheimpure 4 Jun @ 3:09am 
Thank you kindly for the 4.0 update. This is one of my favorite ascension perk mods.
Stepover34 1 Jun @ 5:44am 
that would be nice, as evolutionary predators cannot be genetically modified, but they can endlessly evolve through their situation, so increasing the speed by like 10% per perk would help them catch up
Lucasif  [author] 31 May @ 8:24pm 
Not that I know of, but I will probably add that when I get around to updating the mod.
Stepover34 31 May @ 8:10am 
does the engineered excellency perks increase the progress for evolutionary predators?
Lucasif  [author] 29 May @ 11:49am 
It's a bit of a pain to mod in other mod stuff. You could make a sub mod for it if you want though that just edits that perk.
Phoenix Nebula 29 May @ 11:46am 
Would it be possible to have the Navy Enactment perk reduce the build cost of NSC ships?
Lucasif  [author] 18 May @ 4:32pm 
It should. It also doesn't require broadened to work. You can just use repeatable on its own if you want.
Xin 18 May @ 4:28pm 
Thank you so much! Does the Repeteable Ascension Perks addon works too? :Suzukasan:
Zenith 16 May @ 9:55am 
Hey @Lucasif, thanks for the hotfix. The mod works very fine. Can't wait for the full update.
Lucasif  [author] 15 May @ 5:56pm 
I'll have a look when I get the chance.
xkuripuri 15 May @ 5:48pm 
It works for me as well, I did have to put this pretty high in my mod order, as I got consistent crashing with it lower. I did place it above Giga, which I have high up. might be something in my list that doesn't like it.

At a glance, the Planetary Development perks have a dead pick in that you can't gain more Building Slots in 4.0. You're fixed at the 6 city (though 1 is used on the capital), then 3 in each specialization slot - 2 slots for city, then 3 more for your resource districts.

I know some mods add more, but they require you to change the UI because I don't think it will otherwise change to fit more.
Lucasif  [author] 15 May @ 5:31pm 
I just tested it and it's working for me.
Yeti Hunters 15 May @ 5:27pm 
Hi @Lucasif I can confirm that none of the perks show up in the menu where you pick ascension perks. The game does not crash now but the perks don't show up, even with "show unavailable" box checked in the ascension perk menu

I just tested it in my modded playset but the mods should be compatible, if needed I can make a steam collection of the modlist to put here if there is a conflict somehow.

Thanks again for the work you do on these mods!
Lucasif  [author] 15 May @ 5:07pm 
I haven't tested any perks. They might all work or none of them might work. I just wanted to push the update to make it actually not crash the game. If I were to guess though I'd say the colony one is probably not going to work. Sorry I can't give you more concrete info.
Yeti Hunters 15 May @ 5:00pm 
Hi @Lucasif my friends and I adore this mod in our mp games. Did the latest update put out by you include changes to make all the perks compatible again? Or are we still under the megastructure related perks only restriction?

Thanks again for all the work you put in for your mods. I've been using your mods both on Stellaris and Surviving mars and they are fantastic.
xkuripuri 15 May @ 3:52pm 
Yes my precious gene modding points, come back to me
Lucasif  [author] 15 May @ 3:47pm 
If you're looking for the 3.14 legacy version I've uploaded it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3482162055
Lucasif  [author] 15 May @ 3:43pm 
Alright I've put an update through for 4.0 that should fix the crashing. Took me a while to figure out why and it's a really stupid reason why it was crashing so stupid that it didn't even throw any errors at all I'm guessing because I'm the first person to ever actually get this error.
Lucasif  [author] 15 May @ 2:44pm 
Looking into why it's crashing. Did it only just start crashing with the newest hotfix? Honestly I'm not even sure how it *could* be causing the game to crash.

It's also worth mentioning that as I've started a new job I've had a lot less time to mod so that's another reason why I've been waiting to fix the perks, but if the entire mod is causing a crash which it appears to be doing then I'm gonna try to figure out what's going on ASAP
Zenith 15 May @ 11:04am 
Hi @lucasif thanks for the reply, i do have a problem. Your mod starts to crash when starting a new save game. My suggest is that it crashes to UI Overhaul or even too Giga since i tried with that. Anyways, its just to make a quick report so that a hotfix can be issued. Thanks
Voidlord 15 May @ 10:06am 
I eagerly look forward to it updating.

@Lucasif
An idea for the Colonising Efforts perk. Perhaps instead of extra pops, it increases the rate of migration? So you get more pops each month? Help your colonies grow quicker at least
Lucasif  [author] 14 May @ 10:02pm 
100% I'm gonna update it. The mega ascension perks should still be working in 4.0. I'm just waiting for the rapid bug fixes to stop to properly go in and fix the broken stuff.

Try using it now Zenith for the mega ascension perks and it should work. Anything that touch pops though is likely to be a bit borked.
Zenith 14 May @ 6:27pm 
I love your mod and subscribed to it for a long time. May i ask if your gonna make an update to this? I hate building megas for 2068 days :(
Emperor Smokes 12 May @ 4:16pm 
I'm stuck using laptops that aren't so good, one I can't reliably use because it keeps corrupting it's own keyboard drivers, and the replacement laptop, is incapable of playing games XD So I got the keyboard corrupter setup purely as a host machine for steam....I get mini-tower soon that will hold me til I get my full tower.
Lucasif  [author] 12 May @ 12:49pm 
No worries, don't feel obligated to do it at all if it's a hassle.
Emperor Smokes 12 May @ 7:40am 
I'll have to do some finagling then because I have to have this mod disabled just to play. Streaming my steam games from a craptop doesn't help much either XD That, hopefully will be fixed in the next week or 2 with a new machine I'm getting.
Lucasif  [author] 11 May @ 1:05pm 
If you wanna report when something is broken feel free to post it to the bug reports. Very helpful for me when I get to actually updating it so I can laser into what's actually broken. Right now I'm still waiting for the daily patches to finish so I can update the mod and sit back and not worry about it breaking again immediately. For now though it seems like you can just avoid taking those ascension perks and it works fine.
Emperor Smokes 11 May @ 6:11am 
It's been very very weird seeing more then "25 pop" on planets now....eeeesh that number now goes very high.

@Voidlord I think there may still be....things we can pick for that....isn't there?

Btw, @Lucasif, if you need a tester, only things I got besides your 2 mods, the UI overhaul and one that makes the UI red, I am about base game and dlc's only XD
Voidlord 9 May @ 10:05am 
yea it doesnt seem to be possible to increase starting population of a planet
Lucasif  [author] 7 May @ 12:54pm 
Colonising effort I imagine is completely borked, I'm not 100% on the others but I imagine you're right. I haven't even begun to look into fixing things yet because I'm waiting for some other mods to be fixed first and for the most egregious bugs to be fixed. I imagine I'll work on it on the weekend.
Emperor Smokes 7 May @ 9:52am 
Hey, no rush, I'm actually genuinely curious.....the bio engineering, job productivity, & colonizing effort perks were mostly what got borked yeah? I'm just starting to work on figuring out how modding goes so I'm just asking questions.
Lucasif  [author] 5 May @ 1:32am 
I will be updating this to 4.0 when I get the time and depending on how much has changed there will likely be changes and potentially full removal of some perks. I'll also be uploading a legacy 3.14 version to steam for those who want to keep playing 3.14 in the future.
Stepover34 23 Apr @ 12:42pm 
ok
Lucasif  [author] 23 Apr @ 12:30pm 
It's broken when used with one of the player crises paths so I won't release it, but you can feel free to uncomment them in your local copy just be aware that if someone does the synaptic lathe that it'll probably break your save.
Stepover34 23 Apr @ 5:01am 
are you going to release the job creation AP you have in the files?
Lyv 22 Apr @ 10:36pm 
@big chungus qi 抱歉我最近比较摸,有空了更一下,不过话说回来没中文好像也不影响使用吧(
Lucasif  [author] 15 Apr @ 1:51pm 
I'm not the one who did the Chinese translation so I can't update it properly.
big chungus qi 15 Apr @ 5:01am 
请更新中文
Lucasif  [author] 23 Jan @ 3:41pm 
Because I don't play as machines and hiveminds so I don't actually know how to do it for them. I make no excuses for my own lack of talent haha. If anyone wants to code one themselves I can look over it and add it to the mod if people want though.
Mael 23 Jan @ 2:41pm 
Question,
Why don't Machines (and possibly Hiveminds) not get a Forced Placation equivalent? The amenities and crime/deviancy aspect would be quite handy.