Stellaris

Stellaris

Clone Army Perfected
21 Comments
Galahad 28 Jan @ 4:30pm 
It wasn’t this apologies
Galahad 28 Jan @ 4:19pm 
I could have sworn this was causiing a crash loop last time I loaded it but that might have been a clone army leader for every type mod il recheck
Doldenberg  [author] 24 Jan @ 3:21pm 
According to my test, the mod works just fine on the current version; even though it's shown as outdated. Have you specifically tested that it does not?
Galahad 24 Jan @ 10:37am 
any chance of this getting updated?
Fipse 2 Oct, 2024 @ 1:51am 
Does not seem to work with the current patch.
AbsLiberaTracson 12 Jun, 2024 @ 11:39pm 
Synthetic clones now are not able to be Modded. Old bug comes again.
MiltoNova 13 Apr, 2024 @ 9:08am 
thank you so much for this, sad you cant modify cybernetic templates on clones
Doldenberg  [author] 12 Apr, 2024 @ 6:31pm 
Cybernetic clones should work, do report if you encounter any bugs.
GrundleTaint 12 Apr, 2024 @ 5:40pm 
can they be cybernetic clones or just Gene Modded c:
Doldenberg  [author] 2 Mar, 2024 @ 11:42am 
Updated this to 3.11, removing all effects for Synthetic ascension path; now only makes Clones gene-moddable (and thereby, templates applicable).
Doldenberg  [author] 11 Dec, 2022 @ 5:21am 
@ren Ask away. :)
the putrid one 10 Dec, 2022 @ 8:54pm 
Hello, I was looking into creating a mod that'd do something similar to what you had listed in the future section, do you mind if I add you and ask a few things?
Lord Omega 117 27 Oct, 2022 @ 10:54am 
does this still work?
Doldenberg  [author] 31 May, 2022 @ 2:22pm 
It is very unlikely to be save game compatible since the non-modifiability is applied on startup.
Hiphopopotamus 31 May, 2022 @ 11:25am 
Nevermind! I'm not sure what changed it but there is a descendant species of their founder that can create a template. Thanks anyway!
Hiphopopotamus 31 May, 2022 @ 10:56am 
I'm not sure if this is save game compatible. Is it, or is there a save edit I can perform to retroactively apply your changes? Thanks!
Doldenberg  [author] 16 May, 2022 @ 2:23pm 
I actually built this mod for a roleplay/social multiplayer campaign that I'm running and we decided to basically take the gene modification, but add an empire-wide growth malus to all species and remove the Synthetic path. We specifically decided against raising anything about the 100 total Clones, because we considered it overpowered.
But I might look into publishing alternative version of this mod in the future, including the approach at balance we took for that MP-campaign.
Peter34 14 May, 2022 @ 10:22pm 
No. My perspective is "roleplay/social multiplayer".

I do not want anything that is at extreme risk of causing resentment from the other players if one player chooses it.
engineer gaming 14 May, 2022 @ 5:47pm 
@Peter34 Maybe a technology that allows the clone vats to be reverse engineered, allowing for infinite building?
Peter34 9 May, 2022 @ 9:29am 
I'd just like to see a simple mod that increases the number of Ancient Clone Vats from 5 to 6 once you do the "thing", and adding an Ascension Perk that lets you construct a 7th Vat and upgrades from 20 Clones per Vat to maybe 22 or 23.

I think this is is way too much. To be honest.
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 8 May, 2022 @ 5:52am 
looks good will try it out