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Regarding traditions, re-rolling those are a little bit more tricky; I'm still thinking how to handle 'em because unlike APs, Traditions have to be refunded or partially refunded because no one is going to re-roll them if they know the price to get them back is too steep.
For now, my priority is adding AP re-roll capabilities to supported mods, next mod in the agenda is Ascension Perks Broadened, @Lucasif recently added a scripted variable that would allow me to re-roll their perks. Let's see how it goes! Also thank you so much for your feedback @eqN.
Thanks for your constructive feedback!
Which I'm kinda sorry about, because I was in a middle of a fairly long game and I overlooked that I already had the intended variants among the 50+ traits by then. So this is only a visual issue.
EDIT: increased instead of decrease, oops.
Yes, ESAP does this change to replace One Vision with One Purpose for Hive Minds and I see it now that these are duplicated over. This however leads to both the duplicates and the originals appear on the list (just one of them being permanently disabled due to the One Vision requirement) at Hive Minds.
My recommendation is enabling all 4 mods related to these unity perks for the best experience:
* Ascension Perks Broadened
* Expanded Stellaris Ascension Perks (ESAP)
* ! Reworked Advanced Ascension
* ! Sartek Tradition - Ascension Perk Merger
Why not just branch out everything from AP One Vision? Because this could cause a duplicate perk issue, flavor text (description) would be lost for gestalts and I think roleplaying and expanding on what is already established is important.
Ahhh I see, civic_hive_manipulators_of_life is able to pick engineered evolution early like Overtuned empires and the potential trigger changed. Good catch, thank you!
I also added -damage_vs_country_type_giga_eawaf_sirens_mult = 0.5- to Defenders of the Galaxy AP. My bad, I think I was too focused on making the inline toggles that I didn't see that modifier.
@Gralon Dilach
Yes, Better Perks and Worthy Perks buffs are combined if you activate both together or toggled individually if you only pick one.
Regarding the Ascension and Tradition mods, I think I have to update that guide, I would recommend AP and Tradition mods to be set before major overhauls, with the exception of "! Reworked Advanced Ascension"; because !RAA has a "!" in its name, I recommend that mod near the bottom before NSC3 and ! Sartek TAP Merger after NSC3 but before other mods with double "!" or triple "!".
Does this mod combine the Better Perks and WorthyPerks buffs if I attempt to enable both before this?
Also, the mod install order list says that traditions/ascension mods should be loaded after Gigaengineering/ACOT. Most other recommendations I've seen suggests the tradition/ascenion block before Gigas/ACOT. Which would be better for this mod?
Thank you!
Regarding Better Perks... It has been supported since v3.14 but I did mark everything as incompatible while I was working on v4.0. Maybe that is why?
I suggest using Better Perks for the biggest buffs across all APs. My mod will detect it and add those changes automatically.
BTW, has Better Perks been supported before? I swear I've seen it as not-supported, but you've marked it as OK now.
Thank you for your patience:
@Seneschul
@kahvipensas
@AdamMarkIV
@Atlantispy
@Tigertycoon
@Lan
@thorman123456789
@everyone
For anyone that wants to rollback, you can use the legacy 3.14 data in the auxiliary folder. (This is for @waning crescent moon and @everyone still in 3.14)
Legacy folder if one must.
What do y'all think? Should I leave it in 3.14 for a bit more or should I push the 4.0 update?
Easiest way to fix that is to simply name a file ~z_machine_age.txt (something that starts with ~ or z), then add it to the ascension_perks folder within a local mod, copy and paste vanilla machine age AP script into that txt file and done. That fix does not account for other mods changes to machine age (if any, from your mod list) but it will show up and work like in vanilla at the very least.
I hope that helps you out a bit.
Now, with 4.0 version, your mod seems to not work currently, and I understand that you need some time to update it, but I wanted to ask: what in that mod could cause that? And is there a workaround without your mod that I can use to fix it for now? (Btw love your mod, great work!)
Thanks for your attention!
@Charly_Maxx Thanks!
Looking forward to your stuff!