Stellaris

Stellaris

! Sartek Tradition - Ascension Perk Merger
635 Comments
A-Sartek  [author] 7 Jul @ 8:33pm 
@eqN Yep, the re-roll currently costs half of government reform cost and follows the same formula based on empire size, except you can re-roll APs every 10 years instead of 20 years like civic reforms (which is why is half cost).

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.
:lilimok:
eqN 7 Jul @ 2:38pm 
The Ascension Reroll is great. Its cost even scales it seems? That's awesome. Definitely a bit "cheaty" but it's not like you're ever forced to use it. Would love, if it's 'easy to implement', for a similar feature for Traditions too. I love experimenting and this all helps a lot!
A-Sartek  [author] 3 Jul @ 3:10pm 
@everyone I just added a few fixes based on your feedback but more importantly I just added a new re-roll feature for ascension perks that you might find useful and I want to know what you think.
A-Sartek  [author] 26 Jun @ 3:50pm 
Ahhh, I see, so the regular AP variants were showing up... That is good to know. I didn't want to overlap the original AAR_ap_ETHIC and ap_our_true_vision but I think I have to because they still show up "unpickable" from hives when they should be completely invisible.

Thanks for your constructive feedback! :lilimok:
Graion Dilach 26 Jun @ 2:27pm 
Come to think of it, I think your solution is appropriate. Just hide AAR_ap_ETHIC and ap_our_true_vision properly from hiveminds to prevent them being shown from the unavailable picks - that's what confused me and got me into this.

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.
A-Sartek  [author] 26 Jun @ 2:01pm 
@Graion Dilach I'm open to suggestions, what do you think would be ideal?
A-Sartek  [author] 26 Jun @ 1:59pm 
@Graion Dilach right now I remember that... But why Organic Hives have increased ethics attraction in vanilla? That is why as I said before, this is intentional to avoid conflicting interactions between mods.

EDIT: increased instead of decrease, oops.
Graion Dilach 26 Jun @ 1:23pm 
But One Vision doesn't exclude all gestalts in vanilla. One Vision only excludes machine intelligence.

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.
A-Sartek  [author] 26 Jun @ 12:07pm 
(continued)
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
A-Sartek  [author] 26 Jun @ 12:06pm 
@Graion Dilach alright, but that is intentional, !RAA and ABP unity accept AP One Vision and they exclude gestalts (they follow Vanilla restrictions) when Sartek Merger is not active; this is based on how their respective authors scripted their APs. On the other hand, when my mod is active it allows gestalts to "branch out" to the other mods unity perks starting from "One Purpose", which is an AP originally from ESAP and requires that mod to be active.

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.
Graion Dilach 26 Jun @ 11:02am 
Right, I rechecked it now. This mod handled the tiered perks from ABP, but during the tiered perks disabled mode the "standalone" version of Unity of Thoughts & One True Vision still only accepts One Vision.
A-Sartek  [author] 26 Jun @ 7:55am 
@Graion Dilach this mod already does that (see last showcase screenshot). It accounts for Ascension Perks Broadened and !Reworked Advanced Ascension; in fact, when you use my mod and Ascension Perks Broadened you get flavored description for Gestalts that doesn't happen with just Ascension Perks Broadened alone.
Graion Dilach 26 Jun @ 6:07am 
Would a change to allow ESAP's One Purpose to unlock Ascension Perks Broadened's One True Vision for gestalts be in scope for this mod? There also might be other perks within the other mods which expect One Vision and cannot resolve One Purpose for the same effect though.
beahmont 20 Jun @ 5:12pm 
Awesome. Thank you!
A-Sartek  [author] 20 Jun @ 3:12am 
@kNow Name
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 "!".
kNow Name 19 Jun @ 9:04pm 
Also I think for engineered evolution I think the emex inline isn't supposed to have civic_hive_manipulators_of_life
kNow Name 19 Jun @ 8:23pm 
looks like you forgot to add damage_vs_country_type_giga_eawaf_sirens_mult = 0.5 to the giga blocks of defenders of the galaxy ap.
Graion Dilach 19 Jun @ 7:55pm 
I have two questions.

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!
A-Sartek  [author] 19 Jun @ 1:36pm 
@beahmont Anything from @TrueWolves @Azurian or @kroun (All three in this case) is always top quality. That mod is quite modular and because of that it makes my endeavor much easier. You can definitely use both mods together without any issues.
beahmont 19 Jun @ 12:49pm 
Does this AP mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3099975582 , cause any issues if working with this mod?
A-Sartek  [author] 19 Jun @ 4:19am 
@solovibin420 @Excel. exe :LIS_pixel_heart:
Excel.exe 19 Jun @ 1:34am 
ty for update <3
solovibin420 18 Jun @ 8:08pm 
the goat fr
A-Sartek  [author] 18 Jun @ 7:48pm 
@Ethric It is always a pleasure, and hey, thank you for passing by, it really means a lot to me. :selphinehappy::momomoon:
Ethric 18 Jun @ 1:12pm 
Thanks for the great mod and the work you put into making/maintaining it.
A-Sartek  [author] 18 Jun @ 11:00am 
Hey, you are welcome :)

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.
kahvipensas 18 Jun @ 10:44am 
Yay, huge thanks for updating! And some extra praise for keeping your compatibility list up-to-date, it makes managing things a lot easier for us mod users.

BTW, has Better Perks been supported before? I swear I've seen it as not-supported, but you've marked it as OK now.
A-Sartek  [author] 18 Jun @ 10:03am 
Thank you @ranma100 :praisesun:
ranma100 18 Jun @ 7:42am 
Good to,see this mod back.
A-Sartek  [author] 18 Jun @ 7:09am 
I just updated the mod to 4.0.*! Even though I wish Stellaris updates stabilize a bit more, I think enough mods are compatible with 4.0.* for this upload to make sense.

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)
Seneschul 16 Jun @ 1:03pm 
4.0 update please and thank you <3
Legacy folder if one must.
A-Sartek  [author] 16 Jun @ 9:20am 
Alright, lets see what the others say.
kahvipensas 16 Jun @ 2:31am 
I think updating to 4.0 but leaving the 3.14 legacy folder might be a good option. Even though the game is still very buggy, many mods have been updated to work with it (as much as anything can be considered to work with the mess the game is).
A-Sartek  [author] 15 Jun @ 2:27pm 
Totally valid point and yea I was planning to add a legacy 3.14 folder inside this mod so anyone can rollback at any time. Additionally, I've been deterred from updating the mod because the game is in a perpetual 4.0 beta and now they are leaving for the summer with another half baked beta release.

What do y'all think? Should I leave it in 3.14 for a bit more or should I push the 4.0 update?
waning crescent moon 14 Jun @ 8:41pm 
Since it looks like you're very close to a 4.0 version, would it be possible to upload a legacy 3.14 version for us version boomers who are still playing it once it comes out? I obviously don't expect any support or updates for it but it would be nice to not have to worry about my save game breaking one morning and having to fiddle with the mods.
A-Sartek  [author] 12 Jun @ 8:21pm 
@AdamMarkIV My mod has load order overrides to avoid other mods (current and/or outdated) making changes that could conflict or that take away features. Merging effects whenever is applicable.

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.
AdamMarkIV 11 Jun @ 9:12pm 
Hi @A-Sartek! I have been using your mod to fix a bug with a mod called "A Lot of Traditions" (16 slots). With that mod, the Perk "Machine Age" would not show up, but your mod fixed it.

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!
A-Sartek  [author] 9 Jun @ 9:35am 
@Atlantispy My hands are full atm, it is a neat idea but I think we just have to be patient and wait until the author gets motivated.
Atlantispy 6 Jun @ 5:37am 
Also, I know it's not necessarily something that is your place, but the Unique Ascension Perks author has said they won't be updating at least for 4.0. Would you consider taking it over for 4.0, or incorporating into ESAP?
Atlantispy 6 Jun @ 5:13am 
Next weekend is hype! Find it hard to play without your stuff now!
A-Sartek  [author] 5 Jun @ 7:23pm 
@Tigertycoon Understandable, I would say that ETA is next weekend.

@Charly_Maxx Thanks! :praisesun:.
Charly_Maxx 5 Jun @ 3:26pm 
Great Mod :winter2019happyyul:
Tigertycoon 5 Jun @ 5:06am 
Do you maybe have a new ETA? Just so i can plan to start a Game in the near Future or wait.
A-Sartek  [author] 2 Jun @ 8:30am 
I had a chance recently to try some stuff from this mod in multiplayer, something that would probably be added in a future patch but not in the upcoming patch. just letting y'all know that I haven't forgotten about the update.

:selphinehappy:
Seneschul 24 May @ 12:22pm 
Thanks Sartek!
Looking forward to your stuff!
Atlantispy 19 May @ 8:36am 
Awesome! Can't go without it at this point!
A-Sartek  [author] 19 May @ 8:14am 
@Atlantispy Now that ESAP has been updated to 4.0 I'm able to focus on this mod. It is probably going to take a bit due to IRL time constraints, probably I'll have something ready by the end of the month if not earlier.
Atlantispy 19 May @ 8:08am 
How's the progress going on this? :)
Lan 11 May @ 4:13pm 
Love your work Sartek, excited for your update!
A-Sartek  [author] 11 May @ 3:44pm 
@thorman123456789 I'm currently working on it, but I'm going to hold off on any updates until Tuesday when PDX releases their latest patch and we are out of the beta.