Stellaris

Stellaris

Soldier Traits
36 Comments
J. D. Absolem 26 May @ 11:37pm 
@Chakat Riversand Yea, I haven't had any of the soldier influence production traits actually work for a while now. The descriptions already tell me that something is wrong, but I'm not sure what to fix.
Chakat Riversand 23 May @ 10:04pm 
i haven't seen the results of the traits for soldiers producing resources yet, while having the traits. I think this is a bug?
Hann3o  [author] 8 May @ 8:50am 
@BroncoXeno2035 I havent tested it yet, maybe you can check if it works :)? It should so, they are just basics traits available for species modding as always
BroncoXeno2035 8 May @ 6:34am 
I'm not sure about this mod, but is this mod and the other trait mods able to be drawn for Evolutionary Predators?
Loveless1987 7 May @ 6:16am 
I'm so happy to see this will be updated. I'm here to cheer on the process and tell you how much I love your mod. My species are Stellar Champions all the way.
Hann3o  [author] 6 May @ 1:41am 
@Misterwheatley #Maintaintf2 For sure, they gonna get updated:)
Hoping these trait mods get updated. No rush at all, though. Take your time!
Travcore 22 Feb @ 8:37am 
I reallt hope we get some litoid traits in the future ^^
Hann3o  [author] 10 Dec, 2024 @ 2:59am 
@Darthsawyer you can't add ship modifiers via species traits :)
Darthsawyer 6 Dec, 2024 @ 8:20am 
For increased variety adding traits that improve specific weapons would be neat, i.e. +10% strike craft damage, +15% kinetic weapon damage, +5% shield penetration and so on. I have only ever seen 1 other mod that adds a trait that effects ships, it would be nice to be able to specialize builds further
Hann3o  [author] 4 Dec, 2024 @ 12:29am 
@TotallyAccurate you would need to change in the script: randomized = no and ai_weight = 0 or so
TotallyAccurate 3 Dec, 2024 @ 4:50pm 
Is AI able to use these traits? If so, is there any way to disallow that?
Hann3o  [author] 8 Jul, 2024 @ 3:35am 
@lyndy Yes is WIP
Thorion 7 Jul, 2024 @ 7:46pm 
hmm, have you considered making traits/an addon for machine species
Hann3o  [author] 11 Mar, 2024 @ 6:22pm 
@eadouglas97 true the modifier for the stability is not working for traits :) will fix that
eadouglas97 11 Mar, 2024 @ 5:34pm 
It doesn't appear that the trait that grants soldiers increased stability is working.
pasquarielloraffaele02 4 Mar, 2024 @ 3:19pm 
Where can I apply these traits? I can't find any menu where to do it :(
Skylearion 30 Jan, 2024 @ 8:59pm 
it refers to species traits
SixMonthGaze 30 Jan, 2024 @ 5:17pm 
what do these apply to? the species overall or leaders or what?
Hann3o  [author] 29 Jan, 2024 @ 11:06am 
@SIYAH ASKER Nope :)
SIYAH ASKER 29 Jan, 2024 @ 8:13am 
ıs this Ironman/achievement compatible?
Hann3o  [author] 27 Jan, 2024 @ 8:12am 
@darksideresident13 Is fixed now, swapped those for different effects. Idk why paradox has the Commander Skill Level as possible modifier but it doesnt work
Hann3o  [author] 27 Jan, 2024 @ 7:26am 
@darksideresident13 Thank you :)) I will look into it
Hann3o  [author] 27 Jan, 2024 @ 7:26am 
@Winstorm07 Мы приглашаем вас сделать это?
Winstorm07 27 Jan, 2024 @ 6:48am 
Кто переведет, товарищи мододелы?
Loveless1987 27 Jan, 2024 @ 5:34am 
I just wanted to let you know that I loved the flavor and type of soldiers offered by these traits. The only thing that didn't work was the traits that say commanders start with +X lvls. Regardless, this has brought much more customization to my predominately militarist empires.
Hann3o  [author] 25 Jan, 2024 @ 9:25am 
@卡尔文迪斯梅特 谢谢
Hann3o  [author] 25 Jan, 2024 @ 6:51am 
@Goldmoon40 Thanks my g
noobfield2042 25 Jan, 2024 @ 6:07am 
I love your traits mods mate
greensniperhat 25 Jan, 2024 @ 2:27am 
ay, np!
Hann3o  [author] 25 Jan, 2024 @ 1:51am 
@greensniperhat Good points :) Thanks for the constructive feedback. I will change them :)
greensniperhat 24 Jan, 2024 @ 11:51pm 
So yeah, out of all the traits you have so far, the ones that do not fit those criteria are armed civilians (which is more of a policy that could be reversed - which is civic territory), cosmic warlords (that's an entire government mode), gravity hammers (which is more of an equipment than a trait), and heavy vehicles (again, more like an army attachment than a trait). I can argue that advanced weaponry just meant they have a tendency to create weapons that are better crafted (i.e. dwarven quality), but the others I mentioned above need to be changed to really fit as traits.
greensniperhat 24 Jan, 2024 @ 11:51pm 
My suggestion is to change it to something either inherently biological or behavioral, maybe like change heavy vehicles to armored tendency (they feel safer inside armor) or cosmic warlords into strong alphas (tend to follow the alphas), and armed civilians to born combatants (everyone is born a warrior).

There's a reason why there is a distinction between traits and civics - traits are an innate attribute that a pop of a species may have, that is hard to change. So things like biological stuff (metabolism, reproduction, skin color, medical tendencies etc), behavioral stuff (communal, hive-minded, aggressive etc), or something inherent in their construction (frail, crystalline, tough, wifi connected, cybernetics etc).
Hann3o  [author] 24 Jan, 2024 @ 11:00pm 
@greensniperhat Fair point :) yes you are right, but I felt like there so many good civic mods that cover that, and sometimes you dont want to emphasize this via a civic but with a trait
greensniperhat 24 Jan, 2024 @ 6:15pm 
Honestly some of these feel better as civics, e.g. armed civilians, armored vehicles.