Stellaris

Stellaris

Startertech Specials 1.4
32 Comments
Lazerus Artificial  [author] 7 Nov, 2017 @ 12:19pm 
There is a 1.8 version where i use civics, but i havnt included the "endgame" techs anymore
555strat 6 Nov, 2017 @ 7:34pm 
I really wish this mod was working in 1.8, but it seems that the traits aren't showing up. Matter Disintegrator and Psionic Theory techs would go perfectly with the Empire I'm currently playing as.
DracoMcGee 13 Apr, 2017 @ 10:03am 
Sorry i was mistaken, dimensional isnt working either.
Lazerus Artificial  [author] 13 Apr, 2017 @ 8:40am 
havnt planned that since i kinda wish that the final stage of science nexus should grant the knowledge for these techs.

also i just tried, no trait of this version is working in 1.5 for me
DracoMcGee 13 Apr, 2017 @ 8:32am 
Oooooor adding in a civic into your new one which gives swarm/extradimensional tech?

Dimensional one is working in this, not sure why swarm one isnt.

Checked and the tech keys are the same >.<
Lazerus Artificial  [author] 13 Apr, 2017 @ 8:20am 
@DracoMcGee not anytime soon. i just created StarterTech 2 where i use civics instead
DracoMcGee 13 Apr, 2017 @ 8:18am 
Hey man, any chance on updating this? the swarm startech doesnt work :(
Bomb boy 10 Dec, 2016 @ 5:34am 
cool:steamhappy:
Lazerus Artificial  [author] 11 Aug, 2016 @ 3:01pm 
@God-king Solaris good to hear, have fun then :)
Grand-Admiral Luna 11 Aug, 2016 @ 1:47pm 
Thanks, this time it worked!
Lazerus Artificial  [author] 11 Aug, 2016 @ 12:02pm 
also an easy way to check if you have the right version is simply checking the "out of date" symbol. the previous version was for 1.2.3 and showed the outdated symbol. changed it to 1.2.4 to have it "up to date" again
Lazerus Artificial  [author] 11 Aug, 2016 @ 11:57am 
@God-king Solaris i think i know why. it seems like the workshop folder has changed.

previously it was (for me)

C:\Users\Lazerus\Documents\Paradox Interactive\Stellaris\workshop\content\281990

now it is

E:\Steam\SteamApps\workshop\content\281990

i just tried it myself and for me it works.
Grand-Admiral Luna 11 Aug, 2016 @ 10:56am 
Odd, I cant find it on the trait menu. I've tried unsubscribing then deleting the file of the mod, then resubscribing. but still nothing
Lazerus Artificial  [author] 11 Aug, 2016 @ 9:01am 
@God-king Solaris done ;)
Grand-Admiral Luna 10 Aug, 2016 @ 2:04am 
Im sorry to ask something again, but could you possibly add a psionic theory starter tech?
I Feel like combined with all the other starter techs our there, it would make games extremely interesting.
Lazerus Artificial  [author] 4 Aug, 2016 @ 12:49pm 
@God-king Solaris there you go, have fun ;)
Grand-Admiral Luna 3 Aug, 2016 @ 10:16am 
Thanks, Ive been wanting to starty with that tech because i would always find the ocean living metal event where it appears on that ocean planet. But i am never able to get the tech so I can access it
Lazerus Artificial  [author] 3 Aug, 2016 @ 10:09am 
@God-king Solaris sure, maybe i will upload it later
Grand-Admiral Luna 3 Aug, 2016 @ 9:56am 
could you add a trait that makes you start with living metal
Lazerus Artificial  [author] 19 Jun, 2016 @ 3:41pm 
@tolaburke mh i cant see a way to prevent ai picking in the wiki anyway.
If there is no implemented function for that, it would be a good idea to suggest that to the devs, so that they add an option for "is usable by ai" or so.
tolaburke 19 Jun, 2016 @ 3:33pm 
Not especially. I haven't seen insane empires fueled by them as yet. The thing is, of course, the costs of applying these parts means your army is smaller, and your defences suffer. I'll keep playing and see what happens.
Lazerus Artificial  [author] 19 Jun, 2016 @ 3:30pm 
@tolaburke is that a problem? If i can figure out how i prevent that, i could change it
tolaburke 19 Jun, 2016 @ 2:57pm 
Not a complaint, but an advisory; there is nothing preventing the AI from taking these traits.
Sephorth 17 Jun, 2016 @ 5:30pm 
Thank you so much for this! This mod combined with the balnced swarm edict mod and the playable invaders mod is exactly what I was looking for to live out a playthrough as the scourge!
Terminal Serenity 11 Jun, 2016 @ 11:19am 
Coupled with Playable Invaders mod, this is heaven
Lazerus Artificial  [author] 9 Jun, 2016 @ 9:02am 
@CelestialNite That would be nice, im not sure how a namelist can actually crash the game or cause an issue with my mod. The only case i can imagine would be that he uses a similar event as i do at game start
Blightscales!! 9 Jun, 2016 @ 1:24am 
@Lazerous Artificial Its with a Halo name overhaul, I can link the mod if you like, but it force crashes my game quite often, I elected to remove it entierely. Don't know why it crashes the whole game, but its given me an innumerable amount of problems for just a name list.
Lazerus Artificial  [author] 8 Jun, 2016 @ 12:49pm 
@CelestialNite if you can figure out which one it is, that would be great. with my modlist (and i have quite a few installed) it still works, even with other traitmods or eventmods
Blightscales!! 8 Jun, 2016 @ 12:40pm 
@Lazerus Artificial Yep, that work. Must just be a compatibility issue with another mod. Thank you :)
Lazerus Artificial  [author] 8 Jun, 2016 @ 9:36am 
@CelestialNite i just checked again and for me it works. i create a race, pick the trait and start the game. right at the beginning i then get the usual popup from playable robots and behind that i get the "research complete" message.

could you try starting the game with ONLY this mod active to see if it works then? and if it does, could you test which other mod causes the incompatibility?
Blightscales!! 7 Jun, 2016 @ 11:12pm 
Forgive me if i sound dumb, but I cant seem to figure out how to "get" these weapons. I start a game, select the traits, but after that nothing happens. How do I Get them to work?
love 7 Jun, 2016 @ 2:22pm 
Thank you!