Stellaris

Stellaris

Shadow's Defines [Stellaris 1.4]
35 Comments
ShadowDragon8685  [author] 12 Apr, 2017 @ 8:54pm 
ShadowDragon8685  [author] 12 Apr, 2017 @ 3:47am 
I will update this, now that they've unbroken defines overrides. Probably today, but almost definitely not anytime in the next eight or so hours, and probably not within twelve.
ShadowDragon8685  [author] 7 Apr, 2017 @ 12:17am 
Okay, updating this for 1.5 is going to be really, REALLY hard, since apparently someone at PDX has a real hateboner for lua scripting. 00_defines.lua is now 00_defines.txt and no longer supports lua key replacement the way it used to.

I can refactor this motherlover, but it will not be FAST, and it will be a full file replacer. I'm going to fork the mod and leave this one here permanently as the 1.4 version, and wait a bit and see if PDX is going to unshrek what they shrekt.
ShadowDragon8685  [author] 6 Apr, 2017 @ 4:07pm 
Yes, I will be updating this for 1.5. This is a non-trivial task, and Stellar Energy comes ahead of it in the queue.
ShadowDragon8685  [author] 2 Apr, 2017 @ 4:23pm 
Please read the VERY LAST THING above the "user comments" heading. If you're editing it for personal use, that's one thing, but do not upload it to the workshop. If you ARE editing for personal use, then you shouldn't need to change the mod author.
Demiurge 2 Apr, 2017 @ 1:36pm 
I copy pasted your mod so I could do some changes of my own. I've run into a snag though, how do I change the mod author?
WatcherCCG 9 Feb, 2017 @ 5:12pm 
Well, we'll see how it plays with the rest of my mods. You should look into checking the rest of your works, if you have the time and ability. The planet size thing looked very promising.
ShadowDragon8685  [author] 6 Feb, 2017 @ 5:32pm 
Please let me know if anything actually breaks the game with ShaDefs, in a way that makes gameplay absurd or impossible. Not "I disagree with this rebalance choice," but "this is making the game hilariously stupid," like if it becomes impossible to kill ships or something.
WatcherCCG 6 Feb, 2017 @ 2:43pm 
Cheers, Shadow. :)
ShadowDragon8685  [author] 6 Feb, 2017 @ 5:45am 
I already updated this one.
WatcherCCG 6 Feb, 2017 @ 4:15am 
Fair enough. I won't blame you if you wait for Banks.
ShadowDragon8685  [author] 5 Feb, 2017 @ 3:47pm 
I might look into it since Stellaris patching seems somewhat frozen whilst awaiting the big bigbig update, but it's not a mega-priority ATM.
WatcherCCG 5 Feb, 2017 @ 9:18am 
Seems you never did manage to update it. Shame.
ShadowDragon8685  [author] 24 Oct, 2016 @ 9:18am 
This one is very non-trivial to update, because it involves checking an unholy truck-fun of lua keys, and overriding the vanilla tech files.
Words and Philosophy 24 Oct, 2016 @ 9:11am 
Will you update to 1.3? I'm already missing the 5 ethic points
WarGul 11 Oct, 2016 @ 1:21am 
AI dosen't colonize with your MOD enabled. Unless there are conflicts??
InsaneVizir 27 Jun, 2016 @ 8:14pm 
Thank you!! ^^
ShadowDragon8685  [author] 27 Jun, 2016 @ 7:16pm 
The only thing I'm stressed about now is what in the bloody bollocking hell I'm going to do to preserve the intent behind Belle and Bellicosity. I think I'll just wait to see what More Technologies does with their tech that granted +1 Embassy, +1 Rivalry.
AttackBeagle 27 Jun, 2016 @ 7:13pm 
Awesome news! I hope our love of your mods is not overworking or stressing you! Thank you so Much!
ShadowDragon8685  [author] 27 Jun, 2016 @ 4:52pm 
AttackBeagle - you are good to go. The Shadow has landed; repeat, the Shadow has landed.
ShadowDragon8685  [author] 27 Jun, 2016 @ 3:42pm 
Oooooh crap , I thought it wasn't coming for a while. I'll get to work.
AttackBeagle 27 Jun, 2016 @ 3:30pm 
Thanks so much for your mods and also begging for update to 1.2....in the time of your chosing sir!
InsaneVizir 27 Jun, 2016 @ 12:32pm 
1.2 is up already, thats why i'm asking lol. My old game cannot be loaded untill all mods are up to date.
ShadowDragon8685  [author] 27 Jun, 2016 @ 10:48am 
Probably, when 1.2 drops, but I'm not going to download the beta to screw with it early.
InsaneVizir 27 Jun, 2016 @ 8:36am 
loved the changes, will it be updated to 1.2 or is this the end ??
ShadowDragon8685  [author] 18 Jun, 2016 @ 11:44am 
cttw: Try actually using it for things? Edicts, both planetary and imperial, fronteir outposts, planetary buildings like power and mineral hubs and planetary capital upgrades and the like?
CautionToTheWind 18 Jun, 2016 @ 11:40am 
After some playtime, I am having trouble understanding your influence changes. My influence is pegged at maximum forever, it feels like the mechanic is gone.
CautionToTheWind 17 Jun, 2016 @ 10:24am 
Heh sorry I didn't realise that Stellar Energy was also yours. That one was already on my list for my next game, and Im removing the no mining station maintenance one. It makes more sense your way.
ShadowDragon8685  [author] 16 Jun, 2016 @ 1:33pm 
cttw: Well, if you check my other mods for Stellaris, you'll find what I think of energy in the form of my Stellar Energy mod, which all-but-guarantees energy, and vast quantities thereof, from stars and gas giants.
CautionToTheWind 16 Jun, 2016 @ 1:23pm 
ShadowDragon8685 I am already running a ton of mods and I think some could be replaced by yours. I wouldn't ask at this stage for any compatibility patch. For example I already run the standalone vassal opinion fix, and Fox Leaders Mods. They could be replaced by yours, mostly, as the leaders mods has a few more features than just an increased maximum. I find your approach to influence interesting, and I wonder what you think of energy, of which I think there is a strong deficit. I run the no station maintenance mod, but I would prefer an integrated balanced approach.
ShadowDragon8685  [author] 13 Jun, 2016 @ 5:20pm 
cttw: I'm not sure if this helps the AI expansion get unstuck or not. I have seen some AI languishing around with single-planet empires, but I think that some of them are just derping.

This WILL conflict with any other mod which overwrites 00_opinion_modifiers.txt (to fix "Subject power relative to overlord" torpedoing any chance of early-game tech-uplift-and-integration,) and with any file which overwrites 00_end_tech, 00_eng_weapon_tech, 00_phys_tech, 00_phys_weapon_tech, 00_soc_tech, 00_soc_weapon_tech, or 00_strategic_resources_tech. Since the changes I made to those are all pretty darn simple, it would likely be better to incorporate the changes from my mod to the other mod and slap it all together into a compatibability mod. Or you can ask me to make a compatibility patch, I might.
CautionToTheWind 13 Jun, 2016 @ 12:08pm 
Does this help the AI expansion get unstuck? Any idea what mods this might be incompatible with? Thanks
KaiserKatze 12 Jun, 2016 @ 7:19pm 
:) okay
ShadowDragon8685  [author] 12 Jun, 2016 @ 7:18pm 
Although the Defines are the primary purpose of this mod, there are other files changed; research files, for example.
KaiserKatze 12 Jun, 2016 @ 7:17pm 
well, you don't need to integrate mods into one.
i mean if a mod is well-designed, it'll be compatible with other Defines-changing mods