Stellaris

Stellaris

Planet Increase Size Edict
36 Comments
Observer 7 Oct, 2024 @ 10:51pm 
Можешь обновить мод до последней версии, пожалуйста
Dirkine 9 Dec, 2018 @ 1:59pm 
update ?
Cross Cowboy 25 Feb, 2018 @ 6:56pm 
LOL while I like it free, wouldnt mind actually having to pay for it with energy/minerals/influence.
TW3ET 24 Feb, 2018 @ 5:36pm 
Excellent, thank you so much.
Averax  [author] 24 Feb, 2018 @ 5:14pm 
@Tw3et yes im updating and making new mods this weekend :)
TW3ET 24 Feb, 2018 @ 4:40pm 
Do you plan on updating this at all for 2.0? I ask because according to steam this has been untouched since April
Averax  [author] 23 Feb, 2018 @ 10:00am 
@Cross cowbyo lol that's an interesting bug. I think its because they actually added the ability to increment planet sizes instead of having events change them dramatically.
Cross Cowboy 23 Feb, 2018 @ 5:26am 
This seems to be working still but is free. Nice thing is it adds tiles that also have resources on them, just free. Im guessing becuase of the changes they made.
AveryValiant 14 May, 2017 @ 8:20am 
Wish there was someway to automate this, so you don't have to click x times per planet heh.
An automatically applying edict perhaps? hmm
eristik 12 May, 2017 @ 7:20pm 
yeah i had a bug where somehow one of my civics wasn't working and then i had to reform government to re-pick it, and gave myself back the influence.. i could do that with this mod too, but it's not so terrible that i'm lacking in influence entirely playing with it this way, and it's an extra challenge.
Kurosawa0 12 May, 2017 @ 12:39pm 
@ eristik

you can always open the command console and type influence xxx to grab more influence.
eristik 5 May, 2017 @ 12:25pm 
i'm still wary of editing / making mods; my earlier attempt just failed miserably and i haven't had the time/energy to really learn the details of how to do it right from the forums. i'd like to, but so far i don't know when i'll be able to.
Averax  [author] 5 May, 2017 @ 11:08am 
250 was a placeholder, wasn't balanced around it. :) It is steep true considering theres no added resources but it was more a proof of concept rather than a well done mod. If you want to edit it and upload your own version you're more than welcome :)
eristik 5 May, 2017 @ 10:51am 
i'm curious if you've considered scaling this so that it works like a (now defunct) mod that did a similar thing; that one had 3 edicts for +1/+2/+3 tiles added that cost like 75/150/300 to enact, and i found that it was very well-balanced. 250 for +1 seems a bit steep by comparison. any thoughts?
Averax  [author] 12 Apr, 2017 @ 2:31pm 
Updated :)
Averax  [author] 11 Apr, 2017 @ 11:55pm 
@st030 I'll check and update if need be :)
st030 11 Apr, 2017 @ 10:40am 
Is this mod 1.5.1 compatible? Will you be updating it?
Averax  [author] 26 Aug, 2016 @ 7:03am 
@ Yes and no need to.
Cava 26 Aug, 2016 @ 3:50am 
Is this mod 1.2 compatible? Will you be updating it?
Hagamablabla 10 Aug, 2016 @ 6:31pm 
Ok, thank you.
Averax  [author] 10 Aug, 2016 @ 10:51am 
@Haga you don't need the capital one as this allows you to increase the size of all the planets. (Thus making the capital one redundant)
Hagamablabla 10 Aug, 2016 @ 6:26am 
Is this compatible with your other mod that allows you to increase your capital planet to 25 tiles?
ShadowDragon8685 26 Jul, 2016 @ 6:19am 
The MP-bug isn't actually yours. I think you started from a basis of the increase capitol planet mod? That's where the MP-bug where one player increasing their capitol size will hit.

I'm not modding for MP, either.
Averax  [author] 26 Jul, 2016 @ 5:29am 
Ah i see. Yeah brutal coding is this sort of style. Also I never play MP so I forget it exists when coding.
ShadowDragon8685 26 Jul, 2016 @ 5:25am 
I will, but the guy apparently got upset because I was complaining that my mod was ripped without permission and deleted his posts in that thread.

https://forum.paradoxplaza.com/forum/index.php?threads/event-help-trying-to-debug-a-planet-size-increase-mod.959559/

Also, it was not working for me, either.
Averax  [author] 26 Jul, 2016 @ 2:27am 
Can you link me to the discussion on the forums so i can see if they had any other mods it would've conflicted with?
ShadowDragon8685 25 Jul, 2016 @ 4:10pm 
It might be a namespace conflict with other mods using the same keys? I don't know. That's why I preface any unique identifiers in mods I'm making with "sd_". You could try prefacing them with "Av_"?
ShadowDragon8685 25 Jul, 2016 @ 4:09pm 
@Averax: I don't actually know , and that's frustrating! It seemed as if all the names; keys, etc, were correct across all the files, but it just didn't work. A user on the Stellaris forums tested it and found that for some reason, the edict seemed unable to find the event. So I renamed all the keys, and it worked.
Averax  [author] 25 Jul, 2016 @ 4:02pm 
@shadowdragon that's fine by me but whats wrong with it exactly?
ShadowDragon8685 25 Jul, 2016 @ 3:26pm 
@Averax, there's a serious problem with your mod. It isn't working. In trying to debug it, I found that it seems to have a namespace problem with the keys you used, and changing those worked.

Anyway, I made my own version. While it's quite substantially different from yours, especially in the fluff department, yours was the inspiration for it. I'm going to release mine once I've made a proper icon for it, but if you find that objectionable, PM me on the Paradox forums (same username as here) and we can work things out peaceable like, okay?
Allan WaKe 2 Jul, 2016 @ 4:30am 
can you make an other one which cost less influence, smthing like 100 or 150 ?
Averax  [author] 25 Jun, 2016 @ 12:29am 
@RadPlayer Im sure it is, but I can't set it compatible for 2 "major" patches.
RadMage 24 Jun, 2016 @ 3:51pm 
Using it on the 1.2 beta and it works fine FYI. Thanks!
Rastro 24 Jun, 2016 @ 7:23am 
Thank you, absolutly LOVE your work.
LordZarmack 24 Jun, 2016 @ 5:26am 
cheers-
KaiserKatze 24 Jun, 2016 @ 3:51am 
;)