Stellaris

Stellaris

Diplomacy Fixes
48 Comments
Noobier  [author] 19 Jan, 2020 @ 9:12am 
This thing is sooo out of date... So probably no...
lequocbaohle 19 Jan, 2020 @ 5:23am 
will this work ?? for this version i mean for 2.5.1 version ~~"
:steamfacepalm:
Entropino 13 Jan, 2018 @ 2:55pm 
Does this mod make you able to declare independence from your overlord?
Noobier  [author] 30 Jan, 2017 @ 5:50am 
Nope. Not for now. I just loste the interest in stellaris for now. Sorry.
Lianiya 30 Jan, 2017 @ 4:08am 
any update for 1.4?
Noobier  [author] 23 Oct, 2016 @ 8:11am 
For now I have not updated it yet. Stay tuned.
davea 22 Oct, 2016 @ 6:31pm 
are any of these changes in heinlein? any update for 1.3?
Dienacarfire 14 Sep, 2016 @ 5:23pm 
This mod is working perfectly with Civilian Trade on my end.
Note 4 Sep, 2016 @ 12:01am 
According to the Fixed vassals Opinion modmaker, Civilian Trade is what is conflicting with his mod. Seems to be the case for yours too, disabled it and still getting a negative odifier with a Pathetic Subject, but it's only -6 now. Easily workable. Seems like there's the major problem on my front.
Note 3 Sep, 2016 @ 11:53pm 
@Noobier Yeah, everything else seems to be in order. If its working for that guy, maybe it's some interference from another mod or something to do with a preexisting save. I'm sure it'll get sorted eventually, I'll put in some legwork to see if I can find what mod is conflicting, if it is one
Harkness 22 Aug, 2016 @ 1:54pm 
Just subscribed, works great for me. Thanks for the mod. :)
Noobier  [author] 22 Aug, 2016 @ 4:21am 
@HyrophobikFish Is the overloard to subject power the only thing, that is not working propperly? Because I can't find a quick solution to this at the moment. Maybe I have to change the description a bit, to state this strange behavior.
Note 19 Aug, 2016 @ 4:44pm 
Very strange. Maybe they changed something in how diplomacy works behinds the scenes in order to stop the Border Spamming, or unbreakable defensive pacts? If you've made any other changes, they still haven't worked as far as I can tell.
Noobier  [author] 19 Aug, 2016 @ 12:28am 
@HydrophobikFish This is very odd. I set the minimum penalty from -1000 to -500. Wich should give everyone +500 in comparison with the last save.
Note 17 Aug, 2016 @ 9:39am 
Just hopped into my game to see. The same protectorate as my last comment has -262 due to empire strength, which is down from roughly 350. Whatever you did it seems to have helped, but not solved, the problem. Would've been nice for Paradox to actually say what they changed, eh?
Noobier  [author] 17 Aug, 2016 @ 1:15am 
OKay, I just made a quick workaround. Everyone should now have better opinions, I just lowered the min minus opinion from being subject. Please report if it is better now?!
Noobier  [author] 17 Aug, 2016 @ 12:55am 
Maybe they changed the calculation of power somehow. That could lead to your empire being weaker without any real change.
Paradox, why you not make propper changelog?

I will give it another look today, maybe I can fix something.
Note 16 Aug, 2016 @ 7:04pm 
I can confirm, my protectorates now absolutely hate me, despite having the mod enabled. -300 from empire strength. Mod may be up to date, but it doesnt seem to be working.
Strags 16 Aug, 2016 @ 11:11am 
@noobier Apologies for making you look at your mod as my issues were not actually caused by your mod.
I have no idea why my Vassals suddenly ended up with -400+ opinion of me due to relative empire strength but after a controlled activation of all my mods I'm sitting on -16 modifier rather than -600+ of empire strength comparison and I can live with that.

Its no longer having my vassals like on +1000 opinion of me but I can live with this.

Patch 1.2.5 did...... something, but I have no idea what.
Noobier  [author] 16 Aug, 2016 @ 10:18am 
The mod should be updated now for 1.2.5.
Noobier  [author] 16 Aug, 2016 @ 10:14am 
@Strage27 There is no change in the file that would justify the reset to the default values. I hate that it seems i have to overwrite the files, wich makes the mod more and more incompatible with other mods...
Revolt is not implemented in the main game yet (you maybe have to wait for that till 2018) so you are save for the moment. :)
Strags 16 Aug, 2016 @ 10:09am 
@noobier Sounds great. Gonna hold off playing until then as I have a feeling my vassals will revolt on my current save without this mod. :)
Noobier  [author] 16 Aug, 2016 @ 10:06am 
@straga27 I begin to hate PDX for having impropper patchnotes. But I will fix this soon.
Strags 16 Aug, 2016 @ 9:46am 
With 1.2.5 this mod no longer works as my Vassals hate me again with relative power giving large negative opinions just like Vanilla does.
Noobier  [author] 11 Aug, 2016 @ 6:55am 
@dlopan Is it just because the mod is marked outdated or are there incompatibilities in the game?
The changelog does not implicate any changes in the realm the mod touches.
dlopan 9 Aug, 2016 @ 8:36pm 
Looks like it's not compatible with 1.2.4
Noobier  [author] 5 Aug, 2016 @ 7:48am 
I updated the mod with the latest game files. Give it a try now. :)
Crusader Vanguard 5 Aug, 2016 @ 6:35am 
@Noobier - I'm not 100% sure anymore. Perhaps it's something else. For such a small "list" of changes, the new patch broke a lot mroe than it should have. Considering what is listed in the patch's changes, I figured this mod (considering they both address very similiar things) was the one that caused the crashes in my campaigns. For a while there, I was correct because my saved campaign stopped crashing after I unsubscribed. Now, I have a few other issues with mods, but that doesn't change the fact that once I removed this mod, my game didn't crash.

Honestly, I'm not sure what "exact" is broken because no one will tell me what actual files this stupid patch touched, so I have no clue.
Noobier  [author] 5 Aug, 2016 @ 12:25am 
@Crusader Vanguard: As far as I see, there was only one thing changed in the patch, that affect the mod.
What part of the mod is now broken?
Crusader Vanguard 4 Aug, 2016 @ 1:47pm 
This mod is now broken since the release of patch 1.2.3. Most of the changes from that patch are diplomatic, and it even does some of the same things this mod does. Hoping for an updated mod with the remaining needed changes or just a heads up this is no longer required. Thanks!
Spaced C0wb0y 30 Jul, 2016 @ 8:44am 
Nice mod, this fixed my game, thanks!
CrazyIvanTR 12 Jul, 2016 @ 11:07pm 
I really hope I won't need this mod on the next patch. Great work man, I was looking for a mod like this!
Fiesbert 12 Jul, 2016 @ 10:38am 
Additionally those unbreakable defensive pacst don't even work. My tributary just got attacked and I am unable to help, although I have this buggy defensive pact I never made with my tributary "active".
Noobier  [author] 12 Jul, 2016 @ 9:10am 
@Eisvisage
Danke, das geht runter wie Öl. :)
Eisvisage 12 Jul, 2016 @ 9:00am 
Deine Mod ist jetzt übrigens (verdienterweise!) unter den Beliebtesten der Letzten Woche :D
whit 10 Jul, 2016 @ 4:49pm 
Alright - thanks for the info. When I finally fire the game up again - I'll throw this mod on (if they haven't patched up by then.) Anyway, thanks again for your time.
Noobier  [author] 10 Jul, 2016 @ 4:27pm 
@whit30
The mod seems to fix that problem partially. It enables breaking all forms of pacts with subject nations (vassals, tributaries and protectorates). My expireience is, that some of the pacts aren't reformed on loading, and some are. This bug is somewhere hardcoded in the game and this mod is just a from of workaround. I hope the mod will be obsolete on next patch.

Regarding the other question:
There are 3 kinds of subjects, all have some benefits.
Tributaries give you 25% of their ressourcegain and can colonize.
Protactorates give you influence and con colonize.
Vassals can be integrated and therefore conquered without firing a shot, but wont give other bonuses.

I think all kinds of subjects have their place in the game, you just have to plan a strategy on wich of the other species you want as wich kind of subject.
When they finaly implement subject rebellion, this will change the dynamics and will give even more importance in managing subject nations.
whit 10 Jul, 2016 @ 3:27pm 
Honestly, they should probably allow vassals to still grow. Specifically, if they still have planets in their currently occupied systems (unless this has been changed...haven't played in about a month). I understand some people think it's working as intended but it just doesn't make sense...sure they might be upset that they'll always be under another faction...but they'd be out of their minds to show that they hate you for expanding and getting farther out of their reach for "freedom". Since they don't currently grow and integration takes forever...it just doesn't make sense for them to keep getting a negative modifier.

Currently, with how the vanilla game works...taking vassals is more of a charity - in that you didn't just make their Pain in the ass faction extict.

Side note @Noobier - does this fix the defensive pact bug totally? Like when loading a save?
Noobier  [author] 10 Jul, 2016 @ 3:15pm 
@MeuNos
There are several discussions about the power realtion. But I'm on the side, that it is a bug. Because it makes so much sense if there would be a rebellion mechanic for vassals. If you are strong the will rebell because of the bad relationship but if you are strong, they won't because of the relationship buff.

@whit30
Yep, thats correct. The bug was, that once you gave some subject support for the uprise (btw: another reason, that leads me to think that there will be a uprising mechanic) it was impossible to revoke that support, becuase the target was not independent (both bugs are known in the forums).
whit 10 Jul, 2016 @ 1:06am 
@MeuNos Independence support is when other empires tell a nation/faction/race that's a vassal they'll support them if they try to defect from their overlord..not sure what the bug here is though.
Alstrolilium 8 Jul, 2016 @ 10:44am 
Do you know for a fact that the power relation thing is a bug? & also what's independence support?
Eisvisage 8 Jul, 2016 @ 8:23am 
Du hattest übrigens Recht: Jetzt hab ich alle deine Mods aktiviert :)
Noobier  [author] 7 Jul, 2016 @ 6:38am 
@gilbko Should be working now. Otherwise a manual donload found here: https://www.dropbox.com/sh/t0h6ognszqgl8kt/AABNicf2Jp5JmN43KIe6BZGda?dl=0
gilbko 7 Jul, 2016 @ 12:51am 
I subscribed, but the mod isn't dling for some reason. Do you have any idea why?
Noobier  [author] 6 Jul, 2016 @ 8:27am 
@Eisvisage Ich hab sicher bei meinen Mods noch mehr, was dich interessieren könnte ;)
Eisvisage 6 Jul, 2016 @ 8:23am 
Und auf diese Mod werde ich wohl auch (zumindest bis 1.3) nie wieder verzichten ^^
Noobier  [author] 6 Jul, 2016 @ 2:53am 
@Fewt No Problem. Paradox accualy made me learn how to mod. :)
Fewt 6 Jul, 2016 @ 2:22am 
Thanks I was searching for this