Stellaris

Stellaris

Mass Effect Civilizations - Asari
3,262 Comments
OctoberBrigade 10 Jul @ 6:06pm 
Every time I try to setup a game with the Asari factions included I get this error: Your current design contains errors or dlc that's been disabled. I was able to use this mod a few months ago. Do we need the newer dlc to use it due to an update?
dr_pasha 10 Jul @ 12:28am 
This is something new "mec_asari_justicar_counter" it's not in the language files.
Garant26 5 Jul @ 6:24am 
Thats okay thanks a lot for taking the time to reply to me! I understand spaghetti code. Will play as the Republics and pretend its a post-Reaper War re-delving into the Temple of Athame then haha
Princess Stabbity  [author] 4 Jul @ 1:19am 
@Garant26 : Ah... I'm afraid the two are nearly inseparable. The way we designed a lot of the backend stuff, the Origins, Civics and Traditions are all interlocked.

Tbh, the Civics can be considered glorified tooltip containers and status indicators, yet are referenced by scripts far more than they should be. Most of the infrastructure is simply scripted with the assumption that Civics always go with their parent Origins.

The embarrassing truth is, I don't even remember how it's set up anymore. I just know that the time and effort that would be required to separate all the stuff would be... a lot >.<
Garant26 3 Jul @ 4:09am 
Hello! Been a fan of this mod for years.
I have a small suggestion, woulfd it be possible to have the Thessian Statecraft civic somehow accessible for Asari custom empires that are not the Asari Republics (which are great, but RP-wise I love creating my own offshoots)? It could be a civic that is tied to the Asari apearence and can't be removed after game start or something like that to prevent weirdness. The Ecclesia Trends and such are very fun, I feel like missing out on a part of the content.
Thank you for your hard work & perhaps consideration!
lemurs2 20 Jun @ 8:41am 
Stabbity, there were never hundreds of outfits for your pops in pre 4.0*.
There was never a pre 4.0*
These are vile blasphemous rumours spread by the unclean.
Princess Stabbity  [author] 18 Jun @ 1:20am 
Update!
Lots of general polish and some balance/feelslance adjustments, BUT also some good news!

Turns out, while Pops indeed can no longer support our old Outfit Selector setup, with some adjustments, we were able to reintroduce some fashion sense to Pop Groups.
(Big thanks to the SE Restyled team for figuring it out <3)

They can't wear job-specific clothes like they used to, and due to how strata are set up, slave clothes also don't work with Indentured Assets (RIP Illium maids), but Civic and Authority-based variants can serve as a decent substitute.

That said, we're still going to prune the pop wardrobe big time come Portraits 2.0, so please enjoy while it lasts n_n
Princess Stabbity  [author] 10 Jun @ 12:58pm 
Hmm... it was originally designed to be a surprise reward for taking an unconventional path, but I suppose you're right. At this point, it's probably okay to let the tooltips be more informative. I'll try to figure something out.
@ Stabbity Oh, well you might want to include that little detail in the civics description!! spent way too long trying to figure out what the hell i was doing wrong.
Princess Stabbity  [author] 9 Jun @ 7:56pm 
@victoriousdread07 (private): No, you aren't supposed to. It can be unlocked via one of the Thessia origin's routes.
Possible Bug: Is there a reason i cant seem to pick the ascendant destiny civic?
Princess Stabbity  [author] 7 Jun @ 12:20pm 
That said, the changes actually line up nicely with our future plans.

In the future, we plan to rework the portraits as part of our PORTRAITS 2.0 project. The plan was always to trim the fat off pops and focus 90% of our energy on leader portraits, but post 4.0, we might as well make it 100%

And from a more pragmatic standpoint, the depiction of pop_groups in the planet UI is practically microscopic, so even if they could still have conditional clothing, we likely would have ended up giving them a single generic outfit anyway. Because there's no reason for such tiny icons to load and keep multiple full-sized clothing textures in your working memory. I imagine Stellaris devs had similar concerns when they were trying to make pops less performance-hostile.

"Hundreds of outfits for your pops" sounded like a great selling point years ago, but it probably was never worth the cost.
Princess Stabbity  [author] 7 Jun @ 12:12pm 
Yes, to elaborate, the game no longer uses the "pop" asset_selectors. Those selectors still exist in code, but as far as we can tell, they've been deprecated and likely will be deleted for good one day.

While the role of pop_groups may be similar as far as they are presented to players, on the portrait backend, they do NOT depict pops with jobs, strata, modifiers, planetary conditions, etc. Instead, a pop_group depicts the species that forms it. So, it draws portraits from the default species scope. It has no bespoke portrait definition of its own.
TheGrandN  [author] 6 Jun @ 6:55pm 
@Van
Yeah, something changed with clothing selectors in the new pop setup. It seems pops all get the same outfit now. Leaders work as expected still though.
vanvlaandern 6 Jun @ 3:06pm 
Asari pops on planets are only wearing the same default outfit, i assume the pops clothing should change according to job it has, ruler, scientists, soldier, etc. With leaders there is no issue.
Princess Stabbity  [author] 4 Jun @ 5:42pm 
@vorphal: O...kay... found the culprit. the issue was on EoS's end, actually but it's because I derped and forgot to verify the trait ID after copy-pasting it >.<

An EoS update fixing all the mess should be going up right now! SORRYFREFSDFAFAA x_x
Princess Stabbity  [author] 4 Jun @ 4:59pm 
@vorphal: Ooops... you're right. There are a lot more errors that we thought @.@ Investigating now...
vorphal 4 Jun @ 2:13pm 
Not sure whether to put this on the Elves page or here, since I use both... But most(not all) of my Elf leaders are getting Cycle of Eternity traits( though it isn't picking Maiden or Matron, just the base trait.) Could totally be my setup, but I figured I'd mention it in case it is another issue with the trait from the last patch.
Princess Stabbity  [author] 4 Jun @ 11:30am 
HOTFIX!
The Cycle of Eternity leader traits that got borked by patch 4.0.15 should be unborked now! Sorry, the patch completely snuck up on me >.<

New game not required, but any leaders generated earlier today, while the script was borked, will be still missing the trait. However, they should get it back the next time any genetic modification takes place in your empire.
Princess Stabbity  [author] 29 May @ 12:07pm 
@Dat Fishe: I've been wondering about that myself, but tbh, I have no idea how the new migration mechanics work. With the old Push and Pull modifiers gone, and no information in the UI, right now, no one knows how pops migrate, why or where, and what effect migration buffs have, numerically.

I did want to fine-tune migration for Thessia as part of the update (or at least give them something similar to Illium's favours-bring-pops perk), but currently that mechanic is so obtuse that... I'm choosing to err on the side of caution until either the devs make it more clear how migration works or I get enough playtime to get the feel for it.
I love the new pop and growth system, but the lack of documentation on it annoys me to no end >.<
Dat Fishe 29 May @ 4:37am 
@Princess Stabbity That makes sense. My only real concern is that - if I'm not mistaken at least, I'm less familiar with this aspect of the code, but it fits my personal observations - not having Full Citizenship severely limits the willingness of Xeno pops to migrate to Asari planets, which would nerf their population growth, since it heavily relies on the presence of Xenos pops. If this still isn't the kind of thing you want to write a script for, it might at least be a good idea to try to offset this with an AI modifier to add migration attraction or something, if you haven't already.
Princess Stabbity  [author] 28 May @ 10:09pm 
@lemurs2: *sta-* oh- well, since you asked nicely... *throws stabby thing away*

And I'm happy to hear that, actually n_n

Sophisticated Needs is a 3-cost trait for a reason. We balanced it with the intent of being very noticeable and impactful, especially early game and on developing colonies. There is a similar vanilla Lithoid trait (Brittle?) which has +0.5 amenities upkeep and also gives 3 trait points, so that was our measuring stick.
The two Origins should have enough amenities at the start (if they don't, that may be a mod conflict?) but if you are not using them, I imagine the upkeep would hit you a little sooner than intended, but with the counterplay of luxury residences being available right from the start, the level of pain per trait value should be acceptable.
lemurs2 28 May @ 7:22pm 
Okay, not telling you how to make your mod, just giving feedback. Please don't stab me this time.
Started as Asari. The needs for amenities is a bit high. With every race I have played since 4.0 came out I can live with 1 luxury house.
I started Asari and immediately needed two luxury houses and one holo entertainer building.
Princess Stabbity  [author] 28 May @ 3:04pm 
@Dat Fishe: Oh, we used to do that years ago, when there were no systemic provisions for all the things we wanted to do with leaders. But I don't know if I want to go back to that, especially considering how minor this is...

Please, don't take it the wrong way. I appreciate that you're not just requesting things, but actually trying to find ways to facilitate your requests. I love that! <3

But here's where my thought process is in regards to this matter:

Implementing a bunch of monitoring and maintenance scripts would be massively overkill just to reinvent the wheel in regards to the player-facing flavour of a single AI empire. Since it's not something that has tangible bearing on player experience (who can set species rights to whatever they like), we don't see a compelling reason to exchange an implementation that currently works for one that comes with caveats and requires extra work to get working.
Dat Fishe 28 May @ 2:19pm 
@Princess Stabbity That's fair tbh, they can really pile up lol. Have you tried a script which changes leaders after they've already been spawned? It seems like it might work, the Gendered Leaders Paragon Edition mod (linked below) does something similar. If not, thanks for hearing me out anyway lol.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2973736404
Princess Stabbity  [author] 28 May @ 12:03pm 
@Dat Fishe:
Oh, I see...
Sadly, there's no way for us to use it without overriding the vanilla trigger. And we do not override vanilla scripts. It would be a compatibility nightmare that I don't have the energy to deal with. Anything that increases the mod's maintenance cost is categorically off the table, sorry >.<

Preventing full citizenship rights is the only feasible way of triggering that trigger that's available to us.
Dat Fishe 28 May @ 11:59am 
@Princess Stabbity It's in the 00_scripted_triggers file of vanilla, the Necrophage trait effect is managed under the can_be_leader script, but you might also be able to do something similar with the allows_alien_leaders script (in the same file)
Princess Stabbity  [author] 28 May @ 11:55am 
@Dat Fishe: We'd love that, but I don't see anything in the Necrophage scripting that could we could use to replicate that behaviour on the mod's end. What specific trigger are you referring toy?
Dat Fishe 28 May @ 11:00am 
@Princess Stabbity The Necrophage origin uses a scripted trigger to prevent non-Necrophage pops from becoming leaders/rulers, have you considered doing something similar, potentially using the Amaranthine trait? Given the unique mechanics for Asari leaders, I also think it would be nice as the player to be able to have all-Asari leaders without the negative penalties that come from denying a species full citizenship - particularly in regards to immigration.
Princess Stabbity  [author] 28 May @ 10:32am 
Small Update!
Nothing too noteworthy except there's now a generic version of the biotic trait that can be added via gene-modding.
If it seems like a random addition, that's because it was originally supposed to be part of a standalone MEC: Biotics mod, but I couldn't find the energy to finish it and most of its intended content had already been merged into Asari with the 4.0 update, so I decided to just incorporate the rest of it.
Princess Stabbity  [author] 28 May @ 9:54am 
@Dat Fishe: It's intentional. Because the prescripted empires have elective governments, we wanted to prevent non-asari leaders from becoming rulers. While a player can do whatever they want with their policies, AI-played xenophile empires tend to do weird things when full citizenship is enabled.
Vetorian 28 May @ 9:03am 
Thanks for the test Stabbity seems i have a mod conlficting. i dont even see the eternity tradition.
Dat Fishe 28 May @ 8:39am 
Not sure if this is intended or not, but the AI personality for the Asari Republics seems to default to giving Xenos Residency status instead of Full Citizenship, which doesn't seem to fit with what I know of Asari lore or their intended playstyle
Princess Stabbity  [author] 28 May @ 5:39am 
@Vetorian: They should be able to pick them. I ran a test just now and the entire process went as expected ( screenshots [imgur.com])

If it's not working for you, please make sure you aren't using any outdated/conflicting mods, and your empire fulfils all the tech and building requirements you need to adopt and progress the ascension.
Vetorian 28 May @ 12:38am 
Hey is it wanted that Asari can't pick up biological ascension perks ?
Princess Stabbity  [author] 27 May @ 12:46pm 
@Teutonic_Thrash: Ooops! I knew I forgot to finish something >.< Will fix in a minute!
Teutonic_Thrash 27 May @ 7:43am 
The Nos Parnalo Black Site (on Illium) gives Researchers jobs, but on 4.0 Researchers jobs no longer exist I think, so there's now an empty and unusable job slot in the Economy section of the planet view.
Mud 24 May @ 2:42pm 
What's up with the star system connected to the capital system for Athena Nebula? Looks weird.
Princess Stabbity  [author] 23 May @ 11:25pm 
Actually... yes, the note is a bit vague. I adjusted it to be more explicit.
Princess Stabbity  [author] 23 May @ 11:23pm 
@victoriousdread07 (private): Yes. In case the note isn't clear, they don't just benefit from the humanoid species class, they are in the humanoid species class.
victoriousdread07 (private) 23 May @ 8:24pm 
notes say that the asari benefit from the humanoid species class, does that mean they benefit from the selective kinship civic with other humanoids?
Sirentinel 23 May @ 5:39pm 
Thank you so much for the update! I absolutely love your mod!
Cassius723 23 May @ 1:15pm 
Thanks so much for the update - this one of my favorite Stellaris mods
Nexine 23 May @ 11:35am 
Thank you for all the hard work!
Talos 23 May @ 10:28am 
YEEEEEEEEE
Princess Stabbity  [author] 23 May @ 10:00am 
RELEASE!
IT'S OUUUUUUUUT! @o@

Please check out the Change Notes for details. There's too much to summarise.
Also! PLEASE be mindful of mod conflicts . Before reporting any issues, make sure to disable any and all mods that haven't been updated yet; especially ones that might conflict with, or are related to MEC: Asari
Francisco 23 May @ 5:40am 
Thank you so much for the mod
Talos 22 May @ 4:54pm 
yasssss, lets gooo
Princess Stabbity  [author] 22 May @ 4:08pm 
TOMORROW! >o<

Please Note! If anyone wants to keep playing on the 3.x version, this is the last warning to make a local backup of the mod. We only support the newest version of the mod and do not provide legacy backups. Tomorrow's update will not be backwards-compatible with anything prior to Stellaris 4.0!

For more details and the preliminary changelog, please visit our Discord #announcements channel.
Talos 22 May @ 11:41am 
Please inform us when it's out!