Stellaris

Stellaris

Ascellian Race Extension
18 Comments
Azi_Dahaka12th 12 Oct, 2017 @ 8:52pm 
It's not that they need to be changed, just have the cost go up for balancing, as it is now, makes them very over powered
TheMinxLynx  [author] 12 Oct, 2017 @ 7:05pm 
@Azi_Dahaka12th, the ships are just the Plantoid ship type (DLC item) placeholder for now. (That might be a workaround for something that is otherwise supposed to be locked, don't tell anyone!) The image is this: https://tigaer.deviantart.com/art/Room-With-A-View-394387969 with some adaptations, of course. They're bathing innocently, promise. I'll keep looking at traits.

Primitives, pre-space and Empire template are in the works.
Azi_Dahaka12th 12 Oct, 2017 @ 6:48pm 
Me again, been a while, but as far as i can tell everything is working fine now, iv come across no problems at all. there is however the balance issue still each of the positive traits would cost 4 points, if you look at the in vanilla traits of the same effect you would see, the negative ones still don't balance it out(to me at least), also where did you get the ships? and the government room? what are the 2 on there knees doing...looks..ermm..sexy?
TheMinxLynx  [author] 8 Oct, 2017 @ 5:39pm 
@CHAMPION OF THE SUN, I can look into that, yeah. I can base it off of what I typically use pretty easily, I'll just have to be sure I cut out the civics I borrow from other mods. I'll drop it in an update next weekend, if everything goes well.
CHAMPION OF THE SUN 8 Oct, 2017 @ 2:48pm 
Are you going to make a pre-scripted empire featuring the contents of this mod?
Azi_Dahaka12th 28 Sep, 2017 @ 4:25pm 
so much for my island paradise full of scantly clad ladies....
TheMinxLynx  [author] 28 Sep, 2017 @ 4:12pm 
Growth speed has been allocated to the research bonus, leaving happiness and ethic attraction as a separate trait.

As for my own take on the race, I use the Savannah homeworld and picture them as some nature-appreciating, decidedly simple-living tribalistic creatures who frolic about the warm surface, with the six ears being somewhat related to their psionic abilities. My own personal "canon" has their religion being a development from their biological facts and very largely based around the idea of the Shroud's psionic energies being responsible for all life in the universe, themselves being most directly connected.

The traits are all supposed to play off of that sort of storyline.
Azi_Dahaka12th 28 Sep, 2017 @ 3:46pm 
with the 1.8 habitiblity is kinda pointless for hive minds so maybe a food bonus and growth speed for hive minds, also bit of a side question as this is original work iv had to fill in blanks, but what is there homeworld like? i use them as a ocean world race that can breath both underwater and air :P but was just wondering what your thoughts were on that
TheMinxLynx  [author] 28 Sep, 2017 @ 3:42pm 
I think the tile blocker penalty only works for systems outside the home planet, but I may be mistaken on that. So the home planet is the same values still, and I think that's because they're hard-coded somewhere.

I'll see about shuffling the traits up to be more hive-mind friendly. At least the research bonus, seeing as it's identical with intelligent and therefore wholly unnecessary. Might shuffle growth speed in with it, with "psionic" as the general explanation.
TheMinxLynx  [author] 28 Sep, 2017 @ 3:42pm 
Right. I need to look into the hive mind problems, but I'm also waiting on 1.8.1 to officially roll out with their mod-friendly fix for species classification. The extra trait points issue is also related to that in small part. I'd rather not invest in a temporary and needlessly complicated work-around in the meantime, assuming that 1.8.1 is just around the corner. To try and put it simply, I would have to overwrite the default traits, and the hive mind, to allow them to work specifically with the Ascellian category. 1.8.1 adds a new flag to all species "BIOLOGICAL" that does the same thing without me having to overwrite any base files, if that makes sense. It's sort of a nutshell half-explanation.
Azi_Dahaka12th 28 Sep, 2017 @ 2:46pm 
another thing i just found, the tile bloker cost and time is not aplied everything cost the same
Azi_Dahaka12th 28 Sep, 2017 @ 2:22pm 
Now i don't mean to tell you how to make YOUR mod but i think spiting growth from happiness and adding in habitability(a 4th trait maybe) and leaving them like that would really let us pick and match and make it feel more like a truly custom race. one last thing the tech bonus trait you have is the same as intelligent...maybe if you could pick both it would work but only getting one..maybe give research speed and tech bonus, and making the traits cost 4 so you MUST pick one of the negative...sorry for the wall of text
Azi_Dahaka12th 28 Sep, 2017 @ 2:22pm 
ok so i checked it out, and somehow you have re-broken hiveminds(the same old vanilla hive minds only) i also found a new bug where you get no extra trait points other then what you start with. The home world starting system is perfect no problems there. BUT i have to ask do you hate hive minds :P the one thing that would best fit a hive mind(growth speed) is tied to happiness and GA 2 things hive minds don't even need, but you split them up well(although as it stands you can pick all of them + the original to make a super race) yeah they move slow and cost a lot to clear tiles but it ends up with 60 growth esc.
TheMinxLynx  [author] 28 Sep, 2017 @ 12:00pm 
@Azi_Dahaka12th, the changes you asked about have been implemented. Let me know what you think. :)
TheMinxLynx  [author] 28 Sep, 2017 @ 5:57am 
Well, the trait has a bunch of negatives down at the bottom that don't show up right away. Mostly to do with terraforming and tile blocker clearing costs. I think for the 25 tile homeworld I'll need to include a secondary option, but I'll check into that this weekend too when I crack open the 1.8 files and see if I can fix the moons and buildings. Going to be burying myself in Stellaris scripts.
Azi_Dahaka12th 27 Sep, 2017 @ 7:05pm 
yeah the starting system looks grate just the no buildings thing kinda sucks, and i cant play without 25 tile home worlds (its just too good) and im not saying the trait is bad, just unbalance(also who needs happiness and government when you have the hive to think about :P)
TheMinxLynx  [author] 27 Sep, 2017 @ 2:01pm 
I need to check into that. This mod project was mostly just a personal forray for my own purposes into the other scripting options available. I know 1.8 broke the home system to not have any starting buildings and lose all of its moons, which is complicated...

And the trait is intended to just be the "pick this one and nothing else" choice. I'll see about providing alternatives, I just never bothered streamlining these for a proper release, if you will. Sorry for the inconveniences related to that, but I'll certainly consider breaking the trait into some smaller alternate "mix-and-match" choices. Or just divide the entire thing into parts.
Azi_Dahaka12th 27 Sep, 2017 @ 1:37pm 
i love your mods, you know that, but man the trait is so broken, maybe split it into 3 different traits? one that has the growth speed and maybe food or habitability, another that has the science..idk just having it all in one is kinda broken,maybe have multiple traits to choose from that will better fit the kind of rave your making out of them(spirit, hive or whatever) also any chance that Nova Outress will work with 25 tile home worlds?