Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
admiral_flaw_proud = {
icon = "gfx/interface/icons/traits/admiral_flaw_proud.dds"
cost = -1
opposites = {
#Generic Leader Flaws
"leader_trait_stubborn"
#Admiral Traits
"leader_trait_trickster"
#LO Generic Leader Flaws
"leader_flaw_greedy"
"leader_flaw_terminal"
#LO Generic Leader Quirks
"leader_quirk_enduring"
"leader_quirk_sickly"
"leader_quirk_smart"
#LO Admiral Flaws
"admiral_flaw_hesitant"
"admiral_flaw_poor_maintainer"
"admiral_flaw_proud"
"admiral_flaw_sitting_duck"
"admiral_flaw_slacker"
#LO Admiral Quirks
"admiral_quirk_defensive"
"admiral_quirk_evasive"
"admiral_quirk_offensive"
"admiral_quirk_reinforced"
"admiral_quirk_scrappy"
}
if you look, proud is an opposite of proud.
That can't be right?
I ran diff on all overwritten files in common/ vs original 2.0.4 before and after fixing all the issues I could spot, so pretty sure shouldn't have missed anything there.
(zip with full versions of all patched files - mega link [mega.nz])
Completely understandable, and indeed going by the numbers, you made a lot of people happier with this mod, big bow and thank you for that!
(probably won't be a good maintainer for it myself, as I'm not a consistent player either, and not hugely interested in traits)
As I look at the base game's file and compare it to mine, digging through all of this and making the correct changes won't be fast or easy, especially considering this isn't a game I play any more (at least, right now). Combine that with the fact that a pretty major life event for me is going on right now, I just don't see myself having the time or the willpower to maintain this mod.
If someone wants to take up the mantle, please let me know and I'll transfer everything to you. My apologies to everyone who loved this mod; thank you all for your support, and I hope it brought joy to your lifes!
https://gist.github.com/mk-fg/5773f08e0645809094264dd4f6004691
Tail end of 00_scripted_effects.txt is indeed the bulk of the diff, as @shakee mentioned, and probably the reason for issue that @johncarterofmarsblast referred to (due to missing remove_*_trades effects in override), should be all fixed there.
Some other issues are cost=1 associated with cyborg/synth traits (0 in vanilla) - not sure if intentional, but probably not, and wrong names for some techs - e.g. tech_doctrine_fleet_support -> tech_doctrine_navy_size_1, tech_doctrine_refit_standards -> tech_refit_standards, etc.
Difference with default one seem to be relatively new piracy risk box, rename ruler/heir buttons and ruler/heir skill icons, which are all missing.
Am I understanding correctly that the point of overwriting gui files was to expand trait boxes, and there isn't much downside to removing these overrides in local mod version, as trait list will still be available in tooltips and other places?
Good luck!
If/when you release it, please let me know and I'll link to it here.
Otherwise, you shouldn't have any problems.
- All leaders gain a small amount of experience every month regardless of what they do.
- Scientists gain more experience from leading research and less from surveying the unknown (though they still get more experience when out and about than when in the lab). .
Sadly both - your and ILD modifies the same files :(
my main problem then is ive 0 expiereance with scripting
As far as I'm aware, the only want to make a trait be gained upon level up is to include it in the leader_events_1.txt or 00_scripted_effects.txt (I can't remember which atm). It sucks, but it appeared to me that it had to be hard-coded in (which is kind of a good thing imo, so my flaws and quirks don't randomly spawn on level up).
Totally understandable, most of that was nitpicking and since I've just subbed to your mod recently I had no issue with making the changes for myself. But yes, you've got +1700 people to answer to :P
One more question actually, if you don't mind: does the "random" parameter in the trait text files determine whether or not a trait can be gained (randomly) upon level-up? That is, if I set "initial = yes" and "random = no" for a given trait, will that make it so that the trait is only available at leader generation?
- I don't think there's a cap at trait cost, but I havn't checked.
- Whatever you do with my mod is entirely up to you! All I ask is that if you want to republish it in any way, just give me a heads up. I certainly won't say no.
- There may be a way to force an increase in age at generation, but you'd have to modify the event script related to leader creation. I doubt it'd be all that difficult, if you knew what you were looking at. Best guess of where to start looking would be the "leader_events_1.txt" file that my mod already touches.
- I doubt I'll be changing any names of traits/quirks/flaws, though. It seems silly to change what over 1700 people are used to seeing, and I personally would likely find it annoying to have them change mid-playthrough (which is why I'm VERY hesitant to change stuff that works/already exists).
- If you have any suggestions for brand new content, I would love to hear it!
In the first two cases I couldn't really think of how to make the traits more distinct so I nerfed Roamer a bit, rolled a tweaked Explorer into it and upped the cost; with Spark/Genius I set Spark at 5%, buffed Maniacal to 10% and got rid of Genius altogether. I think this change actually makes sense in reading the descriptions for Maniacal/Spark of Genius anyway, as the former's description suggests more consistent results in Research than the random bits of inspiration from Spark.
For the quirks I mentioned, I think you could work towards distinguishing them more by giving them more ambivalent names that actually reflect the effects they have. Something like "Obsessive" instead of "Thorough," etc.
- The first is an internal name change (rocketry to propulsion).
- The second and fourth work as intended.
- - Rulers' skill gives them +5% edict duration per level. Your leader is level 2, giving her +10%, which stacked with 'constitutionalist's +15%, giving you a +25% total.
- - 'Militant' is similar to a vanilla Stellaris trait 'retired fleet officer', which gives a bonus to 'shipyard build speed' and 'shipyard build cost'.
- The third and fifth used modifiers that they completely removed from the game.
- - Disabled 'visionary' for now until I think of something to replace it with.
- - Changed 'observer' to increase sensor range by 1.
- The sixth was a small typo (missing a 0).
Uploading update right now!