Stellaris

Stellaris

Stellaris: Exaltation
25 Comments
barricadedpurifier 9 Feb, 2023 @ 7:47pm 
probably
shais04 1 Mar, 2019 @ 9:05pm 
Is it dead?
Entropy 4 Jul, 2018 @ 7:26pm 
if this is version 1.9 please can you rename it to 1.9 and leave it in workshop, there are people who still prefer 1.9 to 2.0, this is also an awesome mod.
NHunter  [author] 8 Mar, 2018 @ 5:55pm 
I haven't actually gotten around to testing it in 2.0 yet. But given the changes to the fleets and stuff, I'd say that it will not work as expected.
Briggs 8 Mar, 2018 @ 1:44pm 
Does this still work in 2.0? I'm guessing not, but I thought I'd ask.
Entropy 20 Dec, 2017 @ 6:29pm 
My starting race is spiritualist, militarist and egalitarian, and my race isn't machine, oligarchic authority, and the populace was all psionic. I have the mind over matter perk chosen and researched telapthy.
At this point i also researched synthetics and enslaved them, populated some barren planets that became hospiitable with all synthetics. then i placed an ascension spire on a second planet colonized with none synthetics, nothing happened, then placed one on the colonized barren planet full of synthetic slaves, they ascended and turned into a spirit.

I can't figure out what stops the triggering, it really looks like it has to do with the differences between races and planet types? i have had an entire fleet of spirits before.

Terraforming planets to different planet types could help with triggers after colonizing or conquering.
NHunter  [author] 5 Nov, 2017 @ 6:57am 
hm... I'm still unable to reproduce the bug. for me, on_action correctly triggers the "exaltation" event every time.

granted, I take planets over with 'own planet_id' command to test... might it be the reason? anyone can confirm that the bug happens when you conquer planets legitemately, but everything works fine if you cheat?
Briggs 30 Oct, 2017 @ 3:33pm 
So it isn't just me? That's good to hear. I'm actually, since the last patch, having problems with other events not triggering by the way. I can't issolate the cause for those either.
NHunter  [author] 30 Oct, 2017 @ 12:23pm 
The event should be able to fire anytime you build the spire, but there is some bug I can't quite catch yet that breaks it
Aethelfrith 29 Oct, 2017 @ 10:21pm 
Can you only perform the ascension once? I did it one time, and was unable to do it again. Shame, because I wanted to make a fleet comprised of nothing but psionic avatars and spiritual constructs.
Briggs 23 Oct, 2017 @ 12:42pm 
I compared your on_action to the one for Horizon Signal (akx.10000 or something like that) and I couldn't see anything. Just throwing that out there, trying to be helpful.
NHunter  [author] 23 Oct, 2017 @ 12:11pm 
I'll look into it
Briggs 23 Oct, 2017 @ 6:20am 
explicitly calling exaltation.1 works, so it seems as if the issue in on_action.
Briggs 23 Oct, 2017 @ 5:58am 
I removed the ``hide_window = yes" just to see if the event was triggering, and it isn't.
Briggs 23 Oct, 2017 @ 5:42am 
It's not working for me at all for me regardless of which pops I used. This would be a fantastic way to get rid of pesky pops on recently conquered worlds. Using their souls to power my dark ritual is a great idea.
Muscle Wizard 13 Jul, 2017 @ 7:31am 
For some reason when I'm using this mod ascension spires only works on planets of my species. I just invaded an empire and have been trying to build these and when built have no effect on the population. It works on my own pop worlds though. Possible bug?
Mr. Confused 5 Jul, 2017 @ 3:00pm 
Then that's is the best I can hope for then, thanks.
NHunter  [author] 5 Jul, 2017 @ 2:58pm 
My laziness tell me to answer "no, I wouldn't be".

However, I have an idea for a related mod (basically adding a couple of civics with the same rules as syncretic evolution or machinists that lets you build/summon guardians like baby-drakes for appropriate cost), and I might be able to fold the Utopia-fied version of this mod into it.
Mr. Confused 5 Jul, 2017 @ 2:31pm 
I love this mod idea, you wouldn't happen to be open to doing another version of this mod tied to ascension perks and DLC while this one stays independent would you?
sinach67 3 Jul, 2017 @ 9:54am 
@GabeC1997
yes I have the same "bug", I don't complain tough since it make sense for a psionic empire to have both psionic drive and weapons. Psionics shield is a thing in the vanilla game, right ?
Knight 'Pink from the Outset' 2 Jul, 2017 @ 7:37pm 
Aaah I see, I hadn't thought of that.
NHunter  [author] 2 Jul, 2017 @ 3:44am 
@Circumcise, I meant this mod to be independent of any DLCs, so I can't exactly tie it to ascension perks. Thus, I picked the furthest "generic" tech down the psionic tree. Yes, it might be a bit too easy to get it, but all I can do to change that is play with tech weights (since I need to keep this mod DLC-independent). And, perhaps, increase its cost, perhaps to the levels of mega-engineering.
GabeC1997 2 Jul, 2017 @ 3:32am 
Hmm, not sure if it's your fault since I'm using a lot of mods but I seem to be able to equip psionic blasts onto my ships and this is the only one even remotly related. I'll experiment more but this is a heads up just in case.
Knight 'Pink from the Outset' 2 Jul, 2017 @ 1:09am 
I love love love this idea, but I'm unfortunately one of those balance crusaders. Would it be possible to tie this to an ascension perk or extra tech, to make it slightly harder to unlock? It feels like the sort of evil, mind-blowing, impossible thing only a highly advanced empire could do.
GabeC1997 1 Jul, 2017 @ 7:35pm 
Haven't played this yet, but would it be possible to automatically set the name to the primitives I exalted? Or use the planet's name, because that's probably easier.