Stellaris

Stellaris

Ascension - Biological Module
 This topic has been pinned, so it's probably important
Yanzihko  [developer] 3 Oct, 2021 @ 11:27am
Suggestions
Have a suggestion? Leave it here, right under the carpet.
< >
Showing 1-15 of 46 comments
Mitsumi 3 Oct, 2021 @ 1:17pm 
Not sure how much of concern balance is, but with 42 available slots for traits, the AI races generated are likely to fill that completely. I'd suggest dropping it down to something like 7-9 slots. I'm also not sure if you can lock archetypes behind technology, but getting additional trait slots over Synth/Psi empires could be an interesting direction to take things.
Yanzihko  [developer] 3 Oct, 2021 @ 1:29pm 
Originally posted by Mitsumi:
Not sure how much of concern balance is, but with 42 available slots for traits, the AI races generated are likely to fill that completely. I'd suggest dropping it down to something like 7-9 slots. I'm also not sure if you can lock archetypes behind technology, but getting additional trait slots over Synth/Psi empires could be an interesting direction to take things.

They don't, i've played with this mod a lot, but thanks.
Willem 8 Oct, 2021 @ 3:43pm 
I don't see why current leaders cannot get the new traits and only new ones can (This mod's quite OP BTW), for such an Empire so focused on biology and Biological Perfection on top of that, rewriting every member of their species with the new biology should be just another day in the office for them, especially when you genemod the entire species to the new template, so I'd say all leaders of the species should get the new traits and not just the new ones, I could manually add the traits to all existing leaders, but oh GOD is that a pain in the rear.
Last edited by Willem; 8 Oct, 2021 @ 3:49pm
Yanzihko  [developer] 9 Oct, 2021 @ 12:53am 
Originally posted by Willem:
I don't see why current leaders cannot get the new traits and only new ones can (This mod's quite OP BTW), for such an Empire so focused on biology and Biological Perfection on top of that, rewriting every member of their species with the new biology should be just another day in the office for them, especially when you genemod the entire species to the new template, so I'd say all leaders of the species should get the new traits and not just the new ones, I could manually add the traits to all existing leaders, but oh GOD is that a pain in the rear.

The problem is i don't know how to implement this from code standpoint, really, i've tried.
Willem 9 Oct, 2021 @ 5:12am 
Maybe try the code that is added to traits such as Erudite? Just a suggestion.

Another method could be for an event to fire once a year where the Mod checks for leaders that do not have the new traits and adds them if their species has compatible traits?

Edit: I checked some other mod that adds new leader and ruler traits that show up on all leaders of a species, and it uses an Event to generate the traits on all leaders new and existing, if you're interested: Download the Godly Traits Redux mod and check the Event and on_actions in that mod, it might help.
Last edited by Willem; 9 Oct, 2021 @ 8:53am
Yanzihko  [developer] 9 Oct, 2021 @ 12:09pm 
Originally posted by Willem:
Maybe try the code that is added to traits such as Erudite? Just a suggestion.

Another method could be for an event to fire once a year where the Mod checks for leaders that do not have the new traits and adds them if their species has compatible traits?

Edit: I checked some other mod that adds new leader and ruler traits that show up on all leaders of a species, and it uses an Event to generate the traits on all leaders new and existing, if you're interested: Download the Godly Traits Redux mod and check the Event and on_actions in that mod, it might help.

Yeah, thank you very much, i'll take a look.
Pongola 9 Oct, 2021 @ 12:40pm 
1. Could you change anomaly fail risk reduction (scientists) to +50% excavation speed or +2 archaeology skill. Because anomalies cant fail since 2016(?) and make it obsolete.

2. Your mod has so many +resource modifiers, but cant find anything for trade value.
How about a "Nitpicker" trait with +50% trade value from jobs as an upgrade from the "Thrifty" trait?
Last edited by Pongola; 9 Oct, 2021 @ 6:02pm
Willem 10 Oct, 2021 @ 11:30am 
Originally posted by Yanzihko:
Originally posted by Willem:
Maybe try the code that is added to traits such as Erudite? Just a suggestion.

Another method could be for an event to fire once a year where the Mod checks for leaders that do not have the new traits and adds them if their species has compatible traits?

Edit: I checked some other mod that adds new leader and ruler traits that show up on all leaders of a species, and it uses an Event to generate the traits on all leaders new and existing, if you're interested: Download the Godly Traits Redux mod and check the Event and on_actions in that mod, it might help.

Yeah, thank you very much, i'll take a look.


So, did it help?
Inny 18 Oct, 2021 @ 5:30pm 
Hi, can you please replace in your decisions the list of ringworld types with a scripted trigger so that compatibility mods can overwrite it instead of the entire decisions? Thanks.
I gathered a list of ringworld types from Ancient Empire, and found a few in Gigas that you didn't support:

is_planet_class = pc_ringworld_habitable
# Gigastructural Engineering & More
is_planet_class = pc_gigaorbital_ring
is_planet_class = pc_interstellar_ringworld_habitable
is_planet_class = pc_ringworld_city
is_planet_class = pc_squareworld_habitable
is_planet_class = pc_giga_penrose_habitable
# Ancient Empire
# listed planet types are for colors only, they're all ideal
is_planet_class = pc_ag_ringworld_desert
is_planet_class = pc_ag_ringworld_arid
is_planet_class = pc_ag_ringworld_savannah
is_planet_class = pc_ag_ringworld_ocean
is_planet_class = pc_ag_ringworld_continental
is_planet_class = pc_ag_ringworld_tropical
is_planet_class = pc_ag_ringworld_tundra
is_planet_class = pc_ag_ringworld_arctic
is_planet_class = pc_ag_ringworld_alpine
is_planet_class = pc_ag_ringworld_machine
is_planet_class = pc_ag_ringworld_city
is_planet_class = pc_ag_ringworld_gaia
Last edited by Inny; 18 Oct, 2021 @ 5:37pm
Yanzihko  [developer] 19 Oct, 2021 @ 3:54am 
Originally posted by Inny The Merger:
Hi, can you please replace in your decisions the list of ringworld types with a scripted trigger so that compatibility mods can overwrite it instead of the entire decisions? Thanks.
I gathered a list of ringworld types from Ancient Empire, and found a few in Gigas that you didn't support:

is_planet_class = pc_ringworld_habitable
# Gigastructural Engineering & More
is_planet_class = pc_gigaorbital_ring
is_planet_class = pc_interstellar_ringworld_habitable
is_planet_class = pc_ringworld_city
is_planet_class = pc_squareworld_habitable
is_planet_class = pc_giga_penrose_habitable
# Ancient Empire
# listed planet types are for colors only, they're all ideal
is_planet_class = pc_ag_ringworld_desert
is_planet_class = pc_ag_ringworld_arid
is_planet_class = pc_ag_ringworld_savannah
is_planet_class = pc_ag_ringworld_ocean
is_planet_class = pc_ag_ringworld_continental
is_planet_class = pc_ag_ringworld_tropical
is_planet_class = pc_ag_ringworld_tundra
is_planet_class = pc_ag_ringworld_arctic
is_planet_class = pc_ag_ringworld_alpine
is_planet_class = pc_ag_ringworld_machine
is_planet_class = pc_ag_ringworld_city
is_planet_class = pc_ag_ringworld_gaia

Okay, will be added in next update.

And about ringworld ecumenopolises from gigas, i wanted to add special decisions for them, so no support for them for now, sorry.
Inny 19 Oct, 2021 @ 7:09am 
Don't worry, It's just a suggestion, I forgot to remove the ringworld city as I used the list in another patch. Looking forward to see what you'll come up for ecus, your mod is a nice one!
Soldaten_112 20 Oct, 2021 @ 6:44pm 
Idea

Giant cloning facility
Soldaten_112 20 Oct, 2021 @ 6:44pm 
Idea

Giant cloning facility
CyrusWindstrider 7 Nov, 2021 @ 3:06pm 
I do have to second the original pointer that the huge number of trait pick options given to the AI makes them fill up with dozens of traits, to the point that late-game it can actually freeze my computer for minutes at a time if I accidentally open the galaxy view on species.
Jon 12 Nov, 2021 @ 4:58pm 
Hello! I've been giving this mod a try, and after seeing a lot of what it offers, it feels like a good amount of the bonuses that you do get from this are simply a bit too powerful. The traits are just seemingly way too strong, especially when you can take Biological Perfection as a trait to gain 20 points along with a pretty heft bonus, especially the Leader trait this gives them. The other species traits also give a lot of bonuses, and at this point you have more then enough points to take most of them. It tends to just make everything the same, there is no more choosing between trait bonuses, you just grab all these big massive ones or you are picking wrong. The Genius Trait is also incredibly broken for this same reason too, and with both of these traits on an admiral or general, you get ridiculous bonuses across the board.

The other things like the Space Home or the Deposit decisions, they too feel a bit too strong. I've yet to experience the deposits too much yet, but the bonuses the space home give you are again, kinda a universal upgrade you don't want to forgo. With the shear amount of resources I've gotten due to the traits, the initial cost to construct the space home or even the deposits is a lot more accessible. All in all though, I really do love the ideas you have to buff this ascension tree, I think they are really great! I just feel like the bonus you do get from this is way too overtuned and overpowerful right now as is, you get everything and don't have to make much of a choice for traits anymore, and everything gives way too much of a bonus.
< >
Showing 1-15 of 46 comments
Per page: 1530 50