Stellaris

Stellaris

Xenology : Traits Expansion Unofficial - Biological Module (3.14.X)
 This topic has been pinned, so it's probably important
President Memes  [developer] 11 Mar, 2022 @ 5:41pm
Suggestions
Think a certain trait is overpowered? Or maybe underpowered? Or maybe you want to improve the localization? Feel free to post those ideas here.
Github Repository[github.com]
Last edited by President Memes; 16 Mar, 2022 @ 1:13pm
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Showing 1-15 of 30 comments
JonasIV 14 Apr, 2022 @ 2:57pm 
Well yknow there was a trait back in the old old xenology mod called Apex Predator that gave a bunch of army buffs and a admiral trait that gave increased damage against all the crisis types, I think it was 33% or something like that, it was a very cool trait that added alot for roleplaying especially when you combined with it with the Deathworld origin from AlphaMod (I think its from there). I asked this before in the official xenology mod comments but the dev didnt give a reply, do you think you could do it?
President Memes  [developer] 14 Apr, 2022 @ 3:39pm 
Doesn't look too hard to add, so expect an update in about an hour-ish
JonasIV 15 Apr, 2022 @ 6:09am 
hnnnnnnnnngh i coomed :steamhappy:
Nikal 16 Apr, 2022 @ 3:50am 
Don't want to take anything away from your effort, but in terms of design I always found Superior Species had a better approach to these traits, as it standardized the costs and benefits to fit an already existing paradigm while keeping the leader bonus idea. You might want to have a look-see, since combining some of the more… boring traits is a pretty good idea.
Peter34 19 Apr, 2022 @ 10:35pm 
What was Devious' stated reason for having removed the Apex Predator Trait in the first place?
President Memes  [developer] 20 Apr, 2022 @ 4:52am 
Well, Apex Predator is from the old-old Xenology mod (Xenology : Traits Reborn) so when Xenology : Traits Expansion Neo came around (which was more of a full rework than an update) Apex Predator got nixed. Devious then took a break from Stellaris modding which leads us to today. So TL;DR: No idea
Peter34 20 Apr, 2022 @ 1:19pm 
Cool. I don't personally see a balance problem with it, but I haven't actually tried using it yet.
Stranger 2 Jun, 2022 @ 11:58pm 
Hedonistic seems a bit over powered. Its impossible to get enough consumer goods in early games without cheating. Maybe as a balance and flavor might I suggest having a pop increase bonus? Hedonistic after all implies lots of sex.
President Memes  [developer] 3 Jun, 2022 @ 6:07am 
After seeing an Ensign AI struggle to get alloys in a test game, I've adjusted Hedonistic to be slightly less annoying to take. I still won't let the AI spawn with it though.
Last edited by President Memes; 3 Jun, 2022 @ 1:44pm
Stranger 3 Jun, 2022 @ 1:19pm 
Thanks, no problem about the AI, I prefer extra trait mods to be player only anyway.
Wilmfe23 6 Dec, 2022 @ 11:34pm 
The biggest suggestion I hate is to add additional hive and machine traits. They are the ones actually most in need of more traits and that they are not just renamed versions of biological traits but actually different.
Peter34 7 Dec, 2022 @ 2:22am 
Yes, I'd like to see a few more Hive-only Traits, a few more Machine Empire-only Traits.
it would be great to put in some robotic traits, the old xenology module had some so if you dont feel creative you could just nick those and put them in. is better than nuffin
Vhodnoylogin 22 Dec, 2022 @ 5:12am 
Much of this traits must be compatible with lobotomy one.
Sssaging 17 Feb, 2023 @ 12:15pm 
Can you make additional Xenology module that will make ai force pick at least 3 trait picks, or overwrite species trait picks and make minimum trait picks requirement. I always find strange that ai empire species often only have 1 or 2 traits.
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