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My Edict Fund is much lower in general than before, not sure why.
No Leader Exp Gain from Transcended Learning either.
I'm using most ascension perks mods from your list (except Plentiful Traditions 3.x - Extra Perks and Unique Ascension Perks).
As for rules mods, I picked ! Universal Game Rules Compatibility.
Any idea what's wrong? Thanks.
In the new one, Government perks work as intended. I got myself tons of unity, used research_all_technologies, picked about 40 traditions and finished them. Picked Engineered Evolution and Genetics tradition - everything fine. Researched about 15 techs that give ascension perks - without issues as well.
Hopefully, it wasn't AI that messed something up. Or just activating your mod midgame is really not a great idea haha.
Or as someone reported in Plentiful Traditions discussion thread, there is some ascension perk or other mechanic that inserts a tradition:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1311725711/3768985348692235366/
And if AI or some event inserted it, maybe the game got this (or some other) code back?
I will play this new save normally, and see what happens, but in your free time, would be nice if you could check if there is something that can block from getting any new ascension perks.
Thanks for the mod, I can finally explore perks from other mods without picking just one! :)
@^w^ Rawr xD Hmm usually running universal resource patch last resolves that issue, it depends on your mod list.
@Zares, Following my review of this bug report, I can state with certainty that there are a select few times when Stellaris is loaded and the modifications made to specific vanilla aspects would not take effect, despite the fact that my mod is set to load LIOS (last in, only served). This usually occurs when Stellaris is opened for the first time or after a break from playing; however, after loading a second time and any time after that, this problem should no longer occur.
(Best way to notice this is by checking your version BUILD ID in the main menu when you open the game and then comparing it to the BUILD ID when you reopen the game, if it is different you can tell that something new loaded and if it does not change at all then everything is loading properly for that mod playset).
Regarding the 7 ascension perks issues, this limit is no longer there when using my mod, it is not clear why Paradox added that limit (maybe related to performance) but the good news is that as of 3.6.* you should not worry about that (and hopefully they don't add any further restrictions).
edit: I started a new test game and both of the events worked there, so I don't know what happened.
free use of the cyber trait for cyber empires is how I've seen this work, as in you have to complete the special project in order to access it for your own species. There was a mod I used called compatible ascension paths that allowed this if you took flesh is weak/organo-machine interfacing and completed the project, but it was a bit janky cause AI would make species with, like, 5 cyber and psionic traits each and needed a patch for use with other mods in general (I don't even know how it just happened lol), so I made the switch to this cause it was much more polished. If you don't think its a good idea I understand, and will work around it, its just annoying to me to have leftover pops if you forget to change which get assembled (like if you have bio ascension complete but it takes 60+ months to mod the whole species so you start force cloning the new pops in the meantime) and not be able to fix it. Whatever you believe works best I'll accept, so its your call