Stellaris

Stellaris

Fox Leader Mod
James009  [developer] 15 May, 2016 @ 2:00pm
Feedback
So, over 1k people are using this mod now, wow. Was just wondering what experiences people are having with the mod. Are your higher level character's badasses? Is the increase in levelling up a good rate? Has anyone made it to level 8 yet?

Also, I'd love to hear what you guys think about additional proposed features such as passive XP gain, more traits, or specific ranking icons for each "class" of leaders.

Thanks for using the mod.
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Showing 1-15 of 20 comments
Bertha 68 31 May, 2016 @ 1:49pm 
yes especially my general, yes and yes but then they all decided to die on me.. -_-
passive xp, you mean like, for studying while waiting to be put at work? Great idea! Give me more! Not sure what you mean by that last one, but please surprise me and thanks for all your (hard) work.
supamat 9 Jul, 2016 @ 10:03pm 
Great mod!! been fun using it but i got a question. since installing this mod none of my scientist or any of my leaders for that matter have gained a second trait.

The first time i played this game with no mods some of my leaders got traits after a few levels. since installing this mod ive played a few games but i havent got a second trait on any of my leaders.

Not sure if its a bug or a feature you took out or if i have just had bad luck and not gotten a bonus trait.
Thanks for your time and keep up the good work. i look forward to you developing this mod further
GarGhuul 17 Jul, 2016 @ 11:47am 
Fantastic mod, loving it. Especially for those "level 2" anomalies that have a 40% fail rate vs a level 5 SO. Nevermind you can critical fail at 0% anyways.
However, I think I may have run across a possible bug in your mod:

Update: The bug i was talking about just happened with a level 3 Admiral, I apologize for mentioning it here. I was taking a break after three unsucessful attempts to re-create it.
I thought your mod was the only one I had running that alters leaders. Apparently something else is and doesn't explicitly say it does.

As a side note, I do think some sort of "Empire Wide" edict for "Wargames" or something to give Admirals and generals attached to a friendly planet a small bit of experience per month during peace-time would be a great idea. Make it cost influence and energy credits per month. Shooting on the target range still uses up something, be it bullets or protons.
Last edited by GarGhuul; 18 Jul, 2016 @ 2:41pm
James009  [developer] 1 Aug, 2016 @ 1:16pm 
If anyone has idea on how to practically implement functions to add a small monthly XP gain, shoot them to me.
Bertha 68 2 Aug, 2016 @ 4:32am 
With a dummy tech that only gives xp or maybe they can speed up existing research a little by helping another scientist or maybe you can add (and remove) them to the crew of other scienceships with maybe a small bonus and a bigger chance at flavored event options or put them in research and observatory stations(somehow) or maybe like an extra governer???
GarGhuul 2 Aug, 2016 @ 4:31pm 
Sorry, was offlined for a bit. And... ugh, I see what you mean.
As far as I can tell the only way to manually add XP to Leaders is through Events.

leader_admiral = { add_experience = 5 }

has to be contextualized. Just like being at peace is only detected in diplomatic actions.
One of Henrik's test events does nothing but level up a leader.

Not sure how happy the game is with looped event chains, although there was a "more events" mod which had a "science convention" event that triggered on a somewhat regular basis. So it is possible. Linking the chain to trigger off an edict is probably not a good idea (if even possible) since you'd need to kill the chain if the edict is turned off, since Empire Edicts just stop being applied.
Planetary edicts don't seem able to "hit" things in orbit either.

A Space Station "Training Module" along the lines of the Crew Quarters or Fleet Academy might work, forever adding 5 xp at a given interval to any admirals in orbit once completed. You'd need to set the chain to kill itself if that station is destroyed or the module is dismantled/rebuilt.

Which... is all waaaay beyond the scope of this mod. Nice feature to have with it, but... well I'll bash my head against the code a bit more.
I still like the mod.
James009  [developer] 2 Aug, 2016 @ 6:06pm 
If there is a guide for how to make events, I might look into that. I think an occassional event would be pretty reasonable and useful.
GarGhuul 2 Aug, 2016 @ 7:19pm 
Well there is "Way of Modding By NecroKaiser" in the guides section, it covers making a new event and chain... but it's very bare-bones if you don't know what it all means.
And... I barely know what some of it means. :-P

I've been taking apart mods and looking at how the basic Paradox files integrate. Copy/paste relevant sections then enter in my own values and so on. Which is one reason why I have no mods up in the workshop, since folks can get deeply offended if you use stuff without asking. that and my mods are very basic QOL things, or portraits. That tend not to work quite right.

You'd probably need to put something into the on_actions for a "Study over time" arbitrary grant of xp that starts running at the click of Begin. I haven't found a specific spaceport module completion trigger though, just for every other kind of spacestation. >.<

P.S. Another way to go might be to set the Space Piracy event to trigger more than once. Then they get XP from shooting the pirates. Pirate stations aren't reliable though... sometimes I leave them and they send out ships from time to time, sometimes they just sit there.
For this you might remove the " NOT = { has_country_flag = birth_of_piracy }" bit from the pirate event file. i think. It is used twice in the file btw.
Last edited by GarGhuul; 2 Aug, 2016 @ 7:41pm
James009  [developer] 2 Aug, 2016 @ 8:03pm 
Originally posted by GarGhuul:
P.S. Another way to go might be to set the Space Piracy event to trigger more than once. Then they get XP from shooting the pirates. Pirate stations aren't reliable though... sometimes I leave them and they send out ships from time to time, sometimes they just sit there.
For this you might remove the " NOT = { has_country_flag = birth_of_piracy }" bit from the pirate event file. i think. It is used twice in the file btw.

Wait, why isn't there a Piracy mod already? I might look into this if I have the time.
GarGhuul 2 Aug, 2016 @ 8:48pm 
Originally posted by James009:
Originally posted by GarGhuul:
For this you might remove the " NOT = { has_country_flag = birth_of_piracy }" bit from the pirate event file. i think. It is used twice in the file btw.

Wait, why isn't there a Piracy mod already? I might look into this if I have the time.
For all I know there is, I haven't been online for a bit. And... don't do what I said up there. The re-trigger is very fast once it starts. Like, 3 pirate groups in 6 months or so. Maybe if I can figure out how to set up the retrigger... or make an entirely new pirate event, copying the original over but altering the trigger time and set a retrigger.
Pawleus 21 Aug, 2016 @ 6:11am 
@James009, I modified your files as to have 3 traits at max for all leaders (except rulers) using workaround to the no traits on level-up bug from Unofficial Asimov Hotfix (you could see in discussions to the mod that its author allows to reuse it). I have tested it very thoroughly and it works without any issues. In the modification I also increase probabilities of acquiring a trait on levels 6-8 to be the same as on 3 previous levels. Feel free it use it if you like it. It will additionally help with the compatibility of Unofficial Asimov Hotfix. You can download the changed files here: http://s000.tinyupload.com/index.php?file_id=51340463041743926560 (although leaders are set in defines to have 10 levels there the rest works with 8 as well)
James009  [developer] 21 Aug, 2016 @ 8:36pm 
Cool, thanks, I'll have to take a look.
Pawleus 22 Aug, 2016 @ 2:23pm 
It is probably possible in this way (using eg. blue or green trait flags) to set max traits for leaders to 4 or even 5 - I suppose there will just slight interface issues with the text "arriving in x days" displaying over trait icons but I haven't tested it because I feel 3 is enough.
Pawleus 24 Aug, 2016 @ 2:22am 
There is an additional interface issue having more than 3 traits: tooltips describing some traits on the list of leaders are impossible to be evoked.
Pawleus 24 Aug, 2016 @ 5:56pm 
I've tested my assumptions about how probabilities are handled in random_list and they've turned out to be wrong so I cleaned up my modified file http://s000.tinyupload.com/index.php?file_id=97445298429222225129

Probabilities of taking a trait on level-up are as in vanilla:
- scientists and admirals 7%, ~10% (levels 3-4 and in my modification 7-8), ~27% (level 5 and in my modification 6)
- governors and generals 10%, ~14% (levels 3-4 and in my modification 7-8), ~35% (level 5 and in my modification 6). They are larger probably because there are no events adding traits to them.

Don't you think that in your mod it would be nice to have those probabilities larger?

Edit: There is a certain issue: I've recently realized there is no limit on the number of traits gained by scientists from anomaly events (and failures) but I am not sure what to do about it. Anyway it looks like bugs - what do you think?
Last edited by Pawleus; 24 Aug, 2016 @ 5:58pm
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