Stellaris

Stellaris

Additional Traditions (Stellaris v2.1.*)
Meltup  [developer] 21 Apr, 2017 @ 3:26pm
Bugs & Typos
Please, report here any found bugs & typos! Thanks!
Last edited by Meltup; 26 Apr, 2017 @ 5:47am
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Showing 1-15 of 38 comments
Chemlaka 22 Apr, 2017 @ 9:50am 
Hello,

The ascension perk portion of the traditions page doesn't show up like it is shown in the Descriptiong photos. I don't know how else to access it. I made sure to start a new game and check if using it in an already started one worked, but that didn't seem to be the problem.

http://prntscr.com/ezjx9b Unlike the photo in the description, the ascension perk portion isn't on the right-hand side.

Thanks for reading and any and all assistance provided.
Meltup  [developer] 22 Apr, 2017 @ 11:29am 
Mystic Chem, judging from the screenshot, the ascension perk portion of the UI just got cut out. It happens on low resolutions and known problem of Plentiful Traditions template. The solution is to use UI scaling of 0.9 or less in the settings/graphics menu. Hopefully, that helps!
Diocletir 30 Apr, 2017 @ 3:08pm 
Hello,
it seems to me u used the wrong multiplier for the Inspiration finisher.
Energy is working fine but the minerals multiplier is multiplying the Base minerals you have ( you start with 5 Base mineral production). So in the end the Inspiration finsher givesyou 5% Energy and 0.25 minerals.
Meltup  [developer] 30 Apr, 2017 @ 3:49pm 
Thanks for reporting, Fion!

I definately agree that there is some black magic going on with mineral production, however in my tests the multiplier works as intended... at least, as much as it works for "Mining Guild" civic (I took modifier from there).

For starting empire I got before finishing Inspiration tradition tree next:
Monthly Gain: +11.31
From Effects: +5.00
Base: 5.0
Produced: +10.00
Ship Maintenance: -0.41
Consumer Goods (7.0 units): -3.27

After finishing Inspiration tradition (game was on pause all the time):
Monthly Gain: +11.96
From Effects: +5.25
Base: 5.0
Inspiration Tradition Finished: +5.00%
Produced: +10.40
Ship Maintenance: -0.41
Consumer Goods (7.0 units): -3.27

I am honestly not sure wtf is happening there as
1. Base is increased by 5% as intended
2. Produced is increased by less than 5% (why?!)
3. Monthly Gain is increased by more than 5% (that is okau?)
If you can present any numbers from your game then I will be glad to take a look at them.
Cameron Dostya 4 Jul, 2017 @ 11:00pm 
Found a typo with the navy tradition perk "large hangers" prnt.sc/frsj3u
Last edited by Cameron Dostya; 4 Jul, 2017 @ 11:01pm
Wallace (Edgar84) 18 Jul, 2017 @ 11:14am 
Standardized Survey Protocols from Exploration tradition and To Boldly Go from Discovery tradition do not stack!
When i'm looking at risk modifiers i only se the "To Boldly Go" being in effect. I did pick it up first and then S.S.P. (so it may even not work at all)
Last edited by Wallace (Edgar84); 18 Jul, 2017 @ 11:22am
Meltup  [developer] 18 Jul, 2017 @ 1:42pm 
Thanks for reporting, Wallace (Edgar84)!

However I do not see the issue yet. Standardized Survey Protocols do exactly this: Survey Speed increased by +10%, Anomaly discovery chance increased by +15%
It means that this tradition pick increases the speed of survey and the chance of anomaly spawn at the survey's completion. Unlike To Boldly Go this tradition pick doesn't modify anomaly fail risk. Regarding the stacking of the anomaly spawn chance - I don't remember if I ran tests for 1.5 or 1.6 versions of the game but it was perfectly working back then. Maybe you can provide more information if there is indeed an issue?
Wallace (Edgar84) 18 Jul, 2017 @ 2:30pm 
Aaaah. then the problem lies elsewhere. Namely i've had exactly same effects written in both of the tradition steps. Let me take another look at it and just to be sure.

EDIT: I've loaded a geme once again and all seems good. I did remember reading it and seeing 2 exactly same effects but it may have been my bad after all. Either that or one of the mods i was using besides yours got this screwed.
Last edited by Wallace (Edgar84); 18 Jul, 2017 @ 2:38pm
For the Navy tradition the building can only be built under a planetary administration building meaning that it cannot be built in machine empires.
Meltup  [developer] 5 Oct, 2017 @ 9:23am 
Oh, wow! ᵏʰᵒʳₙᵉ ♥♥♥♥♥'N'Giggles, thanks for pointing that out!
Zares 10 Oct, 2017 @ 1:02pm 
if = {
limit = {
owner = {
NOT = { has_authority = auth_machine_intelligence }
}
}
custom_tooltip = {
text = "requires_building_capital_1"
planet = {
OR =
has_building = "building_capital_1"
has_building = "building_capital_2"
has_building = "building_capital_3"
}
}
}
}


I think there is missing { after OR =
Kaaz 11 Oct, 2017 @ 12:23am 
Hi! Love this mod.
Adding to the bug that Giggles posted above, I am playing a normal empire and im having the same issue.
It states that I require a planetary administration on the planet to build the fleet coordination centre, even though I do have one on that planet.
Meltup  [developer] 11 Oct, 2017 @ 12:04pm 
Oh, my God, thanks! :ooh: And thousand apologies for that mistake! It should all work now!
No worries and thanks for the fix!
Kaaz 11 Oct, 2017 @ 10:10pm 
Wow that was fast, thank you, works great!
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