Stellaris

Stellaris

Expanded Stellaris Traditions
Private Feelings  [developer] 23 Jan, 2020 @ 11:48am
Compatibility Requests
I am generally quite busy these days and have limited capability to process compatibility requests with other mods. However, there is a risk that they simply sink through the conversations and might get lost, so I have created this thread for people to report them, where they can be easily recorded.

(I am rather unlikely to put much effort in here. The best way to get a compatibility request fixed is to either do it yourself or if several different people make the same request for a popular mod)
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Showing 1-6 of 6 comments
Aus1rathia 24 Jan, 2020 @ 2:56am 
Follows are the request I wrote in Balance Suggestions, I move them to here to respond your effort.


1.
I like to request compatibility patch to Covert Assets (tr_est_mysticism_2) for added 2nd tier SR of ACOT and ESC

ACOT - https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1419304439
ESC - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1885775216

Actually quit easy by editing
946222466\common\traditions\\est_mysticism.txt

like this

tr_est_mysticism_2 = {
possible = {
has_tradition = tr_est_mysticism_1
}

modifier = {
country_nanites_produces_mult = 0.33
country_sr_dark_matter_produces_mult = 0.33
country_sr_zro_produces_mult = 0.33
country_sr_living_metal_produces_mult = 0.33

# built-in support for ACOT SR
country_acot_sr_dark_energy_produces_mult = 0.33
country_acot_sr_stellarite_produces_mult = 0.33
country_acot_sr_light_matter_produces_mult = 0.33

# built-in support for ESC SR
country_esc_psionic_charge_produces_mult = 0.33
country_esc_gravitic_anomaly_produces_mult = 0.33
country_esc_living_crystal_produces_mult = 0.33
country_esc_transdimensional_vortex_produces_mult = 0.33
country_esc_enigmatic_energy_produces_mult = 0.33

}


I already done with my local file and confirmed that works, I like to everyone who uses EST with ACOT or ESC (or both) enjoys better compatibility.


2.
I like to request another compatibility patch to Living Ships (tr_est_biogenesis_2 in est_cybernetics.txt )

Using with multiple mod add high tier ship and modules (ACOT, NSC, Gigasturctural, Movable Space Fortress, ETC...), 1% hull regen can cause inter overflow which resulted negative regen. (it seems that overall regen much higher than 10k(10,000) cause it, though I did not find the precise limit)


Simplest solution: just replace 'ship_hull_regen_add_perc = 1.0' with static regen add such as 'ship_hull_regen_add_static = 1000.0'
Problem: This static regen is obviously super OP for early game.


Suggestion: swap that if the empire has any of technologies allows to build high tier ship/module to likely cause the overflow.

tech_stellarite_armor (ACOT armor + hul module)
tech_precursor_colossus (ACOT insane big ship)
tech_Flagship_1 (NSC biggest ship)
tech_movable_fortress (Movable Space Fortress)
tech_war_planets (Gigastructural extreme insane big ship)

I don't think it is the complete list on the world, but will resolve more than 90% of overflow Living Ships may cause......or at least I think so :)
Last edited by Aus1rathia; 24 Jan, 2020 @ 3:01am
Aus1rathia 3 Feb, 2020 @ 12:54am 
About Living Ships, just using both perc and static regen with lowered amount could be a simple yet viable solution.

such as

ship_hull_regen_add_perc = 0.1
ship_hull_regen_add_static = 5

It seems that ship hull point cannot exceed 2,147K (1/1000 of actual 32bit int max. Anything exceed that cause negative hull point and ship disappear by itself.......^^;;;;;;;;;; ), so ship_hull_regen_add_perc = 0.5 or lower will not cause overflow by itself alone.
Dalthius 26 Apr, 2020 @ 10:25am 
This mod has conflicts with several popular mods. Because of this, I have placed this (and your Ascension mod) as a lower priority in my load order (all the mods below will take precedence). What kind of issues can I expect? The traditions appear to all still show up, but will they work properly?

Guilli's Planet Modifiers 2.6 :
gfx\interface\icons\modifiers\mod_planet_orbital_bombardment_damage.dds
gfx\interface\icons\modifiers\planet_resource_energy_add.dds

Potent Rebellions :
gfx\interface\icons\modifiers\planet_resource_energy_add.dds

Dynamic Political Events :
gfx\interface\icons\modifiers\mod_country_war_exhaustion_mult.dds
gfx\interface\icons\modifiers\planet_resource_energy_add.dds

More Events Mod :
gfx\interface\icons\modifiers\mod_fleet_emergency_ftl_min_days_mult.dds

At War: Planetary Cannons (2.6 Compat Update) :
gfx\interface\icons\modifiers\mod_planet_orbital_bombardment_damage.dds

z Expanded Traits, Civics, Pops, and More :
common\economic_categories\00_common_categories.txt

Ethics and Civics Alternative :
common\economic_categories\00_common_categories.txt
Private Feelings  [developer] 26 Apr, 2020 @ 10:51am 
The only reason for compatibility issues should be modifications to the "common\economic_categories\00_common_categories.txt" folder, which many mods will use since a patch a while ago.

Please try https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1688887083 which should fix it (and if it don't ask the maker of that mod).
Dalthius 26 Apr, 2020 @ 1:37pm 
I already use that mod, so hopefully it works fine. I likely won't be able to tell without extensive testing, sadly.
Private Feelings  [developer] 26 Apr, 2020 @ 4:25pm 
If you use that mod then it should work. If you want you can double check with that mod's creator that he keep track on the mods you are interested in.
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