Stellaris

Stellaris

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Psionics Tri-Expanded+
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720.086 MB
2024 年 8 月 26 日 下午 1:19
11 月 11 日 下午 1:40
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Psionics Tri-Expanded+

描述
Update and a word on the future
4.0+ update!!! I still have more ideas for what I want to add but figured I might as well get this out now. It should work. I have tested various bits and bytes and have not encounterd many issues. But if anything out of place happens or something that seems wrong please let me know.

I have a couple addons for the 2 ethic and civic expansion mods I have used. But they are not ready quite just yet.

This is mostly the same mod as previous except it works now. There has been a balance pass and a few new things have been added. Psionic Shipsets where removed again for the time being. Honestly might just make them an addon for this. Might make the psionic species portraits an addon as well. Both add a bunch of mb to the mod and im not sure how many people would care to really use them.

This has no new features associated with the new dlc as I do not own it and I try to avoid harming vanilla files anyway.

Friendly Reminders!
1: This mod does not overwrite any vanilla files! As such it should be completely compatible with any other mods that effect anything related to psionics.

2: This mod does not, require you to go down the Psionic Ascension Path.

3: This mod does not have a conflict with PD's Shrouded Planets.

4: Machines and Hive can also utilize this mod!

5:This mod plays just fine with Psionic Species Expanded.

Accessing Psiocracy Projects
First research a new technology called Escoteric Energy Studies.
This tech can be drawn on game start but gets more common as the years pass.

A couple of years after researching it, you will get a Special Project.
Completing the project will give you 1 of 3 special civics based on your ethic/civic choices and 1 Empire Modifier based on your authority.

Next Psionic Theory, or the Machine/Hive versions the mod adds that requires Self Aware Logic/Epigenetic Triggers.
Soon after that, a new Special Project will be possible.
Completion of this project will upgrade your Civic/Modifier stats as well as grant you the 2nd of the civic set.

After that, you can take the Psionic Ascension AP, this does not require the Psionic Traditions.
This Perk grants you instant access to the Ascension Special Project. Completing your set of 3 civics and pushing you to the newer content the mod adds.

After that you will have a choice. I wanted to try something different, so the default choice is a story featuring an NPC and an archaeological site. There is even potential for a large scale battle. If you encounter this battle and loose, do not worry. It is not permanent and you will get your system back.

But for anyone who does not want to do story fluff, there is an alternate path available that proceeds as the first 2 projects worked. Research a tech, do a project ect.

Credits
A continuation of Psionic Re-Expanded created by MightNight & Disafae.
Using the base of Psionics Re-Re-Expanded done by Sumrex in their continuation of the mod.
I present my take on it with Psionics Tri-Expanded V2 by me.
热门讨论 查看全部(2)
1
2024 年 9 月 27 日 下午 1:16
So What Does This Add?
Cephalon Sithalo
0
2024 年 8 月 31 日 上午 8:52
Tier 1 Civic Stats
Cephalon Sithalo
278 条留言
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:31 
0/3 @Fenrys All that is to say thank you very much for reporting the issue and I will try to be more attentive to future issues from anyone. I very much appreciate it.

@dkenhoney Speaking of dismissive, I still cannot get the origin to break. Is there any more information or context you can provide? Does it break if only the mod itself is active with no other mods for example? :LotusFlower:
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:28 
1/3 @Fenrys Of course but dont worry about it none at all.

Sorry if I came across as dismissive. I did a play through with the mod once for testing and a few times for fun before and never noticed any of the AI empires being broken like that.
So when you said something so majorly bad was happening and no one else had reported the issue despite it being out for so long, I just figured it was not actually caused by the mod or caused by some silly quirk of either hardware (super unlikely) or Stellaris code (less unlikely but still)
That you only had the issue when the mod was active did tell me it was something about the mod, but looking through everything I could not find anything that would cause the issue.
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:28 
2/3 But it turns out what had happened was, a number of special graphical cultures where not set to be not select able. Idk if I just figured it would be fine or if I just didnt consider it originally. I presume its been like that since I first did my major update that added a ton of stuff way back even before 4.0.

The player cannot see them in the list of ships before game start so I may have just figured they was not select able. But it turns out for whatever reason the AI could select them and for whatever reason they are set as bioships. They are not set as bioships. And the graphical culture does technically have ships assigned to it. So at the very least they should have worked just been a culture they shouldnt have. But for whatever reason the game assigned them as bioships which means they lacked the normal tech to unlock the normal ships. I'll chalk that up to Stellaris Code Quirk.
Cephalon Sithalo  [作者] 11 月 12 日 下午 8:28 
3/3 If it was indeed active before Biogenesis, it could be just that the AI would randomly select it but then would have everything they needed to build so they just defaulted the mammalian ships but allowing them to function as normal. But for some reason they are counted as being a bioship culture now and so the AI just couldnt build anything properly since bioships do not get Corvette tech.
Fenrys 11 月 12 日 下午 8:11 
oh wonderful thank you so much for fixing it! and sorry for stressing you out. i just didn't want this to ruin anyone's day while using the mod
Cephalon Sithalo  [作者] 11 月 11 日 下午 1:43 
Updated, Fixed empires spawning broken, removed industrial districts from origin start.

Have not touched traits yet fully for a new pass. Came up with some ideas I want to try with it and I want to put good effort into it but run out from trying to fix empires spawning broken :LotusFlower:
Cephalon Sithalo  [作者] 11 月 11 日 下午 1:01 
@Fenrys, I solved the issue I believe, I will work to get the update out in a little bit. I need to consider traits for a moment.

@dkenhoney, I will see if I cant get the issue to trigger again after I take a look at traits. You say this has existed since before 4.0 but I have never seen anything like it during my tests of the origin.
I have no events that shift a Shrouded world back to a normal world. Terraforming links that can do it and one event that shifts a Shrouded world to either uninhabitable shrouded, barren, or gaia once the world has reached 100% devastation from bombardment, but nothing that reverts the world to their base habitability.

I will try some more times to see if it will trigger.
Cephalon Sithalo  [作者] 11 月 11 日 上午 10:59 
@Fenrys, Apologies, before I was just checking the nations cities to see if they had bioship based cities. But that turned out to not be a good metric despite before this all cultures using the matching sets.

But now I have indeed come across multiple broken but I see no link between them. But at least now I know it is repeatable and clearly not a niche issue. Thank you so very much for bringing it to my attention!!
Cephalon Sithalo  [作者] 11 月 11 日 上午 9:46 
1/2 It felt fitting that you would further improve once you completed an Ascension Path. But when I found I could just shift stats instead of needing to go through the whole process of making a whole new set of traits and different events to apply them based on a handful of different conditions...

It just made sense to do it that way and I thought it was neat. But its still the same trait, the icon and the description do not change despite my attempt at doing such. I should have probably listed that as part of the update but didnt think much about it.

I'll probably create a Discussion that goes more into the trait stats and their thematical thinkings after I have a look at the numbers and fix some stuff. IIRC none of them get new stats just shifted modifiers but again I'll probably go into more detail in a different post.
Cephalon Sithalo  [作者] 11 月 11 日 上午 9:45 
2/2 As for the district thing, I appreciate you letting me know. Although I am surprised it has been around before 4.0 because with how districts used to work that should not have be the case at all. But I will see what I can do