Stellaris

Stellaris

Weird Traits
29 kommentarer
Lama 15. maj 2022 kl. 10:40 
it's a shame it's not updated
Boltergeist 12. maj 2022 kl. 6:57 
Thank you :)
thegreyprophet  [ophavsmand] 12. maj 2022 kl. 6:10 
Sure, go ahead! I copied a lot of the original traid code from another mod anyway, so it would be hypocritical of me to complain if someone else then copies it again.
Boltergeist 11. maj 2022 kl. 7:10 
Heya, since this hasnt been updated in a while, would i be allowed to incorporate it into my mod?
Amazon Prime 27. apr. 2021 kl. 13:08 
sex
kuyan-judith 23. juli 2020 kl. 3:48 
Thanks. What was the mod you copied them from?
thegreyprophet  [ophavsmand] 11. juli 2020 kl. 3:39 
I copied all the icons from another mod, so feel free to use them! They're not mine, anyway.
kuyan-judith 11. juli 2020 kl. 3:24 
Is it okay if I use some of your icons from this mod for a trait mod I'm making?
Popo Bigles 30. aug. 2019 kl. 15:26 
I just found you on the Stellaris Workshop, I like what you make, really nice. Hope you get your reality sorted out so you can return to the Cult of Steam .
thegreyprophet  [ophavsmand] 15. apr. 2019 kl. 10:22 
Probably. At least it's still planned. Just too much to deal with in RL right now for doing everything I want. Sadly, this mod here was part of the things I had to cut to make time.
Neutral Yang 14. apr. 2019 kl. 18:31 
are u going to update this mod
EgoDeth 23. jan. 2019 kl. 12:07 
thanks, I'll try it out and let you know.
thegreyprophet  [ophavsmand] 23. jan. 2019 kl. 11:37 
I don't think traits changed in a major way between 1.9 and 2.2, so this is basically it.
EgoDeth 22. jan. 2019 kl. 19:52 
Is there a 1.9 version of this?
thegreyprophet  [ophavsmand] 12. jan. 2019 kl. 3:25 
No idea! I don't have time to work on mods right now. If you're using the mod after 2.2 dropped, all bets are of! (Sorry.)
Zeph 11. jan. 2019 kl. 19:38 
Does empathic no longer grant extra unity and increased happiness for alien pops?
thegreyprophet  [ophavsmand] 25. dec. 2018 kl. 15:22 
That's a good point. If I get the time to update this mod after the Holidays, I'll take it into account.
Tahvohck 25. dec. 2018 kl. 0:27 
Gigantic and Miniscule should probably have housing modifiers as well. Based on the existing traits I'd suggest 15%.
Castillo de San Marcos 15. dec. 2018 kl. 19:50 
Quick bug report, Im using no trait modifiers but the Inquisative and Natural Scientist and Shifter and Unique traits have no modifiers. The Metallotolerant trait has only the army damage modifier.

The only thing I can think that might be a conflict is Real Space/Diverse Planets but im 90% sure that's not it.
MochiLord 9. dec. 2018 kl. 6:36 
very interesting:steammocking:
thegreyprophet  [ophavsmand] 15. okt. 2018 kl. 11:01 
The robot trait list[4]

„Fragile“ / Cost: -2
These units break easily and are unsuited for the stresses of the battlefield.
-Army health is reduced by 50%
-Your pops need 33% more consumer goods to simulate higher maintenance costs
-Can‘t be shifters

„Shifters“ / Cost: 4
These units are a complex amalgamation of smaller automatons that can combine to perform various functions.
-Can‘t be fragile, but can be massive! (Transformers or macro nanotech, you decide!)
-Resource output is 12% higher
-Population building speed is 33% faster.
thegreyprophet  [ophavsmand] 15. okt. 2018 kl. 11:01 
The robot trait list[3]

„Unique“ / Cost: -4
The secrets involved in the production of these strange machines have been lost to time, perhaps forever. Recreating this mastery involves a herculean effort.
-Unique machines can‘t be mass produced
-Built cost for new robo pops is 1000% higher (was 10k% higher)
-It should now be theoretically possible to build new pops. Still very challenging if not used with dreaded assimilator civ.

„Massive“ / Cost: -2
These gargantuan monstrosities of engineering simply cannot be transported off-world.
-Resettlement cost is 500% higher.
-Combine with „Unique“ for extra hilarity
-Can‘t be combined with „Double jointed“ or „Bulky“
thegreyprophet  [ophavsmand] 15. okt. 2018 kl. 10:50 
*Cut for length: When testing other bad hability traits from the base mod I adapted (Xenology), I realized taking some of the reall harsh ones were a trap, since after a certain percentage the hability on your homeworld will drop, too. Which is obviously nuts. To prevent people taking those traits ending up with sore losers hating their own homeworld, I capped the traits at 30% badness and added a pop happiness boost to at least keep your people happier at sitting on shitty planets.
thegreyprophet  [ophavsmand] 15. okt. 2018 kl. 10:46 
LOL, I just noticed Steam censors bad words, even harmless ones. That's just great. :steammocking:
thegreyprophet  [ophavsmand] 15. okt. 2018 kl. 10:42 
The trait list[2]

"Natural Scientists" / Cost: 6
In this species, a quirk of brain structure makes its members predisposed towards science. They can be disturbingly rational and meticulous researchers.
- The hilariously strong version of the "Inquisitive"-trait. All sciences +20%, scientists cost 25% less influence

Welp, apparently my list was just a little bit too long. After cutting around a bit I was able to fit almost every trait. There are some robot traits missing, I'll post them shortly.
Metts 14. okt. 2018 kl. 19:24 
try putting the list in the comments?
GGinger 14. okt. 2018 kl. 12:45 
Good luck OP hopefully steam stops crying
GGinger 14. okt. 2018 kl. 12:45 
Moment of truth, no list of traits but I'll give it a shot!
thegreyprophet  [ophavsmand] 14. okt. 2018 kl. 10:40 
Second try, I re-uploaded the mod with some typos fixed. The real trait list is ready and the placeholder deleted. Now if Steam would just allow me to post the full list instead of having a fit, taht would be swell