Stellaris

Stellaris

(Legecy) Upper Limit V2.2+
37 kommentarer
TurtleShroom 13. juli 2019 kl. 10:46 
Be careful! If you use this version in V2.3, the AI will spam a Supercomputer Station in every slot on every planet! Don't make my mistake! Update today!
Guluere  [ophavsmand] 4. juni 2019 kl. 22:57 
There is plans, but lately haven't been in the mood to mod anything.
lunchsnake 4. juni 2019 kl. 20:57 
Are there plans to update the mod for the new patch/dlc or is it officially done with?
Shikiki 27. apr. 2019 kl. 18:03 
No problem, thanks. Was just making sure I wasn't missing something obvious. I can manage a workaround in the meanwhile until you have time to update.
Guluere  [ophavsmand] 27. apr. 2019 kl. 17:48 
Sorry, but, currently no, until I come back to start working on this mod again, you are stuck with it.
Shikiki 27. apr. 2019 kl. 17:44 
Is there some way to eliminate the Culling the Weak decision modifier from a planet? Capturing a world that the AI activated it on is almost heinous to deal with. There doesn't seem to be a decision to undo it when you've taken the world.
Guluere  [ophavsmand] 26. apr. 2019 kl. 20:46 
I haven't working on this mod for a long time. @-@
thriceyourdice 26. apr. 2019 kl. 18:13 
also, in response to shais04, i would say its a 7/8 in terms of balance. the admin cap boost is a huge boon mid game, and once you build some energy surplus farming for deep thinkers is always worth it. nanite swarms are OP, but as i play ST:NH as borg typically, they fit well and i dont think they are specifically unbalanced considering what they represent. i have not gotten into the meat of a lot of the building techs but overall i would say this is a must have mod esp. for borg type playthroughs and does not make the game cheese.
thriceyourdice 26. apr. 2019 kl. 17:30 
im not 100pct sure that this isnt already compatable with ST:NH on its own, but i found that by moving this up on the modlist with an "!" it eliminated a CTD on start i was getting with my heavy STNH modlist, figured i would mention this because this mod is the icing on top of my borg playthrough cake. it might have been a conflict with something else but i dont think so.
Guluere  [ophavsmand] 18. mar. 2019 kl. 20:47 
I don't know what you would be looking for, but, I guess, 7? 8?
Not sure what you meant by power balance.
shais04 18. mar. 2019 kl. 5:51 
On the scale of 1 to 10, how impactful will this mod be in terms of power balance? 1 for 'Banana Food' level impact, 10 for 'ZoFE ACoT SoFE' or 'NSC' level impact.
Guluere  [ophavsmand] 6. mar. 2019 kl. 20:48 
Updated!
Guluere  [ophavsmand] 26. feb. 2019 kl. 4:11 
Ah, I just realized I forgot to update this here workshop DESCRIPTION in the last update, which added like 5 tech and 6 buildings.
Guluere  [ophavsmand] 25. feb. 2019 kl. 23:17 
I might move the Civics and Governments to another new mod that will also contains species traits and what not.
Guluere  [ophavsmand] 25. feb. 2019 kl. 23:08 
Alright, time for me to work on this mod again, I was working on another, making events but all the data was lost because I changed computers. The last one broke.
TurtleShroom 9. jan. 2019 kl. 19:53 
I hope you'll consider my argument.
Guluere  [ophavsmand] 9. jan. 2019 kl. 16:50 
Hmm
TurtleShroom 8. jan. 2019 kl. 10:24 
BTW, Food Drive should be available for Corporations and not tied to Authority Type. The idea that a nation with an agrarian past, or with species having the Agrarian Trait, cannot put emphasis on agriculture is ridiculous.
Guluere  [ophavsmand] 8. jan. 2019 kl. 3:39 
Currently have a few images I haven't made yet, I will refine them later.
Guluere  [ophavsmand] 8. jan. 2019 kl. 3:31 
Updated, added some new buildings, fixed some code, I will type what I added later, have been busy lately.
Guluere  [ophavsmand] 8. jan. 2019 kl. 2:57 
The mod is only in english, there are no problems, if there is, thats not my mod, I can assure you that, this mod is not perfect, but the quality is better than most other mods, and I suggest that those who don't know what they are talking about to stop looking into people's codes and said whats wrong with it, if you have questions about my codes, this is not the right place to ask/criticize.
Guluere  [ophavsmand] 30. dec. 2018 kl. 15:47 
Compatible with all mods and dlc.
TurtleShroom 30. dec. 2018 kl. 11:18 
What is the compatibility of this Mod like? It seems to just add things instead of changing what already exists.
Guluere  [ophavsmand] 28. dec. 2018 kl. 1:41 
A number of civics has been disabled, and I keep forgetting what I added.
Guluere  [ophavsmand] 23. dec. 2018 kl. 3:24 
@marky612 Thank you, sir.
marky612 23. dec. 2018 kl. 1:45 
Great mod!
Love the buildings!
Keep up the great work, I just wish the civics were green so they matched the rest.
But it is your mod.
:D
Guluere  [ophavsmand] 22. dec. 2018 kl. 1:13 
@Varek GrimmReaper Don't know German, if you do, maybe you can help me translate.
Gibrun Thane 21. dec. 2018 kl. 21:29 
pls translate in german, thx
3nz3r0 21. dec. 2018 kl. 21:27 
@Luxy: What mod is that? I've been having the same problem recently. I might have the same mod subscribed and loaded.
Entrusted 21. dec. 2018 kl. 18:02 
No I added this mod and I found out I had an extra ethic point (4). I asked because I wanted to know if it was this mod but it turns out another one I had updated.
Guluere  [ophavsmand] 21. dec. 2018 kl. 1:09 
Yes, the mod doesn't contain just whatever you want a mod to contain, maybe it's a disappointment for you, but the mod contains things I had idea of adding, which expends the game a little, it's not a big mod.
Oldhip 20. dec. 2018 kl. 22:55 
Hm A couple of Nope's there.
Guluere  [ophavsmand] 20. dec. 2018 kl. 20:08 
Nope
Entrusted 20. dec. 2018 kl. 16:30 
Does this mod increase the number of Ethics points you're allowed?
Guluere  [ophavsmand] 20. dec. 2018 kl. 15:10 
Nope
GreatDevourer69 20. dec. 2018 kl. 7:56 
Do these have a date that you have to wait for to unlock them?