Stellaris

Stellaris

Enhanced Traits[Obsolete] - Link to new version in description
45 条留言
Sunconure11 2020 年 4 月 7 日 下午 11:04 
You would just need to add PLANTOID to the archetype file.
Sunconure11 2020 年 4 月 7 日 下午 10:38 
Could you add support for the photosynthesis mod, since it overwrites the archetype file?
KiritekQQ  [作者] 2020 年 3 月 20 日 上午 2:42 
Fixed
Waladil 2020 年 3 月 19 日 下午 5:47 
The Unassertive/Rowdy sets of traits are coded backwards -- the "good" one increases administrative sprawl while the "bad" one reduces it. Unless there's some new reason where you want high administrative sprawl these days
Rolhn 2020 年 3 月 19 日 下午 12:37 
Its strange cause it was working before the 2.6.1 update, but after that even with the rollback to a previous version, it just simply doesnt work anymore. Thanks Paradox for breaking ♥♥♥♥ once more.
KiritekQQ  [作者] 2020 年 3 月 19 日 下午 12:27 
Try to resubscribe and/or place it lower in load order.
Rolhn 2020 年 3 月 19 日 下午 12:12 
Huh, I think Paradox ♥♥♥♥♥♥ up cause this mod says I have it downloaded and its active, but when I go to the traits menu for the race I was gonna make, it doesnt show up? Like, Only the basic traits from the game but your modded traits are not there. I dont know what is going on with either it or the game.
KiritekQQ  [作者] 2020 年 3 月 19 日 上午 11:36 
It`s already updated. Paradox launcher just sux.
LAN-C 2020 年 3 月 19 日 上午 11:23 
Hiya! Do you plan on updating this. I still think the mod works as is with the new 2.6.1 but it'd be nice to have it updated for 2.6*. It's ok if u can't though
Bottom of the Well 2020 年 2 月 23 日 下午 12:15 
Im an idiot nevermind i just seen the trait ID link
Bottom of the Well 2020 年 2 月 23 日 下午 12:14 
Any chance to get the name of the traits so they can be added/removed with Add/remove_trait_species. Ive tried using their ingame name but that doesnt work. Debugtooltip doesnt give anything for them either.
Arkest Nexrhein 2020 年 2 月 5 日 下午 9:48 
Xd Sorry About that didnt realize i needed to pick the appearance. But thx for responding. :steamhappy:
KiritekQQ  [作者] 2020 年 2 月 5 日 上午 1:05 
@Rhein It works exactly like in vanilla. Did You choose apperance for Your syncretic species?
@Guluere This trait dosen`t work. I will fix it today by giving traits to generals/admirals of species that has strategist trait.

Guluere 2020 年 2 月 5 日 上午 12:01 
Does ship negative works on species?
Arkest Nexrhein 2020 年 2 月 4 日 下午 11:31 
Syncretic Evolution Civic doesnt work correctly. gives the serviles -1 to trait points and picks
secomano 2020 年 1 月 26 日 下午 5:37 
thank you so much. I still played the other day when you fixed it, totally forgot to thank you!
Mithril Leaf 2020 年 1 月 21 日 下午 4:13 
Strategist traits don't seem to be working?
KiritekQQ  [作者] 2020 年 1 月 20 日 上午 10:23 
I have increased size of gene modding window by 46%.
KiritekQQ  [作者] 2020 年 1 月 20 日 上午 4:10 
I looked at the possible solution & its 100% fixalbe. Probably I will patch it today.
secomano 2020 年 1 月 20 日 上午 3:44 
I was looking for a mod that adds a slider or changes to that window to make it bigger or something like that but didn't find any. what looks like it needs is a compatibility patch to use when using more than one mod adding traits that adds a slider, or makes the window bigger. I totally understand if you can't do it since it's beyond the scope of this mod. thanks again for the quick reply and thanks for the mod too. I really like this idea as I've always felt that the vanilla traits should have more depth.
KiritekQQ  [作者] 2020 年 1 月 20 日 上午 3:37 
In that case I will try to fix it.I have forgotten about stacking trait mods.
secomano 2020 年 1 月 20 日 上午 3:31 
thanks for the quick reply. the other mod is trait diversity. it was already lower, tried with your mod lower and it's the same thing. tried with both your mod and trait diversity lower and above UI overhaul dymanic and still same thing. it has too many traits with both mods and that window doesn't come with a slider. so now I can't reach advanced traits. this is really a first world problem. :D
KiritekQQ  [作者] 2020 年 1 月 20 日 上午 3:11 
@secomano Just put that mod lower in load order it has already fix for that.
secomano 2020 年 1 月 20 日 上午 3:02 
is there a way to fix a trait overflowing issue in the species template modification window?
Deffohn 2020 年 1 月 15 日 上午 12:40 
! there is a trait with -4 instead of -3 ^^ !
Techno_Mage 2020 年 1 月 13 日 下午 2:00 
Lithoids are missing some traits, like the -happiness ones which doesn't make sense. Also Hiveminds can take some that don't effect them like happiness +/- and supplies +/- and maybe crime too? either way needs to be looked into
KiritekQQ  [作者] 2020 年 1 月 7 日 上午 4:00 
No. I will include it in the future.
Deviant 2020 年 1 月 7 日 上午 2:15 
Do the new traits affect the appeal to a particular ethics? How some vanilla traits (like “strong” or “very strong” increase the appeal of militaristic ethics)
Elidurden123 2020 年 1 月 5 日 下午 8:15 
Sorry that i did not see that. Thanks for the Consideration lol.
KiritekQQ  [作者] 2020 年 1 月 5 日 上午 7:09 
Elidurden123 2020 年 1 月 4 日 下午 8:02 
Would it be possible to make a version that does not at trait points because it messes with mods that add more beyond the maximum. great mod otherwise and i understand the need for the change BTW.
KiritekQQ  [作者] 2020 年 1 月 2 日 上午 6:10 
@Ulrawup Its workaround, I made mistake when I was naming new traits I deleted the original communal trait. To fix it in manner that isn't going to break all saves I added communal trait as Dog trait but I forgot to delete picking it from AI logic. I will delete it with the federation update. Thanks for Your kind words.
@Micheal Stevens Added into description.
Sethy Poo 2020 年 1 月 1 日 下午 5:51 
I was wondering if you had a list of the trait ids for the new traits. If you do could you put them in the description or in the comments?
Ultrawup 2020 年 1 月 1 日 下午 3:28 
So uhh, why are all the species who used to be communal now dogs, according to this mod?
I mean, if I wanna make a communal species I can just select the new communal trait, but why did the vanilla one get replaced with a free one with no modifiers that just says "woof"? It's kinda messing up every prescripted empire that has the trait, as well as all my own if I don't fix them manually...

Anyway, despite the doggo invasion, loving the mod! Good work :D
Sarge 2019 年 12 月 29 日 下午 2:22 
Ok thanks KiritekQQ.
KiritekQQ  [作者] 2019 年 12 月 29 日 上午 11:29 
Yea AI choose from all new traits. Sometimes AI pick only 1 tier IV trait but most of the times they pick 4-6 positive/negative traits ranging from tier I to IV.
Sarge 2019 年 12 月 29 日 上午 11:25 
Does the ai benefit from this aswell?
ben.aplin94 2019 年 12 月 29 日 上午 6:35 
Thanks for fixing it! Really great mod, have a happy new year!
KiritekQQ  [作者] 2019 年 12 月 29 日 上午 1:48 
Should work now properly. I just added link to the document with changes/changelog/roadmap into mod description.
ben.aplin94 2019 年 12 月 28 日 上午 5:45 
Just so you know, some traits like the engineering inept ones, are costing points, not refunding them.
Varsia 2019 年 12 月 27 日 上午 11:29 
This seems interesting, I'll have to keep an eye on it!
KiritekQQ  [作者] 2019 年 12 月 27 日 上午 10:10 
I'm sorry but its beyond my ability to recolour those icons.
Icelord 2019 年 12 月 27 日 上午 10:06 
just a small thing but if you can find out how to recolor things to make all the - traits you have there red instead of green it would make this fit in with the base game a lot better
KiritekQQ  [作者] 2019 年 12 月 27 日 上午 10:05 
fixed
Necrovulture 2019 年 12 月 27 日 上午 8:16 
Hmm today I will forfeit 4 trait points to cut my research by 60%