Stellaris

Stellaris

Perked Up Perks [4.0]
308 条留言
Peter34 10 月 11 日 上午 4:51 
Fair enough, but the devs have said that v4.2 comes out next month!
Dragatus  [作者] 10 月 11 日 上午 12:06 
Well, that and I'd also like to play the game myself, which cuts down on the time spent modding.
Dragatus  [作者] 10 月 11 日 上午 12:05 
It's not going to happen this weekend. I'm still experiencing upload issues. With the latest launcher I don't connect properly to Steam and I have to delete and re-download the launcher to get the old version before I can update my mods. And then the first time I run the game the launcher automatically updates. I then have to upload all my mods in that first session or else I'll have to go through the entire process all over again. As a side effect this also deletes all my mod lists.

So I'll be trying to do bulk uploads of updates for as many of mods as possible. I will have a mini-vacation at the end of the month though and I expect to get it done then.
Peter34 10 月 9 日 上午 7:01 
Can you please update this mod for v4.1? The One Vision buff isn't urgent at all. I'd just like to be able to play 4.1.5 over the weekend...
Peter34 9 月 25 日 上午 4:35 
Thanks. I think OV needs a buff, and just making its Unity bonus bigger is devoid of flavour.

Giving it back the Amenities use reduction would be silly as of 3.14-4.1 because Amenities are too easy to come by, especially after the mid game where Grand Archive Specimens make Amenities a joke of a non-issue.

But OV needs something.
Dragatus  [作者] 9 月 23 日 上午 6:57 
You've made some interesting suggestions. I'll think it through.
Peter34 9 月 22 日 下午 7:20 
The Ascenscionist Civic somehow affecs how much Unity Traditions cost, reducing the effect of Empire Size on them or something like that.

How about giving One Vision a similar effect?

Alternatively, have One Vision add 0.5 Unity output to each Ruler Job? Or add 1 empire Unity production per level per Councillor? Probably based on actual level and not effective level.

It's about that little thing that makes One Vision worth taking, because right now it's not competitive with other Perks.

Another option, a permanent +20% or 30% bonus to Statecraft Research Speed.
Peter34 9 月 10 日 下午 2:31 
I think Agenda speed is covered by Executive Vigour. Crimr reduction is a bit meh.
doctornull 9 月 9 日 下午 6:30 
One Vision by theme could reduce War Exhaustion, or could increase Council Agenda speed, or maybe increase Federation cohesion gain.

An extra minor buff might be -5 crime everywhere, +1 encryption, or +25% army morale.
Peter34 9 月 9 日 下午 6:25 
I really think One Vision is underpowered. It needs a little something to be worth taking. It was useful that it gave reduced Amenities usage before the Grand Archive DLC, but with Specimens it's almost trivially easy to get a lot of Amenities, so having it interact with that game mechanic again is... pointless.

So I'm not sure what it needs, only that it needs something.
Peter34 8 月 22 日 上午 1:54 
I think the Edict should be limited to Executive Vigour.
doctornull 8 月 12 日 上午 5:17 
It makes a lot of sense as a part of Executive Vigor.
Dragatus  [作者] 8 月 11 日 下午 10:10 
When I decided not to include the agenda speed bonus in Executive Vigor, I came up with the idea of putting that bonus into the game in the form of an edict and then if you take Executive Vigor that just lets you easily run the new edict. I ultimately decided that I didn't want to have new edicts available to everyone as a feature of an AP mod, but apparently I forgot to delete the files.

I'll leave it in for now because I do agree it's a good edict to run if you're not running anything else early on. But in the next update I will either get rid of it or have Executive Vigor enable several edicts that fit the general flavor of the perk.
doctornull 8 月 10 日 上午 7:10 
It's a good edict for empires that don't have anything great to run early.
Dragatus  [作者] 8 月 9 日 下午 11:49 
I discovered I forgot to delete the new edict I was experimenting with. So the mod now also grants an edict that gives +15% agenda speed.
Dragatus  [作者] 8 月 6 日 上午 2:26 
I had to use some black magic to get around the latest launcher not communicating with Steam properly for me. Can someone please confirm if the update worked?
Dragatus  [作者] 8 月 6 日 上午 2:23 
Updated mod to v1.19.4. See the change log for details.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/2050517143
Peter34 5 月 18 日 下午 11:31 
I think with the new Agenda Speed bonus from Executive Vigor, there's no need to give it a big -20% Edit Upkeep effect. It still needs some effect to make it remain relevant for Edicis into at least the late mid game, but I think -10% is sufficient, or at the very most -15%.

Ideally, though, it'd scale, so that it's +100 Edict Fund, -10% Upkeep, and then the +25% Agenda Speed, but then once the Mid Game Year hits it changes to give +100 more Edict Fund, and then another +200 Edict Fund after the Late/End Game Year hits. That migh be hard to program, though.

And anyway, I look forward to seeing a 4.0 version of this mod soon. 4.0 is fun, but the Perks aren't quite right, and the intended
AL|EN 2 月 11 日 上午 11:28 
np
Dragatus  [作者] 2 月 11 日 上午 10:43 
Oh, so *that* is what broke that system. Thanks for the heads up.
AL|EN 2 月 9 日 下午 8:03 
@Dragatus Thanks for this mod!

Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.

You can also set "supported_version=v3.*" to avoid updating it for every minor version.

I've also reported this as a bug but so far no fix.
Dragatus  [作者] 2024 年 11 月 29 日 下午 11:12 
What people say is mostly a three way discussion I have with you and doctornull here in these comments. :D
Peter34 2024 年 11 月 29 日 下午 8:26 
Try with 25%, see what people say about it.
Dragatus  [作者] 2024 年 11 月 29 日 上午 10:10 
@doctornull
Yes, I added Mega-Engineering as a requirement. It's also one of the few advanced perks, requiring 4 other perks to be selected first (1 more than unmodded).

@Peter34
I suppose I can always buff it, if it's too low.
doctornull 2024 年 11 月 25 日 上午 3:52 
You added the Mega-Engineering requirement to Cosmogenesis, right?

Asking because I saw some people talking about Unity-rushing Cosmogenesis and avoiding doing research until they built a Lathe.
Peter34 2024 年 11 月 24 日 下午 8:18 
Shield Hardening sounds like a good idea, but 50% is probably way too much. I think 25% is plenty to make it worth taking.
Dragatus  [作者] 2024 年 11 月 24 日 上午 7:44 
No, Enigmatic Engineering has a "defensive vibe". It doesn't make you good at figuring out others, it makes others bad at figuring out you. What I'm thinking about is throwing in 50% shield hardening. The logic is that your shields work differently too and the usual methods of penetrating them are largely ineffective. A shield bonus also fits because cloaking devices are gated by shield technology, so there's a connection there.

This would make it a good companion perk for psionic ascension too and I like synergies between perks.
Peter34 2024 年 11 月 22 日 上午 5:30 
Another thing it could do, instead, as a "sweetener", is to reduce the Influence cost of Espionage Operations.

That's kinda something I think Subterfuge ought to do, but I don't use any mods that re-balances or fixes Traditions (I've looked at a few, but they're... extreme), and it makes some sense if Enigmatic Engineering gave -25% Espionage Operation Influence cost.
Dragatus  [作者] 2024 年 11 月 21 日 上午 9:29 
I think the perk is fine, if you want to maximize your cloaking strength, but the problem is that I never feel compelled to bother with cloaking much to begin with. So yes, it could probably indeed use a little extra. I'll give it a think.
Peter34 2024 年 11 月 19 日 上午 9:10 
Is anyone happy with Enigmatic Engineering? I'm not. I think it's weak, at least in SP games.

vanilla:
+2 Cloaking Strength
+2 Encryption
No Debris, can't have Technology Stolen

This mod makes one change:
Gives the Basic Cloaking Fields Tech as a research option if the player doesbn't already have it.

I think it'd "sweeten the deal" if it also added +1 Scientist Capacity, or +1 extra Cloaking only to Science Ships, or if it reduced the speed penalty on Cloaked ships, or only on Cloaked Science Ships.

Alternatively if it could somehow increase the draw weight of higher-tier Cloaking Techs, or if it could increase the Research Speed drastically (like +50%) when researching only Cloaking Techs (I think the game has 5 or something).

As it is, in SP, the only worthwhile effect is the Cloaking Strength bonus, and it feels like a very heavy price to pay Perk slot for that.
Peter34 2024 年 11 月 10 日 下午 3:52 
Thanks for updating!
doctornull 2024 年 11 月 10 日 上午 10:04 
Yay
Dragatus  [作者] 2024 年 11 月 10 日 上午 1:25 
Turns out the mod was actually closer to 99% compatible with 3.14, so it only took a tiny patch to get it up to date.
Dragatus  [作者] 2024 年 11 月 10 日 上午 1:23 
v1.18.14
- Incorporated new bonus to specimen output from Grand Archive DLC into Archaeo-Engineers.
- Incorporated new bonus to damage vs Voidworms from Grand Archive DLC into Defender of the Galaxy.
- Consecrated Worlds now gives Holographic Rituals instead of Terrestrial Sculpting as a permanent research option. Players can use the agenda of the Adaptability tradition to gain early access to terraforming.
Dragatus  [作者] 2024 年 11 月 9 日 上午 3:48 
Archeo-Engineers has some new interaction with grand archive exhibits for example and there may be other things like that. I haven't yet had the time to fully examine the differences.
Peter34 2024 年 11 月 8 日 下午 7:13 
What exactly will I miss out on, if I enable this mod? I'm keen to use it...
Dragatus  [作者] 2024 年 11 月 3 日 上午 1:47 
The mod will need an update to make it fully compatible. Currently there are some inconsistencies with the update, overall it' probably 80%-90% compatible.
Dragatus  [作者] 2024 年 11 月 3 日 上午 1:46 
The mod will need an update to make it fully compatible. Currently you can use it at your own risk.
doctornull 2024 年 11 月 2 日 下午 4:04 
Mastery of Nature feels a bit lame when I have the Planetscaping civic, but that has nothing to do with its relative power compared to other APs. The Planetscaping civic is just hella strong.

Anyway, I too am interested in hearing if this works with 3.14
Peter34 2024 年 11 月 2 日 上午 11:36 
Will this mod work as-is with 3.14?
Peter34 2024 年 10 月 27 日 上午 7:54 
Okay. Thanks for considering it. I respect your opinions.
Dragatus  [作者] 2024 年 10 月 27 日 上午 12:44 
No, I don't think a buff is needed. Hive/Machine Worlds make the bonus size from the Mastery of Nature decision more valuable because you can use the 2 extra districts for precisely what you want. Normally there is no guarantee that you will actually be able to use the two extra districts for whatever you want, because planet size may still outstrip the allowed number of the desired district type. By combining the two APs you get the guarantee and I think that's valuable enough to make up for the bonus resource districts to become irrelevant.

It also gives you a headstart in specializing your planets even before you are able to turn them into hive/machine worlds and in a snowballing game speed has a quality of its own.
Peter34 2024 年 10 月 25 日 上午 1:18 
1/2
A minor thing: Mastery of Nature got a buff in vanilla a few updates ago, so that it increases the maximum number of Resource Districts by 50%, i.e. you can make more Mining/Farm/Generator Districts. This is based on Planet Feature Districts only, not ones from Planet Modifiers.

The minor problem is that the Hive World and Machine World Perks uncap these Districts entirely, and so makes it somewhat less attractive to take Mastery of Nature if you are playing as a Hive Mind, or as a non-Rogue Servitor Machine Empire (I think RS will probably prefer World-Shaper over the Machine World Perk. so not really a problem for them).
Peter34 2024 年 10 月 25 日 上午 1:18 
2/2
Would a slight buff to the Mastery of Nature Planet Modifier be in order? Currently it's +2 Max Districts and +50% Max Resource Districts. My proposal, although some might be able to think of otherss, is one of two:

1. The simplest.:If Machine Empire or Hive Mind, change to +3 Max Districts.

2. More complex: If you also have the Machine World or Hive World Perk, change the effect of the MoN PM to give +3 Max Districts.
Dragatus  [作者] 2024 年 10 月 10 日 下午 12:51 
It is a thing and they should get something special. Thanks for pointing out the oversight.
Peter34 2024 年 10 月 9 日 下午 9:19 
Shouldn't Nihilistic Acquisition give specific benefits to Rogue Servitors? Since they don't have Slaves?

Or are Nihilistic Rogue Servitors not a thing? I thought it was...
Dragatus  [作者] 2024 年 9 月 10 日 上午 9:41 
Uploaded the v1.17.13 update. Check Change Notes for details, but to summarize:
1) Updated mod for the 3.13 patch.
2) Detox effect is now incorporated into World Shapers, Hive World and Machine Worlds.
3) Various Cosmogenesis tweaks.
4) Various changes to Nihilistic Acquisition, Shared Destiny, Technological Ascendancy and Transcendent Learning.
Dragatus  [作者] 2024 年 5 月 17 日 上午 6:48 
v1.16.12
- Implemented Cosmogenesis as an advanced ascension perk. It requires 4 other perks to be selected first, compared to 3 in the unmodded game.
- Updated Defender of the Galaxy, Galactic Nemesis and Hydrocentric ascension perks to function properly with the 3.12 Andromeda patch.
Dragatus  [作者] 2024 年 5 月 12 日 上午 6:56 
You'll miss out on Cosmogenesis, otherwise it'll probably work fine.
Peter34 2024 年 5 月 11 日 下午 7:33 
Does tthis mod work with 3.12 as-is?