Stellaris

Stellaris

[Deprecated] Leader Traits: Enhanced Randomisation
23 条留言
Winter 2023 年 11 月 20 日 下午 10:43 
Thank you for the mod & thanks for adding the deprecated tag as it makes life just a little easier for returning players.
corsairmarks  [作者] 2023 年 5 月 10 日 下午 1:25 
@Hagamablabla Thanks! This one is all done - since we choose leader traits now.
Hagamablabla 2023 年 5 月 10 日 上午 5:39 
Thank you for your work on this mod for these past few years.
corsairmarks  [作者] 2023 年 4 月 25 日 下午 11:54 
With the upcoming new DLC "Galactic Paragons" as part of patch 3.8 "Gemini," I anticipate this mod will need significant adjustments.
Westrian 2023 年 3 月 6 日 上午 6:39 
thanks for the update, one of the things that was annoying me the most was the sheer amount of leaders that got the trait when i rarely do it
corsairmarks  [作者] 2022 年 12 月 15 日 上午 4:53 
All updated for 3.6 "Orion" - just a minor tweaks to randomise the new scientist trait Mindful. Also i did some code cleanup and refactoring but the functionality otherwise stayed the same.
corsairmarks  [作者] 2022 年 12 月 11 日 下午 5:44 
@aanikron Not yet, but I am working on updates to all my mods for 3.5/3.6
aanikron 2022 年 12 月 10 日 上午 8:37 
Heya, does this mod need an update for the current version?
Peter34 2022 年 5 月 4 日 上午 2:33 
Okay.
corsairmarks  [作者] 2022 年 5 月 3 日 下午 12:13 
@Peter34 - This mod does not alter Agendas, so it's not from this mod. I've had that happen before myself - I believe it's an oversight in the Agenda's code.
Peter34 2022 年 4 月 30 日 上午 12:41 
I just started using this mod, playing as Xenophile/Spiritualist/Pacifist. In Policies, Slavery is outlawed automatically, which I think is caused by the Xenophile Ethos.

Yet in spite of this, my random-generated starting Ruler got the Agenda Slave Optiizations +10% Slave output. Is that due to this mod?
corsairmarks  [作者] 2022 年 1 月 15 日 下午 10:00 
Via script, it is possible to add traits to leaders that aren't "allowed" to have them. I'll look through it again tomorrow - it seems possible that some of my script is executing when it is not intended.
Syrius 2022 年 1 月 15 日 下午 9:46 
I unsubscribed, resubscribed, started a vanilla, then restarted it with just your mod and still all leaders get the trait. Quite strange. I have all dlcs except Nemessis, if that helps.

But anyway, since I play it modded and I managed to edit it on my end there's no big deal. It works fine with the modifiers I added on your mod. But it's still strange since the trait it's supposed to be just for admirals in the 1st place in the common/traits folder - leader_class = { admiral }
Syrius 2022 年 1 月 15 日 下午 9:34 
I will. I also unsubscribed all other mods before I tested it. But I will again.
corsairmarks  [作者] 2022 年 1 月 15 日 下午 9:29 
@Syrius I just tested a fresh Clone Army game with only this mod active and I got clone traits only on my Admirals. I hired a few of each class just to make sure. It's possible you don't have the updated code - try unsubscribing and resubscribing.
Syrius 2022 年 1 月 15 日 下午 9:21 
No problem! Great mod btw. And if I get into something else I will update you. Cheers!
corsairmarks  [作者] 2022 年 1 月 15 日 下午 9:19 
Thanks for the heads up. I thought I had fixed that after running into it myself, but I guess not!
Syrius 2022 年 1 月 15 日 下午 9:17 
Edit:
I added these to the scripted_effects, for all three clone admiral traits:
NOT = { leader_class = ruler }
NOT = { leader_class = governor }
NOT = { leader_class = scientist }
NOT = { leader_class = general }

Now all seems to work fine.
Syrius 2022 年 1 月 15 日 下午 9:09 
Hey, I think I spotted a small oversight: with the Clone Army Origin, all the leaders get Clone Admiral trait, not just the Admirals themselves. Even if in the vanilla common\traits\00_admirals they have a leader_class = { admiral } modifier, the trait still gets inherited by all the leaders.
corsairmarks  [作者] 2021 年 9 月 15 日 下午 11:27 
Updated for 3.1.1
corsairmarks  [作者] 2021 年 9 月 14 日 下午 10:50 
@SBlack I re-imagined the text for the military traits for just this reason. I wanted them to make sense for any leader to gain, rather than just new ones.

I haven't finished verifying this mod for 3.1 but expect a comment soon.
SBlack 2021 年 9 月 14 日 下午 4:28 
Nice work with the robot traits.

Is the issue with the military veteran traits that they could suddenly appear on existing characters? Because they those traits fit very well on brand new characters. Maybe they could be limited to new ones instead
macelharen 2021 年 7 月 25 日 下午 11:22 
hot damn, nifty mod. good thing i checked popular this week