Stellaris

Stellaris

[Deprecated] Leader Traits: Enhanced Randomisation
23 kommentarer
Winter 20. nov. 2023 kl. 22:43 
Thank you for the mod & thanks for adding the deprecated tag as it makes life just a little easier for returning players.
corsairmarks  [ophavsmand] 10. maj 2023 kl. 13:25 
@Hagamablabla Thanks! This one is all done - since we choose leader traits now.
Hagamablabla 10. maj 2023 kl. 5:39 
Thank you for your work on this mod for these past few years.
corsairmarks  [ophavsmand] 25. apr. 2023 kl. 23:54 
With the upcoming new DLC "Galactic Paragons" as part of patch 3.8 "Gemini," I anticipate this mod will need significant adjustments.
Westrian 6. mar. 2023 kl. 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  [ophavsmand] 15. dec. 2022 kl. 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  [ophavsmand] 11. dec. 2022 kl. 17:44 
@aanikron Not yet, but I am working on updates to all my mods for 3.5/3.6
aanikron 10. dec. 2022 kl. 8:37 
Heya, does this mod need an update for the current version?
Peter34 4. maj 2022 kl. 2:33 
Okay.
corsairmarks  [ophavsmand] 3. maj 2022 kl. 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 30. apr. 2022 kl. 0:41 
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  [ophavsmand] 15. jan. 2022 kl. 22:00 
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 15. jan. 2022 kl. 21:46 
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 15. jan. 2022 kl. 21:34 
I will. I also unsubscribed all other mods before I tested it. But I will again.
corsairmarks  [ophavsmand] 15. jan. 2022 kl. 21:29 
@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 15. jan. 2022 kl. 21:21 
No problem! Great mod btw. And if I get into something else I will update you. Cheers!
corsairmarks  [ophavsmand] 15. jan. 2022 kl. 21:19 
Thanks for the heads up. I thought I had fixed that after running into it myself, but I guess not!
Syrius 15. jan. 2022 kl. 21:17 
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 15. jan. 2022 kl. 21:09 
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  [ophavsmand] 15. sep. 2021 kl. 23:27 
Updated for 3.1.1
corsairmarks  [ophavsmand] 14. sep. 2021 kl. 22:50 
@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 14. sep. 2021 kl. 16:28 
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 25. juli 2021 kl. 23:22 
hot damn, nifty mod. good thing i checked popular this week