Stellaris

Stellaris

All Ascension Paths
890 条留言
EclipseYumm 2 小时以前 
Took biomorphosis and can no longer take cybernetic or synthetic, only psionic
Draconas  [作者] 10 月 25 日 上午 1:03 
Yes, which you do not need to care about, because you never take a genetics tradition, it is assigned to you by completing the situation.
Geronimo98 10 月 24 日 下午 5:12 
as soon as you pick the mind over matter ascension perk all of the biomorphisis/genetics ascension traditions disappear
Draconas  [作者] 10 月 23 日 上午 11:35 
New version that should hopefully fix cybernetic species getting stuck in assimilation loops. Many thanks to @Vectorial1024 for running it down for me.
Vectorial1024 10 月 23 日 上午 8:53 
@Draconas

just now texted you thru discord
Draconas  [作者] 10 月 22 日 下午 3:07 
Best way to get me is definitely discord, I am lurking quietly in the modding den.
Vectorial1024 10 月 22 日 上午 11:09 
Actually, I looked into your mod a bit more, and I think I found something; but my timezone is bad and I intend to slow-process this topic.

Would Steam DM be ok for you? (if needed then can upgrade to Discord DM later)
Draconas  [作者] 10 月 22 日 上午 11:04 
Yeah I override the rights (because I have to to cope with multiple ascension). What i should not be overriding is the living standard, which sets what they are allowed to assimilate into, or any logic around targeting species.

Though you may be right that my relaxing the rules on allowing you to assimilate specie has created a scenario which the canilla code was not meant to cope with - e.g. where it can enable the assimilation right but not any of the actual living standards
Vectorial1024 10 月 22 日 上午 9:13 
An update:

I went back to my separate vanilla save which did not have this problem, and I used the debug commands to switch to AI empires, and I noticed it is impossible to e.g. let cyborgs assimilate again. "Only fully organic species may assimilate", etc.

Then, I unpacked this mod and noticed: this mod does provide an override of the vanilla assimilation citizenship rights.

No details yet, but now I am suspecting more that this mod has accidentally created some sort of faulty assimilation loop.
Vectorial1024 10 月 22 日 上午 3:00 
I checked a few more things, and unfortunately clicking the debug commands only delayed the inevitable: the AI still starts new species modification.

While I don't have any of the Ascension DLCs, I have a theory. I am half-believing this might be vanilla issue.

Consider the following:

A gene pop (many trait points used) is somehow sent to a cybernetic empire. This looks good on paper, but something must have happened such that the cybernetic empire cannot correctly accept/assimilate the gene pop (e.g. "too many trait points" -> cannot "apply template" to existing pops).
Draconas  [作者] 10 月 22 日 上午 1:23 
Err weird as I don't alter any of that.
However I can't test as I have all the expansions so can't get the utopia only experience, this may be a vanilla bug. (try disabling the mod, running a year and seeing if they sought themselves out)
Vectorial1024 10 月 21 日 上午 11:43 
I am not sure whether this is a vanilla limitation. I feel like the game may be confusing Cybernetic Assimilation with Synthetic Assimilation, given that all sub-species are getting the Assimilation species right.

My current workaround (needs testing) is to use debug command to go into these AI empires and help them configure their species correctly. I hope that works and helps others.
Vectorial1024 10 月 21 日 上午 11:34 
Hi there, I am on Utopia only, but I think I noticed something:

It seems AI empires that got Cybernetic Assimilation will sometimes struggle to clearly define what species to assimilate towards. Using debug commands I noticed sometimes AI empires will fumble this step, which makes all subspecies to have Assimilation living standards. Sometimes, the "assimilation target" is not correctly set as the main species.

I think the game will be confused by this and will create dynamically-named species names which results in "generated species name is too long" which is similar to a previously-posted screenshot.
Draconas  [作者] 10 月 18 日 下午 2:50 
Bugfix update dropped, should block synthethetic creed and the other origins that auto-get an ascension without buying the AP from buying more ascension paths.
I may have missed one though, the code around them is pretty spagetti.
Draconas  [作者] 10 月 16 日 上午 10:49 
@Khongodr yes, it is something I want to do, that section needs some love now so we can make things overlap properly. Once I've had enough time to play a bit more and figure out how they can interact I'll look at poking the edict appropriately.
khongodr 10 月 16 日 上午 9:24 
Since the release of Shadows of the Shroud, which allows Machine Empires to take both Synthetic Age and Mind Over Matter with this mod, I was wondering, would editing the "aap_edicts" file to add a positive potential flag for machines allow the edict to fix gestalt leaders so they gain both Psionic and Synthetic/Virtual/Nanite traits? Right now, Machine Empires can't access the leader fix edict, so when taking both perks, leaders don’t receive both trait types. Or is it better to wait for your update? Thanks.
Draconas  [作者] 10 月 16 日 上午 12:28 
Thank you craghorn.
Because I origin unlock and they don't need the ap they can bypass the restriction. I'll add some more blocks in the next release
Craghorn 10 月 15 日 下午 11:42 
Cleaned my save from all this strings and killed that country ХD
1.7 gigs save -> 120mb =)
Craghorn 10 月 15 日 下午 11:41 
Problem - that they are CYB CREED i presume, so they got cyborgs without asc, so they also take a bio asc making this mess
https://discord.com/channels/739835273969664050/739835273969664053/1428121059961471229

here ive posted some))
Fenrisúlfr 10 月 15 日 下午 3:24 
@craghorn, did they take multiple or just the genetic ascension?
Draconas  [作者] 10 月 15 日 下午 3:16 
That's exciting. So AI should not take multiple ascensions, there is diliberate blocking code in to stop them doing that. I will try to look into it, but will not be able to until later this week/weekend.
Craghorn 10 月 15 日 下午 1:50 
Bad that you cant post it here, my save file now 1.7gb)
and insane names on species)
Craghorn 10 月 15 日 下午 1:50 
Same, find this bug too.
Some ai is broken and create sub species.
For me it was cybernetcic creed origins ai who tooks bio asc
Murrakon 10 月 15 日 下午 12:24 
hi, I have one problem, I'm not sure, but I think it started after I took cybernetics ascension after closing the bio-ascension traditions branch. My autosave is very slow, about 20-30 seconds instead of one on other saves at about the same level in the game. Maybe I missed something (I don't speak English well, I used an auto-translator, forgive me if there are discrepancies with the game terminology)
Myphicbowser 10 月 13 日 下午 4:00 
Oh I see, I see!
I had trouble with taking Bio after Psi with the Entropy Drinkers civic, but I doubt that could easily be one of my few other mods!
Draconas  [作者] 10 月 13 日 下午 3:45 
You have to be more specific, as far as I know at the moment there are no problems with taking bio after psi?
The update mostly updates my vanilla overrides to 4.1.5 and allows for psionic synthetics.
Myphicbowser 10 月 13 日 下午 2:54 
The update you put out a few hours ago, was that addressing potential issues with taking Biomorphosis after taking psionic ascension? That occurred with me the other day and it was strange so I'm curious
Draconas  [作者] 10 月 8 日 下午 11:51 
Should be
BroncoXeno2035 10 月 8 日 下午 7:09 
Can Psionic Ascended Machine Empires go into the Improved Machine one?
Draconas  [作者] 10 月 8 日 上午 7:05 
Hi sparrow hawk the 2nd tradition edicts only appear after you have finished the first one.
Sparrowhawk 10 月 7 日 下午 11:16 
Hello, i probbaly have some problem.
After choosing one of the biogenesis paths, i dont see the edict to open the others in edicts page. Should it appear only later? I can see two edicts like: fix missing species/leaders traits, but no edict to add another biogenesis path. Or does it appear later, when i for example finish the tradition?
Fenrisúlfr 10 月 5 日 上午 8:25 
i think the fix isn't needed anymore
Hexaton 10 月 5 日 上午 2:40 
Ah. I see.

It was Psionic Expansion Fix. Going into the comment of that mod, I saw a lot of people commenting on how the mod makes Psi-Corps buggy.

The moment I turned it off, it started working again.
Draconas  [作者] 10 月 5 日 上午 2:22 
The most likely thing I think is that you have a mod that modifies the building that has not been updated properly to 4.1 and so is only checking for the old psi corps tradition. Shroud dlc psionic is a totally different tradition tree to the old one.
Draconas  [作者] 10 月 5 日 上午 2:21 
So in vanilla (that I don't change) the only thing that the psi corps cares about is

You have the relevant tradition, you are not an end bringer, and the planet is not a resort of thrall world.
Draconas  [作者] 10 月 5 日 上午 1:17 
I think it had an issue with one of those, you are not the first person to report that, yet it works fine when I test, and the code for psi corps is very simple (you can find it a few comments back)
Hexaton 10 月 5 日 上午 12:39 
Does Psionic have issues with Biogenesis* sorry.
Hexaton 10 月 5 日 上午 12:37 
Does Psionic have issues with Biomo Ascend?

I had expanded tradition 3 (which is fairly compatibility frtiendly since it just adds extra traditions), planetary diversity, and psionic species ascension.

ACOT too.

Those are the 4 mods that I think might be causing issues, but I'm not sure if there are any others I should watch out for.
Hexaton 10 月 5 日 上午 12:24 
I ran into an issue where I couldn't build the psi-corp building despite the tradition working normally.

I am not sure what is wrong here.
Draconas  [作者] 10 月 4 日 下午 4:08 
Not known, not ever seen that
Draconas  [作者] 10 月 4 日 下午 4:08 
Nope
Ghenzo 10 月 4 日 下午 3:43 
After some game time (something in 2300, something in 2400) it's literally impossible to save. it is a know issue?
Draconas  [作者] 10 月 4 日 下午 2:48 
Cheers, I will try to replicate next week in 4.1.5.

Crab I will have a look at the traits, it is very likely that I have not removed the synth/psi opposite entry from everything (under the hood there are a load of psi traits)
Jeor Mormont "the old bear" 10 月 4 日 上午 9:46 
oh, that is good to know, tyty
Jeor Mormont "the old bear" 10 月 4 日 上午 9:46 
*cant remove
CRAB 10 月 4 日 上午 8:57 
They can. I am doing a shroudforged game right now and it works. The only issue I found so far is that when you finish modular tradition after psionic, none of your leaders get the synthetic trait because they have the psionic trait. Otherwise I haven't really found any issues.
Jeor Mormont "the old bear" 10 月 4 日 上午 8:48 
can machine empires take the psionic and machine ascencion paths btw?
Jeor Mormont "the old bear" 10 月 4 日 上午 8:47 
the assimilation standard was prohibited. i fixed it with the console but was later able to assimilate other species just fine

yeah. i cant remember when assimilation was ever not buggy, even in vanilla. My modlist has 40 mods in it, so im not even sure if its got anything to do with this mod but afaik no other mod touches ascencion...

the more annoying other issue ive run into is that i can remove positive traits because my game checks for the old genetic ascencion, which is super weird since all of my mods are for 4.1.... i greatly appreciate this mod anyway
Draconas  [作者] 10 月 4 日 上午 12:40 
I fucking hate assimilation.
Which part does it prohibit? Setting the species to assimilation standard or setting to psionic specifically?
Jeor Mormont "the old bear" 10 月 3 日 下午 1:56 
ive discovered today that purity + cloning + psionics prohibits psionic assimilation which isnt the case for purity + psionic