Stellaris

Stellaris

Godly Traits Redux 4.0
139 条留言
Kestoren 11 月 1 日 上午 7:37 
Big unfortunate, not sure if this mod is causing issues for me or if it's another. But not loving the change to 4.0
Dotakiin  [作者] 11 月 1 日 上午 3:18 
@Kestoren I don't have that version any more. I am not aware of anything that would cause a crash in 3.14, but some modifiers might not work right.
Kestoren 10 月 31 日 下午 4:04 
Do you have a Legacy version for 3.14 or is this backwards compatible?
Dotakiin  [作者] 10 月 29 日 下午 6:12 
Can you share anything about the crash or when it occurs? I haven't actually played since 3.14, but did launch the game to test the demigod official bug and was able to do so without crashing.
Fodderson Anoligost 10 月 29 日 下午 5:56 
It seems this entire mod causes Lyra to crash for my system. Is anyone else experiencing this bug?
Dotakiin  [作者] 10 月 29 日 上午 6:19 
@MoonEyes2k There was a typo when assigning the demigod official trait, it has been fixed.
MoonEyes2k 10 月 28 日 下午 2:09 
There does seem to be some sort of a bug, in that the "Demigod trait"(at least) is only applied to Commanders and Scientists, but not to Officials.
Ced 9 月 27 日 上午 8:32 
I've not seen anything that should change pop stuff from 4.0? At least, not in a way that would break this.
Dotakiin  [作者] 9 月 27 日 上午 6:01 
I haven't played Stellaris in a while, where there any changes in 4.1 that broke the mod?
Rogueone 9 月 27 日 上午 1:21 
?
Rogueone 9 月 13 日 下午 10:46 
Update?
Ced 7 月 29 日 下午 11:34 
I'm going to second that.
Empire Size is bs.
jasonft 7 月 29 日 下午 5:19 
To be truly OP the Great Leader needs an Empire size reducer.
Dotakiin  [作者] 6 月 14 日 上午 5:46 
There were penalties to try and make them work similar to the original mod, where higher strata pops had larger bonuses. I've now removed the penalties entirely though, since there is no such thing as too OP for a mod like this.
46Sora 6 月 14 日 上午 2:53 
I think it might be just a display bug?
46Sora 6 月 14 日 上午 1:53 
Is it supposed to be that godly species and neffalim give -50/-100% (respectively) job efficiency for specialists and -25%/-150% workers which means they produce less resources per pop?
beahmont 6 月 9 日 下午 2:15 
I'm still having issues with the event script to give the leaders their demigod or godly traits not firing or not working when fired.
Ced 6 月 5 日 上午 12:06 
No chance of AI getting them by choice, only way is if you force spawn an empire that has them.
Helljumper27 6 月 4 日 下午 11:19 
can ai use this? is there a chance the ai in a game will pick one of these?
Dotakiin  [作者] 6 月 4 日 下午 2:42 
@jasonft It turned out to be an easy regex fix, so leaders should have the traits now.
Dotakiin  [作者] 6 月 4 日 下午 2:28 
They removed the command this mod used to add the traits. I should have it fixed in the next couple hours.
jasonft 6 月 4 日 上午 9:27 
Possible change in last patch affecting your mod - Leaders in Recruit pool no longer showing Godly (Admiral in this case). Leaders I already had unaffected. Thought you should be made aware.
Dotakiin  [作者] 6 月 4 日 上午 5:01 
From the latest patch notes:
"Fix Robot species with negative traits costs sum declining"
Iirc, all positive multipliers are additive and negative are multiplicative.
jasonft 5 月 29 日 上午 9:58 
I mean their % bonuses. I forget the actual numbers, but if they both hypothetically gave +75% to something does putting them together get you +75% or +150%?
Dotakiin  [作者] 5 月 29 日 上午 5:11 
The civic increases the trait picks, giving you the room to spend your trait points.
jasonft 5 月 29 日 上午 2:53 
If you have both the racial pick and the civic do the bonuses stack if you want epic overkill?
Dotakiin  [作者] 5 月 27 日 下午 8:47 
There is a known issue in vanilla stellaris with robot pop growth that is likely causing these issues. The point traits are just empty traits with a negative cost, with the 4 point here as an example:
trait_4_point = {
icon = "gfx/interface/icons/traits/trait_4_extra.dds"
cost = -4
initial = yes
modification = yes
randomized = no
advanced_trait = no
allowed_archetypes = { BIOLOGICAL LITHOID PLANTOID ROBOT MACHINE }
ai_weight = {
weight = 0
}
}

Through a bit of testing, it looks like this occurs when there are too many unspent trait points, so stick with the one that gives you just enough points until it gets patched.
jasonft 5 月 27 日 下午 8:25 
I eventually realized this, yes. Curious that point boosters from other mods worked fine.

That first week of 4 I was incredibly frustrated until I went down the list of mods turning them off one at a time.
ShadowVoyd 5 月 27 日 下午 7:56 
Extra civics points selections don't work from this mod for some reason. playing the latest version
jasonft 5 月 27 日 下午 5:32 
Trying to track down which specific thing causes a glitch, bear with me.

Used +32 points and Deus Machina race pick for my Machine Gestalt as a test. I start with declining population on my homeworld.

Used Machina civic no problem. Normal start.

Used Deus Machina race pick without +32 points. Normal start.

Used Deus Machina race pick with +16 points. Declining start.

If this plays out like it did back when 4.0 first came out I eventually die out no matter what I do. Back then nothing I did let me grow my population. Thought you should be made aware. Used to play using this mod all the time but I left the game for a while only to come back just in time for the cluster-crunch that was the week of the initial release of 4.

Keep up the good work.
DJ BONER 5 月 25 日 上午 5:14 
Version for 3.14?
Dotakiin  [作者] 5 月 24 日 下午 1:15 
It should apply to all leaders of the species.
Dizze 5 月 24 日 上午 8:59 
It says for some of the Traits "This Leader - Lifespan: Immortal"
Does that mean only the Ruler or all leaders are immortal?
Thank you bro
Dotakiin  [作者] 5 月 23 日 下午 7:30 
Yeah, I removed the civic point refund. I can add it back if there is demand for it.
thryllth 5 月 23 日 下午 7:18 
Are the extra trait pick civics intended to no longer give a civic back on game start?
Dotakiin  [作者] 5 月 23 日 下午 2:22 
All of the traits have always had 0 AI weight, so the AI should not take them.
Nihilism 5 月 23 日 上午 8:23 
does the AI have access to these traits?
Dotakiin  [作者] 5 月 23 日 上午 7:18 
@Syn Yes. The original mod had bonuses that reduced for lower class pops, and I couldn't find the bonus for just the highest tier. I instead gave them a general bonus to all tiers at the highest level, which is then reduced for the lower tiers.
Syn 5 月 22 日 上午 11:18 
Is it intentional for there to be a job efficiency penalty for Specialists(50%) and Workers(25%)?
Frostie 5 月 21 日 下午 3:19 
@dotakiin Fair enough. I was just going by what was posted in the modding discord as the replacements for the values~ Didn't really look into the nuance. Thanks for letting me know and for the update!
Dotakiin  [作者] 5 月 21 日 下午 2:54 
@Frostie, I used the modifier logistic_growth_mult instead, as that is what the growth traits in 4.0 use now.
Dotakiin  [作者] 5 月 21 日 下午 2:53 
Updated to 4.0, let me know if you find any bugs.
bascott83 5 月 19 日 上午 7:12 
looking forward to a update to 4.0
Frostie 5 月 18 日 下午 7:02 
If the only thing that is really broken is the pop_growth_speed multipliers, you can quickly fix those by changing them to "founder_species_growth_mult" instead
XavierMace 5 月 13 日 上午 7:43 
The extra point traits still work. A good chunk of the others don't work do to the changes in pops. IE none of the pop growth modifiers work because 4.0 changed the variable name for pop growth.
victoriousdread07 (private) 5 月 10 日 上午 11:48 
@El Jefe Do the extra points not work?
El Jefe Generalisimo 5 月 8 日 上午 1:50 
i can attest these traits dont work. but i only use everlasting and ancient species which add immortality and those work fine.
Dotakiin  [作者] 5 月 7 日 下午 6:33 
I haven;t played it or done any tests, I would expect a number of the traits to not work with the new manpower system.
GANK 5 月 7 日 下午 4:23 
Can it be used now?
Ced 5 月 6 日 上午 9:24 
What's wrong with the performance? Are you referring to the pop thing?