Stellaris

Stellaris

More Traditions
501 条留言
ellenweorc 16 小时以前 
Can this be added without starting a new game?
Geki 10 月 23 日 上午 5:36 
Bug, pre-requirement in Antiquity is graphically indicated but not actually there: https://i.imgur.com/xxKcYxc.png
ItsHavel 10 月 16 日 上午 11:10 
Hey the seektruth tradition seems to be too op for giving 12 months unity.Any idea how to modify that?3 months should be ok for enchanted vanilla gameplaying
LordVipul 10 月 15 日 上午 7:08 
Hey, love this mod!
Just wanted to let you know that under Maritime Tradition, for the Navy Draft Policy, the options are:
- Monthly Trade +20%
- Monthly Trade +10%, Naval Cap + 10%
- Naval Cap +10%

Option 2 is simply better than option 3 as both give 10% naval cap (possible typo?). Maybe Option 3 could be changed to +20% naval cap for balance.
Thanks for the hard work!
Raidboss_L 10 月 11 日 下午 5:14 
@Ishmael Tibbs Fix for archaeology tradition --> Media Coverage tradition:
In the MT_tr_archaeology_events.txt :

fleet_event = {
id = MT_archaeology.1
hide_window = yes
is_triggered_only = yes

trigger = {
owner = {
OR = {
has_tradition = tr_mt_archeology_respect_the_dead
has_tradition = tr_mt_archeology_respect_the_dead_hive
has_tradition = tr_mt_archeology_respect_the_dead_machine
}
}
}
immediate = {
owner = { country_event = { id = MT_archaeology.10 } }
}
}

country_event = {
id = MT_archaeology.10
hide_window = yes
is_triggered_only = yes

trigger = {
days_passed > 0
}

immediate = {
add_monthly_resource_mult = {
resource = unity
value = @tier2unityreward
min = @tier2unitymin
max = @tier2unitymax
}
}
}
Rubber Ducky 10 月 4 日 下午 3:24 
@Azurian ah thanks for the explanation.
Azurian  [作者] 10 月 4 日 下午 1:18 
@Rubber Ducky
Nope, any job swaps require hard overwrites that makes the mod incompatible with any other mods that do the same thing. I must admit, it is rather painful and frankly, limiting.
Rubber Ducky 10 月 4 日 下午 1:06 
@Azurian Would it not be possible to do what the facility of archostudies does that converts all biologists to archaeo-engineers? Covert all soldier jobs or something to the merchant marines, a new job that adds better trade income, either way thanks for the reply
Azurian  [作者] 10 月 4 日 上午 10:04 
@Rubber Ducky
Maritime merchant marines were disabled due to 4.0+ requiring overwrites for most new features, which is against our ethos of not having overwrites (for mod compatibility reasons). I assume we forgot to change a tooltip, sorry for the confusion!

@A-Sartek
Thanks for the detailed report!

@everyone else
Kroun/Hydra updated the mod with a heap of fixes a few days ago, he never posted a comment here so I thought I'd inform anyone reading the comments :)
If any new issues pop up/unresolved issues persist please do let us know!
Rubber Ducky 10 月 3 日 下午 11:03 
Maritime merchant marines dont work, the building just provides soldiers and not merchants
A-Sartek 10 月 3 日 下午 1:26 
Hello! I just reported a bug in the suggestions discussion. :crashthumbsup:
kibitz! 10 月 1 日 下午 7:36 
nevermind, it looks like this was changed since I last played. Thank you
kibitz! 10 月 1 日 下午 5:55 
The finisher for Industry for Rogue Servitors still references specific jobs which make strategic resources that were in the old system, but which largely no longer exist by default
MagnusGrey 9 月 28 日 下午 11:58 
not entirely sure if its this mod or not, but something modifying traditions, specifically the psionic one, is making it to where i cannot assimalate pops
riskin 9 月 28 日 上午 8:24 
Hi, any info about update Archeology - Media Coverage tradition? Any time estimate? We love unity and this whole mod:). Thanks a lot
Photon 9 月 27 日 下午 1:23 
Hi and thank you for making this mod!

I think I found a little bug: The industry tradition has the following perk: "Prefabricated Factories: +50% industrial district build speed"
However, industrial districts no longer exist, so I guess this should be adjusted.
Hannibal 9 月 27 日 上午 8:16 
I left a bug report/suggestion in the suggestions discussion. Too many characters for the comment section. Thank you for your hard work
Opsoops 9 月 26 日 上午 4:26 
Looks like psionic tradition tree doesn't fully unlock for the new psionic empire origin such as the machine or organic path.
Ishmael Tibbs  [作者] 9 月 24 日 上午 12:13 
@eros10602 What specific tradition are you referring to? I'm having trouble placing the issue.

@MasterBot I'll investigate what I can do to get some maritime functionality in place. As a maintainer I'm trying to not deviate from the owner's vision much at this time, so I need to see what is reasonable.
Ishmael Tibbs  [作者] 9 月 24 日 上午 12:13 
Patch update is out. There are no glaring compatibility issues that jumped out for 4.1, so let me know if you see any new bugs.

Things that were fixed:
Botany agenda GMO Trials should now be giving the proper negative food modifier and correctly scaled bonus research. (@Dan.llama, @Kazeck)
The Archaeology finisher will now actually work and spawn sites once a decade again! (@Ipiv, @LastJedi)
The ruination tradition will now give regular miner jobs instead of scrap miners, since scrap miners were removed. (@Gold)
the Energy Beaming Array can now be used by Astro-Mining drones too, and works the same with their replacement for solar arrays. (@Ipiv)

Unfortunately, I'm still having trouble figuring out what's going wrong with the Media Coverage tradition and why it's not triggering. Part of it was the same issue as the archaeology finisher, but I'm still not getting it to work. More investigation is required, but it shouldn't hold up the rest of the fixes. (@riskin, @Dan.llama)
MegaPro1921 9 月 23 日 下午 5:34 
Will this mod be updated?
Ak-12chan 9 月 23 日 上午 7:02 
Does anyone have experience using this mod in the new patch?
MasterBot 9 月 21 日 下午 12:30 
I once again ask/beg for maritime to be re-enabled with bugged stuff replaced with something simple o-o
Dan.llama 9 月 17 日 上午 5:23 
Another bug report: The Botany tradition agenda GMO Trials does not work. Both the -50% food production from farmer jobs and the research reward launch effect do not apply
LastJedi 9 月 15 日 上午 8:01 
Having Archeology maxed out doesn't spawn an archaeological site after decade. Hope you can fix that.
Kazeck 9 月 14 日 上午 8:15 
I absolutely love this mod, and thank you so much for updating it. I am sad that Maritime is disabled for now though.

As an aside, the Botany tree's GMO trials should be 1 per farmer, it is still at 100 per which gives enormous amounts of research, I am sure you already know though, thank you all for the work!
riskin 9 月 9 日 上午 12:50 
Hi, Archeology / Media Coverage doesn´t work. No gain 8months of unity after complete archeloogy site.
Dan.llama 9 月 7 日 下午 2:31 
Another bug report: Im not getting the 8 months of Unity as a result for completing an excavation site. Its from the Archeology or Antiquity tradition tree, I dont have the game open right now :)
Gold 9 月 2 日 下午 7:33 
I've got a bug to report. On ruinantion tradition, scrap miner jobs cannot be worked for some reason even if i have pops waiting for a job to fill.
lpiv 8 月 30 日 下午 2:55 
Also, Astro-Mining Drones can't used the Energy Beaming Array, as it only interacts with Solar Panel Networks and not Astro-Mining Bays.
lpiv 8 月 30 日 下午 1:26 
I'm not sure if this is a bug or intended behaviour, but the Archaeology finisher only seems to spawn an archaeology site every decade when your science ships are still surveying. Would it be possible to have them spawn passively in your borders instead, even if the interval was lengthened?
eros10602 8 月 29 日 上午 2:18 
I may have misread this. When choosing a social system, the pop growth rate was 15 percent.
Ishmael Tibbs  [作者] 8 月 27 日 下午 9:46 
First off, Hi, I'm Ishmael, and I'm going to be helping with maintenance!

@Lava: Can you be more specific?

@udkudk: Good question! I'll try and run a test when i can, but that will take some setup, so if you find something out in your own game, let me know!

@eros10602: Bonus districts should be fixed now. The last patch broke things by changing the modifier name, but I've got a fix in for it. For the pop growth, I'm a bit confused as to what you're referring to. Can you elaborate?

@vyraxan97: This should be working as of the latest patch. It's possible that your local copy hasn't updated properly. Workshop items can be kinda slow to pick up on updates. You can try unsub then resub to force an update.

@NerdEmoji: Nope. The tradition limit remains the same, so i would personally advise playing with a mod like "A Lot of Traditions" https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3089160548 as well.
NerdEmoji 8 月 26 日 下午 3:46 
Does this increase the tradition limit?
vyraxan97 8 月 26 日 上午 7:15 
"Spiteful Reclamations" from Ruination tree should add 100 miner jobs per planet size, instead it adds 1 per planet size and they can't even be worked.
eros10602 8 月 25 日 上午 6:42 
The +8 agricultural district bonus from the "Vegetation" social system doesn't apply, and I don't see any social systems that increase population growth by +15 or +20.
udkudk 8 月 24 日 上午 3:21 
Never mind. It uses the vanilla on_pop_bombed_to_death on_action.

I hope the Stellaris devs updated it for 4.0
udkudk 8 月 24 日 上午 3:19 
Did you update the Malevolence Tradition Tree, Beauty of Annihilation tradition for 4.0 Pop System?

It gives 1 Month of Unity when you kill a pop via orbital bombardment. Which would rapidly become OP if you haven't updated it to 4.0
Lava 8 月 21 日 上午 11:18 
Royaltys entire tree is broken
udkudk 8 月 18 日 下午 1:05 
Is this amazing mod compatible with Existing Saves?
Or, do I need to start a new save?
Sex Defender 8 月 16 日 下午 10:32 
hey, the GMO trials agenda doesn't actually give you any research upon launch, heads up!
doctornull 8 月 15 日 下午 6:02 
Genesis -> free colony ship only works with basic colony ships, not Genesis Arcs nor Eager Explorers colony vessels
Dym0niter 8 月 15 日 下午 5:08 
do traditions like some botany perks switch to the mechanical versions if you synthetically ascend? or does it depends solely on starting species?
alfharobby 8 月 14 日 下午 10:53 
Chaotic, Malevolence ad Vengeance Tradition is just too OP and Broke the Balance, i dislike the whole idea of debuff your enemy easily simply using tradition.
Red Skull 8 月 14 日 下午 5:16 
Return of the king
The_Everchosen 8 月 3 日 下午 5:00 
Royalty perk for homeworld species doesnt seem to work
Aphyxia 7 月 12 日 上午 2:30 
Playing as a gestalt machine, the urbanization tradition tree's tradition called Introspective Surveillance has it's effect as just mod_job_logistics_drone_per_pop.
doctornull 7 月 11 日 下午 4:52 
@Azurian - for Maritime, how about Traders get +1 Navy Cap, and Soldiers get +2 Trade (per 100 of course).

You could also add a special Military-Industrial Complex specialization which gives Solders & Traders and buffs both jobs, but adds an Alloy & CG cost to both jobs too, like how research support adds basic resource upkeep to a researcher type.
eqN 7 月 11 日 下午 4:10 
Ahhh I see, I did just realize it was in the screenshots for the mod. It seems like it was originally a super interesting mechanic. Such a shame that it's no longer feasible to do what it original did because of conflicts with major mods thanks to the 4.0 changes. :(
MasterBot 7 月 11 日 下午 4:08 
@eqN the job is a combination of clerk and a soldier,i dont much care for the job(although it is quite thematic) i care for the other neat stuff tree provided.