Stellaris

Stellaris

Ancestors' Grudge Origin [4.1]
204 条留言
Tr33  [作者] 9 月 27 日 上午 1:49 
Gonna write that down. Problem is you could only do this once per relic, since specimens are unique per empire. Like the idea but have to see how this can be done without me needing to copy paste a dozen variations and needing a lot more art assets. I dont even like the current ones. :)
Knight 'Pink from the Outset' 9 月 26 日 下午 6:00 
Tooltips are great, we love tooltips

I wonder if there's an organic way you could incorporate the specimen system? Like if all your leaders have relics, maybe you can start throwing them in the archive?
Tr33  [作者] 9 月 25 日 下午 11:18 
Only one trait ( given relic) per leader. Tbh the whole smithing system is rather complex, but should be clear after looking at some ingame tooltips and playing it for a bit. I like hover-over tootltips so you will get all infos there without really playing :')
Knight 'Pink from the Outset' 9 月 25 日 下午 3:21 
Ah I just read the text in one of the pictures, neat
Knight 'Pink from the Outset' 9 月 25 日 下午 3:13 
Sick nasty. Can each leader only get 1, since its a destiny trait? (also thats really cool btw, no idea how you implemented that)
Tr33  [作者] 9 月 24 日 下午 11:12 
Hives can only get 1 of the 3. The others can only have one at a time but can be crafted unlimited times. Activate the relic and smithing begins anew.
Knight 'Pink from the Outset' 9 月 24 日 下午 7:35 
So wait, can you only craft each of the 3 relics once?
Tr33  [作者] 9 月 17 日 下午 12:38 
Happens. You are not the first reporting this and I even added a failsafe. But hey if it works now, it works :)
RoseTinted 9 月 16 日 下午 9:18 
Yep even reloaded an earlier save of the file with the original bug, sure enough, letting the forge upgrade complete now preserves the building. I don't even know boss.
RoseTinted 9 月 16 日 下午 9:15 
Welp. I removed a mod (and its dependents), the issue stayed, I removed another, it disappeared, I readd the first mod (and dependents, Same place in load order), issue remains gone, I readd the other (again, SAME PLACE in load order) and now it stays gone??? I don't even know man, neither of these mods even has shared overwrites with Ancestors' Grudge. And neither has updated in the last 48 hours either. And the one that I removed that initially seemingly fixed it has no mutual overwrites with Ancestors Grudge...

So, I'm putting this down as "PC is possessed, sorry for wasting your time"
Tr33  [作者] 9 月 16 日 上午 3:26 
I will maybe update the mod to .23 this weekend. If you find anything, let me know. Perhaps I should just change planet class and not all the extra steps of the normal decision
RoseTinted 9 月 15 日 下午 11:22 
Individualist Machines as Ancestors Automata. It worked fine(ish) in 4.0.21, other than dumping all planetary modifiers post-upgrade, so I'm assuming it's either Paradox Spaghetti or could maybe be some weirdness with another mod in the playlist updating to comply with 4.0.23 that now conflicts where it didn't before. I'll cook up a lighter load order for testing and see if I can get you more details.
Tr33  [作者] 9 月 15 日 下午 11:06 
I just tested it and it works ( even with PD). Which version did you play? Regular machine or hive?
RoseTinted 9 月 15 日 下午 2:30 
Oh boy, new bug: In 4.0.23, the event that fires to convert the lost hold from a relic world to an ecu now deletes and does not re-place all buildings, including *The relic forge*. This is, not good, to say the least.
Tr33  [作者] 8 月 23 日 上午 2:35 
Well the forge building should give you plenty minor artifacts. Cause thats the entire origins purpose :^)

Jokes aside, the ecu has some unique zones. So its hopefully more than just another ecu. If you guys have some cool/thematic zones ideas, I could easily add them :)
<>===[}::::::::::::::::::::::::> 8 月 23 日 上午 12:43 
no problem was just wondering.

I prefer relic worlds over ecumenopolises because they can only be found-and rarely at that-as well as being really the only source in the game capable of mass producing minor artiifacts which is useful for some niche builds I sometimes run. If I wanted a ecumenopolis I could just build one.
Tr33  [作者] 8 月 22 日 下午 7:31 
Thats probably really far off the lore and needs some work. Whats the problem with no-relic/ ecu world?
<>===[}::::::::::::::::::::::::> 8 月 21 日 下午 3:36 
Can you add a way in the situation to keep the world as a relic world instead of forcing it to upgrade into a ecumenopolis?
Tr33  [作者] 8 月 14 日 上午 2:27 
1. None of the crafted relics are stealable, the anvil neither, but iirc the rick cube relic can be stolen.
2. If a non-ancestors origin captures the world, they can work the relic forge jobs, but cant upgrade the building or use the smithing mechanic. ( if you see an ancestors AI wait for it to max out the building first, before taking the planet)
victoriousdread07 (private) 8 月 13 日 下午 8:34 
I have a few questions: first, would a steal relic operation or relic-theft war work on the relics added by this mod? and second, would other empires be able to learn any techs added by this mod or be able to capture the planet with the forge and make their own relics?
Tr33  [作者] 8 月 7 日 上午 3:47 
@Ulthar Afaik, it does. The origin has no optimal build. You can minmax or roleplay as much as you want. For the dwarven rp we added the subterrenean origin as a civic
Ulthar 8 月 3 日 下午 4:31 
This is so clever. Does this work with modjam 2025?
is there an optimal empire to play as the ancestral? I started heavily focused on materialist and curator.
Jon Xarn 7 月 29 日 下午 6:48 
Dang it. I guess I better restart with dwarfier dwarves!
Tr33  [作者] 7 月 29 日 下午 2:24 
Heyho, mini update:

- failsafe after you terraform to ecu to not lose the forge
- fix industrial zone job numbers
- new zone: hive spawning pools
- small buff to relics ( bigger changes will come after my vacation, looking at you sword )
- rune mining districts now only cost half a district slot ( cause its underground, you know)

And hey if you got the time reading this, 2 things:

- Malthus, derega and me worked hard on a Modjam submission "Theophany", about raising a shroud entity to godhood. Check it out :)
- Im gone for the next weeks so pls dont spam "pls fix" if vanilla updates break this again

Have a nice eve
Tr33  [作者] 7 月 26 日 上午 11:22 
Might have an idea what caused this. Will try to update the next days with some additions to archeo zones hopefully
FFomAA 7 月 26 日 上午 10:05 
Before deletion and after respawning with console commands it was in city district slot (6)
Tr33  [作者] 7 月 26 日 上午 8:52 
Was the forge in a zone building slot (3) or in a city district building slot (6)?
FFomAA 7 月 25 日 下午 11:31 
Until bug is found and fixed, you can use console command effect add_building=building_mem_ancestors_grudge_forge_1 to add the forge. Change the number to change the stage of restoration.
FFomAA 7 月 25 日 下午 11:10 
i have the same issue as Dr. Shadow-frick Ph.d. Relic forge just got deleted after planet restoration. I don't even have planetary diversity
Tr33  [作者] 6 月 29 日 上午 12:25 
I quickly tested this mod + Planet Ascensions and couldnt recreate the issue. There must be something more at play. Hopefully a one time issue, sry about that.
Dr. Shadow_frick Ph.D 6 月 28 日 下午 1:31 
No I just saw that once it changed into an encumenoplis it removed it. I removed the ascension worlds submod for PD and that seems to have fixed the issue though I had to start a new game obviously as I could not rebuild the forge.
Tr33  [作者] 6 月 28 日 上午 12:16 
No, the zones are bound to the forge. Do you know how the relic forge got deleted?
Dr. Shadow_frick Ph.D 6 月 27 日 下午 7:46 
So when the planet turned into an encumenoplis it just deleted the relic forge building but kept the special districts but I notice on the change specialization that I can not make them anymore. I assume that Planetary Diversity or one of its submods are overwriting it.
Tr33  [作者] 6 月 25 日 上午 12:12 
Im pretty sure its unavoidable without overwrites. Like I explained a couple comments down below, I dont see the value of overwriting the modifier for such a small mod. I dont wanna make any larger mods, overwriting the same modifier, incompatible.
yurasheiman 6 月 24 日 下午 3:17 
Natural machinist (the bio-ascention trait that gives job efficiency for metallurgists and artisans) doesn't give the efficency bonuses to my artifact smithing drones. Is it intended?
Tr33  [作者] 6 月 24 日 下午 12:16 
I can see what you mean. I havent played as much around with the 4.0 and relic update as I would like. Currently derega, Malthus and I work on our Modjam submission so my focus is on that. Afterwards I will look what i can do. Maybe something like:

Commanders may have too many non combat modifiers, maybe have to change some governing to combat related ones. Officials dont really have many options to play around with. (Except some really weird new stuff e.g unity from artisans). Something I might consider is buffing relics and slowing down crafting speed. Meaning less, but stronger relics overall.
Zero 6 月 24 日 上午 9:50 
New stat system for relics feels too random almost always to be usefull for honoring leaders. Very rarely for sword, for example, I'm getting anything combat related, it's mostly weak governing bonuses. It's even worse for pladrons, where it's really hard to get any bonus I might need. It works much better for rings tho, most stats there on point and usefull for leaders.

To be fair, I only played few runs and rolled for like 40 relics, so my sample size is not very big.

Previous system was better for leaders, but I do need to admit that it was too OP, so I understand the need for change.
Tr33  [作者] 6 月 24 日 上午 12:36 
Fixed the runforge district, thx. If the zones are still are displaying Unspecialized, try to unsub, wait a little and resub. Seems like a steam issue. You can already built mining related buildings in all my zones. Guilli didnt update his building for the newest patch. Once he does it should be there.
Zero 6 月 23 日 下午 4:27 
There is Tunneling Nanites technology from Guilli's Planet Modifiers and Features mod. It's a precursor tech that provides Mining Nanite Nexus that enhances miniral production of the planet. It would be nice to be able to place it in Ancental Mining Zone.

Also, mod disctrics are displayed as Unspecialized Acrhologies even after being specialized.
Zero 6 月 23 日 下午 3:01 
Runeforge district currently provides +900 job of BOTH types, while dedicated ones only +600. Seems like a bug. I'm playing as automata, if that's important.
Tr33  [作者] 6 月 23 日 上午 11:48 
Ye, I wish I could. But 4.0 has given me so many other things to play around, I cant be mad. No problem, hf :)
Ministry of Justice 6 月 23 日 上午 11:35 
thanks again :)
Ministry of Justice 6 月 23 日 上午 11:35 
ahh alright, wasn't sure how exactly job modifier groups worked n thought that may be fixable in the same vein. yeah I absolutely understand, overrides Suck, no worries
Tr33  [作者] 6 月 23 日 上午 11:31 
If im not mistaken, thats not possible to "fix" without overwrites or really complex coding. Since vanilla only uses it in a few traits, I dont see the overwrites as worthwhile. Sry, but i want to keep overwrites as minimal as possible.
Ministry of Justice 6 月 23 日 上午 11:22 
oh unless that was also fixed in latest (changelog only says bureaucrat so I assume not), it looks like adaptive mutations automods w metallurgist and artificer job efficiency aren't applying to the runesmith jobs. looks like it's through the foundry_jobs_bonus_workforce_mult static mod which uses the pop_*_bonus_workforce_mult modifiers
Tr33  [作者] 6 月 23 日 上午 11:10 
The drone version worked fine, but the regular version had a bug. Which I just fixed with the last update (oopsie :) ) Stack those modifiers to your hearts content!
Ministry of Justice 6 月 23 日 上午 11:06 
Hot Damn didn't realize they scaled with bureaucrat mods. yeah makes sense then :p
Tr33  [作者] 6 月 23 日 上午 11:06 
Oh and Runesmiths already have +1,5 more cg than Artisans iirc
Tr33  [作者] 6 月 23 日 上午 11:02 
Ye, vanilla has +2 trade & +2 cg, I did +2,5 trade instead. Mainly because Runesmiths scale with bereaucraft AND artisan modifiers. e.g upkeep reduction of both jobs stack additive on runesmiths. You can make truly disgusting builds with this. Kinda like you do with knights. Im open for balance suggestions.
Ministry of Justice 6 月 23 日 上午 10:56 
I assume the swap being just +trade instead of +trade +cg is intentional, also?