Stellaris

Stellaris

Additional Repeating Techs
142 条留言
Dustreaper 2022 年 2 月 28 日 上午 5:01 
You mean the vanilla infinite repeatable tech?
Hlalakar 2022 年 2 月 28 日 上午 3:26 
would it be possible to add one that adds +5 (or 10, or whatever) years to leaders' lifespans? You'd think a civilization that can travel FTL, build Dyson spheres, and transfer their minds into robots could achieve biological immortality, even if it is incremental.
Photon 2021 年 8 月 9 日 下午 2:58 
Thanks for making the mod :)
A bug I found: The ship auto repair appears as a 0.0% increase in my game.
Dustreaper 2021 年 5 月 14 日 下午 12:06 
Are there limits on these?
Peter34 2019 年 3 月 15 日 上午 5:04 
No. It's just something that another modder told me, long ago. So I don't know if it's current for 2.2.
[AoN] Xato_VRNG  [作者] 2019 年 3 月 14 日 下午 4:45 
Not had much time testing everything yet, i do not know how the awakening affects moded techs.
Could you give specific examples?
Peter34 2019 年 3 月 13 日 下午 5:09 
The Tech costs don't strike me as being inappropriate for 2.2, but some of the effects are quite powerful and would benefit from being toned down.

First of all, though, I'd like to hear if it's still true that upon Awakening, a Fallen Empire immediately gets 5 levels of every Repeatable Tech in the game, both vanilla Repeatables and Repeatables from mods, as an effect hardwired in the game's code and so impossible to disable via modding?
Peter34 2019 年 2 月 14 日 下午 6:31 
As long as the Tech costs are no longer out of whack, I'm happy to test this mod.
[AoN] Xato_VRNG  [作者] 2019 年 2 月 14 日 下午 12:05 
I still got alot of stuff i want to do and balance. But it it takes longer to test the mod now, since it takes longer to get to end game techs now.
Peter34 2019 年 2 月 13 日 下午 3:27 
Nice! The other guy, with the mod whose name is quite similar to yours, decided to not update to 2.2 and to take a very long break from Stellaris. I'm in the middle of a game right now, but once that ends I'll try enabling your mod again.
[AoN] Xato_VRNG  [作者] 2019 年 2 月 13 日 上午 9:05 
yes
Peter34 2019 年 2 月 13 日 上午 6:39 
The cost scaling was horribly broken for 2.1. As in completely silly. Has that been fixed?
MangoFighter 2018 年 10 月 30 日 上午 1:21 
@Peter34 Thanks for the clarification, hope this mod updates (the techs also show up too soon, while they should show up only after you researched a repeatable tech for instance)
Peter34 2018 年 10 月 27 日 上午 9:26 
No, this mod is broken and needs to be updated... While waiting for that to happen, I'm using a different mod with a quite similar name, something like "Additional Repeatable Techs".
MangoFighter 2018 年 10 月 26 日 上午 9:39 
for some reasons the tech costs are way too low, would be nice to multiply their cost x10 (to make them cost like vanilla repeating techs), and that should not be too hard to do.
Or was it intended?
Vostok 1 2018 年 10 月 7 日 上午 10:49 
Hi can u make a seperate mod for machine traits only?:ODWC:
[AoN] Xato_VRNG  [作者] 2018 年 8 月 15 日 上午 1:08 
Some Techs have limited levels to stop them from bugging out the game.
Had some health issues irl, hoping to be able update the mod to the new expansion that will change alot of stuff.
PewPewsAlote 2018 年 8 月 14 日 上午 2:52 
soooo. I was only able to research megastructure build speed like 5 times and now its completely gone. I cant even cheat more of it in
Boisegangpc 2018 年 7 月 23 日 上午 6:20 
The Megastructure cost reduction repeatable tech, after reaching a certain point, will cause it to cost negative minerals and influence. All I can see right now for what that means is that it doesn't take away from your stockpile, but it's really wierd. If possible I suggest reducing the cost reduction per tech to something like 1 or 0.5% to mitigate this.
Peter34 2018 年 7 月 13 日 上午 10:12 
AI Optimization, for instance. The tier 3 (III) version has a base cost of 2940 Physics points. That sounds very, very wrong to me.
Peter34 2018 年 7 月 13 日 上午 10:10 
Are the Techs added by this mod scaling properly? They seem almost insanely cheap, to me, relative to the cost of the Techs from the vanilla game.

Did something change from 1.9>2.0, with how Tech cost scaling work, that didn't get implemented in this mod?
Sychin 2018 年 6 月 11 日 下午 2:41 
I ment that the tech would give +5 command limit or so, heck even a +1imit repeat tech would be nice for long term use.
Peter34 2018 年 6 月 10 日 下午 11:27 
If you do add a Fleet Command limit Tech, I really think it should be +5 per level and limited to 5 levels.
Sychin 2018 年 6 月 10 日 下午 7:52 
Could you add a "fleet command limit" tech? Maybe a +5 or +10
[AoN] Xato_VRNG  [作者] 2018 年 5 月 29 日 下午 12:29 
It might even work already, haven't tested it yet
[AoN] Xato_VRNG  [作者] 2018 年 5 月 29 日 下午 12:28 
Yes, just not had much time recently. Might have some time for it this week.
Only tried the new expansion for about 30 min sofar:(
Peter34 2018 年 5 月 26 日 上午 11:58 
Will you update this mod to 2.1?
ig2wtc 2018 年 4 月 16 日 上午 5:13 
according to sythetical empires:
being able to get the "Robot Build Speed" would be really helpfull, especially since not everyone owns the DLC
Doctor Proteus 2018 年 4 月 8 日 下午 6:03 
I agree with Exelsiar, you should make the technologies more expensive to research in the future.
Exelsiar 2018 年 4 月 2 日 上午 7:14 
May also be worth making the Tech Gate only become available after some of the later tech has been researched?
Exelsiar 2018 年 4 月 1 日 上午 8:05 
I can't help but feel these repeatables are Very cheap compared to vanilla. If you're still trying to work out what values to go with, maybe just use the same values as vanilla?
[AoN] Xato_VRNG  [作者] 2018 年 3 月 27 日 上午 1:09 
As far as i know synthetically ascended empires count as biological empire by the game definition, so they should both have robot trait points +1 tech and Biological trait points +1 as separate techs.
Gman 2018 年 3 月 26 日 下午 3:18 
synthetically ascended empires can use both biological and mechanical pops alot. If you look at that the +1 trait point tech for both bio and machine pops, you will see tht it is used only by rogue servitors and driven assimilators becase they use both Biological pops and mechanical pops quite alot, if not near equally. They would be unable to research the +1 trait points for just biological pops after ascending becase it would just be redundent.
Peter34 2018 年 3 月 26 日 下午 3:05 
Why? That makes no logical sense. At all.
Gman 2018 年 3 月 26 日 下午 1:29 
I have a suggestion: make the "Biological and machine trait points +1" tech also available to synthetically ascended empires
[AoN] Xato_VRNG  [作者] 2018 年 3 月 18 日 上午 11:00 
I am planning on rebalancing the tech costs, just not sure by how much yet.
They increase in cost really quickly. So i might increase the base cost and reduce the increase per level a bit.
Lifariz 2018 年 3 月 17 日 下午 8:56 
Err, are the new repeat techs supposed to have such a low base cost?
[AoN] Xato_VRNG  [作者] 2018 年 3 月 10 日 上午 3:34 
I tested the new version in over 10 games so hopefully i didn't miss something, but let me know if you think i did:)
Also you can release your biological pops as vassals if you are a rogue servitor and give their race good traits can be nice or just fun for rp sake.
WatcherCCG 2018 年 3 月 9 日 下午 6:28 
They can, since it's still useful to breed out negative traits and add traits that maximize unity and happiness.
Peter34 2018 年 3 月 8 日 上午 9:30 
Can Rogue Servitors genemod their bio-POPs? Because I don't think they could back in 1.8, and if they still can't then there's no reason to give then +genemod points.
BenderTehRob0t 2018 年 3 月 8 日 上午 7:36 
Thanks for the continued support!
[AoN] Xato_VRNG  [作者] 2018 年 3 月 8 日 上午 7:30 
I just did an update and fixed traits and some other minor things
I try to have techs in categories that mach their theme, however sometimes i move them to other categories to keep a balanced amount of techs in each category. After i add new techs i like to move some old ones to more fitting categories if i can.
Yea i agree that the +25 naval cap went from sorta weak to really strong and i am going to change it.
Peter34 2018 年 3 月 7 日 下午 8:54 
But Growth Speed for Bio-POPs is logically under the Society category, as it is a Biology Tech, while build speed for Robots/Machines is under the Engineering category.
democracy's little pogchamp 2018 年 3 月 7 日 下午 6:45 
@Peter34, IIRC there's a repeating tech in vanilla that does +20 per level already, at least as best as I've been able to tell in my games. +25 doesn't feel like too much beyond that, but put together, they're a bit much.
Peter34 2018 年 3 月 1 日 上午 7:55 
Sorry, I see that there is a +Trait Repeatable Tech.
BenderTehRob0t 2018 年 3 月 1 日 上午 7:53 
Just a quick suggestion: + "Growth Speed" could be swapped for + "Robot Build Speed" for machine empires, as its fairly pointless for them otherwise.
Peter34 2018 年 3 月 1 日 上午 6:40 
Also why are there no longer +Leader Cap and +GeneModding Points?
Peter34 2018 年 3 月 1 日 上午 6:39 
Naval Capacity +25 per level is too strong now, with reduced NavCap values in 2.0. Even with all percentage bonuses to NavCap removed. Maybe change it to +8 and cap it at 5 levels?

(Actually I think there might still be a Unity Edict that gives +% NavCap, but then that's the one exception to the new rule.)
WatcherCCG 2018 年 2 月 27 日 下午 5:12 
Odd, machine empires cannot get the +1 trait repeatable. Additionally, does the pop growth speed work on machines as well as organic pops? Because if not, that might be a good idea to add in. Also cheers for still being around to keep this up to date. I consider it a vital component of my Stellaris experience.
Anstid 2018 年 2 月 24 日 下午 3:38 
Thanks but I'm after the mod author's response, not the thread stalker who can't spell properly apparently.