Stellaris

Stellaris

Natural Psychics
27 条留言
LAJ-47FC9 2018 年 2 月 26 日 上午 12:13 
@Commander Venus - As a matter of fact, I did. Check it out here: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=854505301
Betamax 2018 年 1 月 28 日 下午 9:42 
@Artificial
DId you ever make good on that?
Alterd-Rushnano 2017 年 5 月 24 日 下午 4:42 
Start with Psionic!

This mod is very attractive, but with one major drawback - not compatible with the latest patches. I assure you that you will be able to drastically change this simple problem.
LAJ-47FC9 2016 年 12 月 16 日 下午 7:27 
If the author doesn't say anything by... oh, the end of the year, say, I'll probably put what I have up on the Workshop myself. I'd much rather not have to remember to work on it myself, but whatever happens, happens, I suppose.
Verminator 2016 年 12 月 16 日 上午 3:14 
I hope this mod still works, it's always been one of my favorites. Thanks Galle
Spearka 2016 年 12 月 8 日 上午 3:22 
mod is incompatible with 1.4
LAJ-47FC9 2016 年 11 月 20 日 下午 11:32 
While I really like the idea of your mod, there's probably a way that you could do something mostly similar, without overriding the entire vanilla society tech tree. In fact, I have a bit of work that I did on a mod that'd do what I said. If you like, I could send you the GitHub?
Arakhor 2016 年 11 月 2 日 上午 5:13 
You haven't updated the file for 1.3.1, so you've reintroduced the Frontier Health/Hospital bug.
Galle  [作者] 2016 年 10 月 23 日 下午 1:35 
Looks like I accidentally uploaded the wrong files by mistake. Everything should be fine now.
Galle  [作者] 2016 年 10 月 23 日 下午 12:43 
...huh. Well THAT definitely wasn't intentional. Obviously I should do some more debugging when I'm updating my mods.
sindri42 2016 年 10 月 23 日 下午 12:10 
I mean it's an interesting mod, going out into space with absolute control of psionics and nothing else. But feels a little cheaty.
Popemaster 2016 年 10 月 23 日 上午 8:50 
Although adding on to my previous comment, none of the research shows up under the "researched" section of the research window.
Popemaster 2016 年 10 月 23 日 上午 8:48 
I noticed what they said below as well and came to mention it. Any chance of a fix?
sindri42 2016 年 10 月 23 日 上午 2:58 
This is definitely just unlocking all psionic tech from the start. Psionic armies and commandos are available right away in the recruitment screen, my starting ships get auto-generated with psi jump drives and precognitive interface... As it stands this mod doesn't do anything about research but just treats any 'naturally psionic' race as if they've finished the entire branch of the tech tree before they left the homeworld.
ChesedNeb 2016 年 10 月 22 日 上午 12:33 
If a mod where to interfere with this mod how would that be done? I ask because after multiple games I have not ever gotten a psionic tech and I am wondering if the large amount of other mods I use could somehow interfere.
NeverSleep 2016 年 10 月 21 日 上午 11:40 
I dont know if it's cus of the heinlein 1.3 patch, but this mod now allows PSI Jump drive to be used without being researched in ship design.
Galle  [作者] 2016 年 10 月 20 日 下午 7:19 
The Xeno Integration bug should now be fixed.
dragonkingofthestars 2016 年 10 月 6 日 上午 12:54 
Humm? this mod buggs Xeno intergration? that's unpleasent.
|GHP| Терпсихора 2016 年 9 月 13 日 下午 6:35 
I know this mod technically hasn't been updated in a good while, but it includes the bugged version of xeno integration, causing that tech to not appear.
sindri42 2016 年 7 月 2 日 下午 9:11 
I thought that as of 1.2 they fixed it so that genemodded founders were still founders? Anyway, thank you!
Galle  [作者] 2016 年 7 月 2 日 上午 11:31 
As long as your empire's "founding species" has the trait, it will work. Genetic engineering does not alter the founding species, so that probably won't work. Console commands might, I'm not sure.
sindri42 2016 年 7 月 1 日 下午 10:24 
So does it take effect for the full game if the empire is founded with the trait, or would it apply if you used a console command or genetic engineering to add the trait, so long as the resulting species is registered as the Primary for the empire?
Galle  [作者] 2016 年 7 月 1 日 上午 10:01 
It's whenever your empire's founding species has the trait. I really, really wanted to make it based on the species of the scientist in charge of social research, but it turns out this is impossible.
AcneZebra 2016 年 6 月 29 日 下午 8:21 
Is there a console command to add these to a game already in progress? add_trait_species (name) trait_natural_psychics doesnt seem to work.
sindri42 2016 年 6 月 28 日 下午 11:03 
When does this take effect? Is it whenever you have pops with this trait? When your ruler has this trait? When the scientist in charge of sociology has this trait? And what is the multiplier to draw rate for the technologies? Like, in the base game, psionic technologies have 5% of the base chance of appearing if you're neutral and the researcher isn't a specialist, and 0 chance if you're materialist unless the researcher is a specialist, so does the mod just remove that factor, or apply a x20 multiplier, or what?
Galle  [作者] 2016 年 6 月 5 日 下午 8:47 
That's totally fine with me, yes.
Svafa 2016 年 6 月 5 日 下午 1:03 
I've created a trait mod that also has a Natural Psionics trait, though it functioned differently. You can find it here.

I've received a few requests to make it similar to yours as well, and while I don't intend to copy yours, I'd like to make them compatible. Right now, I've done this by changing the digit at the start of my traits file name so that it takes precedence in the load order. Doing this, both traits still show up in the species trait list, but regardless of which you choose, once you start the game it uses the version in my trait file. Since your mod gives its bonus in the tech file, it also gains that benefit.

Is this alright with you?