Stellaris

Stellaris

Stellaris: Exaltation
25 条留言
barricadedpurifier 2023 年 2 月 9 日 下午 7:47 
probably
shais04 2019 年 3 月 1 日 下午 9:05 
Is it dead?
Entropy 2018 年 7 月 4 日 下午 7:26 
if this is version 1.9 please can you rename it to 1.9 and leave it in workshop, there are people who still prefer 1.9 to 2.0, this is also an awesome mod.
NHunter  [作者] 2018 年 3 月 8 日 下午 5:55 
I haven't actually gotten around to testing it in 2.0 yet. But given the changes to the fleets and stuff, I'd say that it will not work as expected.
Briggs 2018 年 3 月 8 日 下午 1:44 
Does this still work in 2.0? I'm guessing not, but I thought I'd ask.
Entropy 2017 年 12 月 20 日 下午 6:29 
My starting race is spiritualist, militarist and egalitarian, and my race isn't machine, oligarchic authority, and the populace was all psionic. I have the mind over matter perk chosen and researched telapthy.
At this point i also researched synthetics and enslaved them, populated some barren planets that became hospiitable with all synthetics. then i placed an ascension spire on a second planet colonized with none synthetics, nothing happened, then placed one on the colonized barren planet full of synthetic slaves, they ascended and turned into a spirit.

I can't figure out what stops the triggering, it really looks like it has to do with the differences between races and planet types? i have had an entire fleet of spirits before.

Terraforming planets to different planet types could help with triggers after colonizing or conquering.
NHunter  [作者] 2017 年 11 月 5 日 上午 6:57 
hm... I'm still unable to reproduce the bug. for me, on_action correctly triggers the "exaltation" event every time.

granted, I take planets over with 'own planet_id' command to test... might it be the reason? anyone can confirm that the bug happens when you conquer planets legitemately, but everything works fine if you cheat?
Briggs 2017 年 10 月 30 日 下午 3:33 
So it isn't just me? That's good to hear. I'm actually, since the last patch, having problems with other events not triggering by the way. I can't issolate the cause for those either.
NHunter  [作者] 2017 年 10 月 30 日 下午 12:23 
The event should be able to fire anytime you build the spire, but there is some bug I can't quite catch yet that breaks it
Aethelfrith 2017 年 10 月 29 日 下午 10:21 
Can you only perform the ascension once? I did it one time, and was unable to do it again. Shame, because I wanted to make a fleet comprised of nothing but psionic avatars and spiritual constructs.
Briggs 2017 年 10 月 23 日 下午 12:42 
I compared your on_action to the one for Horizon Signal (akx.10000 or something like that) and I couldn't see anything. Just throwing that out there, trying to be helpful.
NHunter  [作者] 2017 年 10 月 23 日 下午 12:11 
I'll look into it
Briggs 2017 年 10 月 23 日 上午 6:20 
explicitly calling exaltation.1 works, so it seems as if the issue in on_action.
Briggs 2017 年 10 月 23 日 上午 5:58 
I removed the ``hide_window = yes" just to see if the event was triggering, and it isn't.
Briggs 2017 年 10 月 23 日 上午 5:42 
It's not working for me at all for me regardless of which pops I used. This would be a fantastic way to get rid of pesky pops on recently conquered worlds. Using their souls to power my dark ritual is a great idea.
Muscle Wizard 2017 年 7 月 13 日 上午 7:31 
For some reason when I'm using this mod ascension spires only works on planets of my species. I just invaded an empire and have been trying to build these and when built have no effect on the population. It works on my own pop worlds though. Possible bug?
Mr. Confused 2017 年 7 月 5 日 下午 3:00 
Then that's is the best I can hope for then, thanks.
NHunter  [作者] 2017 年 7 月 5 日 下午 2:58 
My laziness tell me to answer "no, I wouldn't be".

However, I have an idea for a related mod (basically adding a couple of civics with the same rules as syncretic evolution or machinists that lets you build/summon guardians like baby-drakes for appropriate cost), and I might be able to fold the Utopia-fied version of this mod into it.
Mr. Confused 2017 年 7 月 5 日 下午 2:31 
I love this mod idea, you wouldn't happen to be open to doing another version of this mod tied to ascension perks and DLC while this one stays independent would you?
sinach67 2017 年 7 月 3 日 上午 9:54 
@GabeC1997
yes I have the same "bug", I don't complain tough since it make sense for a psionic empire to have both psionic drive and weapons. Psionics shield is a thing in the vanilla game, right ?
Knight 'Pink from the Outset' 2017 年 7 月 2 日 下午 7:37 
Aaah I see, I hadn't thought of that.
NHunter  [作者] 2017 年 7 月 2 日 上午 3:44 
@Circumcise, I meant this mod to be independent of any DLCs, so I can't exactly tie it to ascension perks. Thus, I picked the furthest "generic" tech down the psionic tree. Yes, it might be a bit too easy to get it, but all I can do to change that is play with tech weights (since I need to keep this mod DLC-independent). And, perhaps, increase its cost, perhaps to the levels of mega-engineering.
GabeC1997 2017 年 7 月 2 日 上午 3:32 
Hmm, not sure if it's your fault since I'm using a lot of mods but I seem to be able to equip psionic blasts onto my ships and this is the only one even remotly related. I'll experiment more but this is a heads up just in case.
Knight 'Pink from the Outset' 2017 年 7 月 2 日 上午 1:09 
I love love love this idea, but I'm unfortunately one of those balance crusaders. Would it be possible to tie this to an ascension perk or extra tech, to make it slightly harder to unlock? It feels like the sort of evil, mind-blowing, impossible thing only a highly advanced empire could do.
GabeC1997 2017 年 7 月 1 日 下午 7:35 
Haven't played this yet, but would it be possible to automatically set the name to the primitives I exalted? Or use the planet's name, because that's probably easier.