Stellaris
Gwen's Species Specific Techs & Mechanics v0.22 for Stellaris 2.1.X
Version 0.2 (old feedback thread)
V2 is going up in about half an hour. I have chronic pain, fatigue, and other very bad things. been fighting kdiney stones for hte last two weeks. but I have this special update jsut for you! and thsi si about all you are gettign for a change log. when teh update htis the image slideshow at the top wil lbe updated to reflect all teh changes and all the new traits.

traits buffed: cannibals, exo skeleton, scaled ones, ageless, aquatic, slave species, rooted, berserker,
traits completely reworked: subterranean, genetic memory, cyclopean, cold blooded, pollinating species, icon stomach
traits adjusted but not changed heavily: energy beings, bio electric, adorable, cutebots, precognitive, sad socretes, natural flight,
traits untouched: organic simulators, steam bots, solar bots, lithovores, photosynthetic, asexual reproduction, sky battlers, artistic
traits that are new: herbivore, telepathic, amoeba born
renamed trait: iron stomach renamed as 'extremely omnivorous'
renamed trait: pollinating to 'Seed/Spore CArrying'
traits coming down the line in no particular order: idiotic, vampiric, mutualist, extremly focused, dozer bots, driller bots, flying robots, sky battling robots, carapace built bots, depressed robots, crazy robots, duck like reproduction,
traits disabled for new saves: parasitic (I plan to give it some love but I want to push things out as they are right now))

every trait that was for both organics and robots has been made just organics. I plan to make the next few updates devoted to making robot versions of every trait there should be a robot version of.
Dernière modification de GwenBlanketSpecter; 30 juin 2018 à 11h27
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Mandatory Basking Edict is showing up even if I don't have Cold Blooded
solved. thank you. forgot to re-disable after testing things.
Found in error log:

[05:41:37][trigger_impl.cpp:795]: Script Error: Invalid context switch[leader], file: common/edicts/cold_blood_edicts.txt line: 16, Scope:

[05:41:37][trigger_impl.cpp:796]: type=planet
id=1594
random={ 4711 4711 }
as far as I can tell it still works. so I don't understand the error myself. thanks for reporting it but I think its best to ignore it.
Dernière modification de GwenBlanketSpecter; 7 mai 2018 à 3h09
Playing with the subterranean trait (best dwarf game ever) but every time I build the Surface Dweller Acclimation Center it disappears at the end of the month. I'm playing with !CGM: Buildings and my empires is F. Eg/Mat if the building is supposed to be for slaves or something (I'm guessing based on the building_gwen_underground_slave_robot_triggered_effect).
GwenBlanketSpecter  [dév.] 19 mai 2018 à 11h23 
probably something I did wrong. I added that building recently and may have messed up the code for it. I'll take a look for the update I put out tonight.
Another bit of feedback: Having cave world modifications on habitats doesn't really make much sense.
could have sworn I had it turned off for habitats. their buildings can't even be built there. I'll check my planet type lock. hope this update solves it.
Dernière modification de GwenBlanketSpecter; 20 mai 2018 à 3h53
Can you come up with a better way for the Telepathic trait unique bulidings to work such as not working when you don't have the required Leader types? Currently all my buliding dissappear whenever there is a Governer OR Ruler change, this happens even when I have my Civ as all one species and all leaders have Telepathic.

The description says that I only need a Telepathic Ruler OR Governer but changing either Leader type (Note that All the the Leaders have the Trait, both Ruler and Governer) destroys all my buliding even though I still have at least a Ruler or Governer with Telepathy and the change is from one Leader With Telepathy to another Leader with Telepathy.

I have just given up on a game that has lasted 10+ hours because of this bug and I don't want to go to each of my 40+ planets in my core sector (Don't Ask) to rebuild all the bulidings that should not even have needed rebuilding.
sure. I"ll disable that funcionality for now. until I Can replace the restiction with something ebtter or otherwise fix it.
GwenBlanketKnight a écrit :
sure. I"ll disable that funcionality for now. until I Can replace the restiction with something ebtter or otherwise fix it.

Thank you for the quick responce and keep up the good work, this is the best trait mod out there.
sorry it took a bit to push out hte update. had some of my chronic health problems crop up and a 48 hour fasting test.
I am having a lot AI empire spawning with both Alpine Preference and Exoskeletons, If I have Refugees on at start of the game I end up getting flooded with refugees that belong to Species that cannot survive on their homeworld/starting worlds.

I have yet to see any with Arctic or Tundra so I assume you have don something to stop those spawning or I just have not encoutered any yet.
GwenBlanketSpecter  [dév.] 3 juin 2018 à 15h05 
I worked on fixing AI spawnign problems for msot everything else. I knew I forgot one or two. will solve as soon asI can. my apologies.
Found in error log:

[05:41:37][trigger_impl.cpp:795]: Script Error: Invalid context switch[leader], file: common/edicts/cold_blood_edicts.txt line: 16, Scope:

[05:41:37][trigger_impl.cpp:796]: type=planet
id=1594
random={ 4711 4711 }

This error spams a lot. My error.log is full of it, up to 30 megabytes of this. Every 5 seconds or thereabouts.
Dernière modification de Matsor Browncoat *MPIAZZA*; 4 juin 2018 à 23h12
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