Stellaris
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All Ascension Paths
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30 grudnia 2022 o 9:48
22 maja o 9:35
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All Ascension Paths

Opis
All Ascension Paths for 4.0

Do you want your psionic, cybernetic, gene modded pops working hand in hand with synths?

Do you your genes to be pure, cloned and also highly mutated?

Do you want to give worthy species psionics, while turning the dross into synths?

Do you want your Machine Empire to have modular, nanite-based bodies, accessible virtually?

I'm guessing so because you're looking at this mod.

Regular empires can take all 4 Ascensions, when you Synthetically Ascend you get to pick a portion of your population to remain as organic, because if you've taken the others, they are a bit good by this point.

Hive minds can take both genetics and cybernetics, Driven Assimilators can take synthetic age, cybernetics and engineered evolution.

While you can take the ascension paths in any order, but because of how internal game logic works around dominant species I recommend (psionics and genetics)* -> cybernetics -> synthetics. *(Psionics and genetics can be in either order)

Use the Assimilation Living standard to determine if an assimilated pop gets cyborg/psionics traits or goes to synths. See Assimilation Manual

Because there are lots of edge cases around this, you are provided with 3 edicts that will fix your primary species to have psionics and cybernetics if they have lost them, and ensure that biological leaders will get psionics, cybernetics and erudite.

If you have the Machine Age DLC then whether you get cybernetic or synthetic advanced government will depend on whether you flip your leaders to synths or keep them biological.

If you are a Machine Empire you will get an edict to gain access to the additional tradition trees after you take the first.

If you have Biogenesis DLC you will get an edict to gain access to the additional tradition trees after you take the first. If you have an origin that would normally lock to one Biogenesis tradition, I strongly recommend taking that one first.

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Compatibility
This mod makes a lot of changes to vanilla, it will have mod conflicts with any other mod that alters those giving quite unpredictable behaviour. See Here for compatibility listings.

Chinese localisation: https://sp.zhabite.com/sharedfiles/filedetails/?id=3108330591

I have origin-unlocked all the ascension paths, but I make no guarentees that they will work in a sane way - if you do something massively against the spirit of one of the paths, it will probably break.

This does not require the Machine Age / Biogenesis DLCs, DLC locked components will remain locked, however I will no longer support/maintain the non-DLC ascension paths.

Known Compatibility Issues
  • Planetary Diversity: Changes the Traditions and AP's around it's special origins. In theory load mine last / patch with Irony and take mine and you should be fine
  • Pretty much any mod that has "Traditions" in its name, since most of them make changes to the Ascension Traditions.
It is compatible with UI Overhaul Dynamic and its sub-mods that increase the number of traditions you can buy.

Troubleshooting
1. Mod incompatibility, if another mod overrides the same stuff, we will almost certainly conflict badly. You will need to make a merge-patch with Irony.
2. In order to troubleshoot I need to know what order you did your ascensions in. They all work differently and order really matters.
3. Taking multiple ascensions gives you a 100% discount on modify species. It also sometimes bugs out the modify species special project, if you can't click the button to implement it, let it fail then try again.
4. If assimilation is not working as expected, I need to know a lot of things, you may wish to take screenshots: What the species is, what it's citizenship type is, what its living standard is, what your assimilation policy is, what other templates exist for that species, what the error log says and what the game log says.

RUNNING THIS MOD UN-FLEXIBLES THE BIOGENESIS FLEXIBLE TRADITIONS
Purity will contain all purity, cloning all cloning and mutation all mutation.
Popularne dyskusje Zobacz wszystkie (3)
6
9 grudnia 2024 o 5:32
PRZYPIĘTE: Mod Conflicts & Load Order Problems
Draconas
0
11 maja o 3:08
PRZYPIĘTE: Manual Useful Info - README
Draconas
0
29 maja 2023 o 2:35
PRZYPIĘTE: Assimilation Manual
Draconas
Komentarzy: 685
Geigercounter 21 godz. temu 
Looking forward to the fix, Draconas. This is one of my "refuse to play without" mods. Phenomenal work making the ascensions play nice together despite PDXs attempts at balance
Draconas  [autor] 21 godz. temu 
Latest update has changed trait syntax so will have properly bust a load of stuff.

Mod is probably bust until I can look at it at the weekend.
Geigercounter 23 godz. temu 
They must've added that change and forgot to put it in the patch notes for 4.0.14 then. My testing was done on that version
Saibak 4 czerwca o 9:37 
They changed the syntax for add_trait in 4.0.15 for leader scopes so that's probably the issue.
Geigercounter 3 czerwca o 22:27 
Quick Follow up testing update

The order of ascensions doesn't matter for the purposes of reproducing the bug.

No matter what combination of ascensions is taken the mod breaks and replaces the leader special traits with only either erudite or cyborg depending on if biomorphosis/flesh is weak is chosen

Using the fix missing leader traits and/or fix missing species traits edicts does not solve the issue as aaorey reported.
aaorey 3 czerwca o 22:20 
So I did mutation ascension and then cybernetic ascension, and waited till afterwards to modify my speices.

My species have both cyborg and erudite traits, but when using the edict offered by this mod to add the erudite leader trait to the cyborg leader trait, it does not work. The erudite trait cannot seem to be added if the leader already has a cyborg trait, even though I used the edict from this mod that always worked before 4.0.14.

Also, in a separate game I experienced the same problem that NeoNoNe experienced where my entire founder species turned into a different species after finishing the cyborg ascension situation. I already did my mutation ascension prior to the cyborg ascension in this game as well.

I
Geigercounter 3 czerwca o 22:03 
Did some testing and I found that the bug Texas Redhawk, Mr.ButterNips, NeoNoNe, and I myself have now encountered where leader traits seem to disappear is an All Ascension Paths problem

This problem only happens after multi ascending with more than just bio/psi/cyber


Mod list as follows

1. UI Overhaul Dynamic
2. UIOD - Extended Top Bar
3. UIOD - Tiny Options
4. UIOD - Tiny Outliner
5. FTL: Multiverse OST
6. All Ascension Paths

AFAIK None of the UIOD mods or the music mod I have applied touch anything All Ascension Paths touches
Draconas  [autor] 3 czerwca o 13:19 
Your best bet is to use irony mod manger, that will show conflicts for you.

I don't touch the cyber situation events / targets. I do override the scripted effect it uses to create the initial species and set the traits , you are looking in the scripted effects folder. Beware there are 2 of them, one is used by the old cybernetics ascension and one by the new one.
NeoNoNe 3 czerwca o 9:15 
Hello, found a ?big? issue, maybe mod conflict (new mod in list is Shrouded Regions). Was trying to get cyborg ascencion (already got psyonic and mutation on my mane race, in that order). The problem arises when the situation reaches a stage where the race gets the cyborg trait. Instead of giving my original pawns a trait, the game creates a completely new race and begins their assimilation. Which then, in some miraculous way, just turns my entire original population into this new useless race, with the only ascension trait for cyborgs. The previous game run was without the above mod and everything worked fine in that specified order (psy => mutation => cyborg). Can you tell me what I can look for in the files of the above mod to confirm/exclude incompatibility?
Draconas  [autor] 2 czerwca o 23:36 
A702 simp Chinese is maintained by a separate mod, there is a link in the description