Stellaris

Stellaris

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Psionics Tri-Expanded 3.12
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26 aug, 2024 @ 13:19
21 mar @ 14:14
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Psionics Tri-Expanded 3.12

Beskrivning
Update and a word on the future
Psi-Tri/Ethics & Civics Classic 3.12
Psi-Tri/Ethics & Civics Bug Branch 3.12
Update is out to build for compatibility of these 2 mods that add new ethics. If anything major is brought to my attention I will attempt to hotfix it. But until the next Stellaris update is out, there is it for this mod. Hopefully in the next variation I will get things like components and ships in, when I do I will back port them to this for anyone who would still be using the 3.12 build.

Speaking of the future, a word on the upcoming Stellaris update, as far as I have seen, most of this mod should function the same and work still after the update except for a few things that will need to be changed. Best case scenario, I need to change a variety of modifiers, change the contain/supercharge building into a deposit, and tweak traits. I cannot say how long that will be as this was plenty work. But when the update is ready, I will be updating it as a new mod and I will link to it both here and in the comments when that time comes.

I will try to have it ready but I have have lost my mom recently and am unsure how busy I will be when the next Stellaris update finally releases since I dont make money off of this and dont have anything set up like a Patreon or Kofi or even Cashapp. But when the game updates I will try to get an updated version that at least works out and functioning. Idk if that counts as trauma dumping but life goes on. Thanks everyone <3

Forward
This mod does not overwrite any vanilla files!
This mod does not, require you to go down the Psionic Ascension
Should also work with things post 3.12 until paradox changes something. If you encounter an issue let me know :D

I would change the name to remove the 3.12 but that causes issues with uploading mods for me.
I have been working on this on and off for a year and it has undergone at least 2 major reworks during that time. If you encounter any bugs please let me know! And I hope you enjoy!

Not currently compatible with mods that add new ethics. Once I have more time and once any potential bugs are more ironed out here, I will work on that.

If you enjoy the mod, a thumbs up would be appreciated!

Updated version of Psionics Tri-Expanded for 3.12 with a rather large rewrite to many parts of it.
Every civic has been reworked in some way and there are more stages to acquire.
While they can start off seeming weaker than they where before, each civic has new modifiers that I think makes up for this. And they can become more powerful by the end game than they originally could in the previous version.
Civic Stats go from 5%-60% over the course of the game.

For more detailed information see the Discussion: So What Does This Do?

Friendly Reminders!
1: This mod does not overwrite any vanilla files! As such it should be completely compatible with any other mods that effect anything related to psionics.

2: This mod does not, require you to go down the Psionic Ascension Path.

3: This mod does not have a conflict with PD's Shrouded Planets.

4: Machines and Hive can also utilize this mod!

5:This mod plays just fine with Psionic Species Expanded.

Accessing Psiocracy Projects
First research a new technology called Escoteric Energy Studies.
This tech can be drawn on game start but gets more common as the years pass.

A couple of years after researching it, you will get a Special Project.
Completing the project will give you 1 of 3 special civics based on your ethic/civic choices and 1 Empire Modifier based on your authority.

Next Psionic Theory, or the Machine/Hive versions the mod adds that requires Self Aware Logic/Epigenetic Triggers.
Soon after that, a new Special Project will be possible.
Completion of this project will upgrade your Civic/Modifier stats as well as grant you the 2nd of the civic set.

After that, you can take the Psionic Ascension AP, this does not require the Psionic Traditions.
This Perk grants you instant access to the Ascension Special Project. Completing your set of 3 civics and pushing you to the newer content the mod adds.

After that you will have a choice. I wanted to try something different, so the default choice is a story featuring an NPC and an archaeological site. There is even potential for a large scale battle. If you encounter this battle and loose, do not worry. It is not permanent and you will get your system back.

But for anyone who does not want to do story fluff, there is an alternate path available that proceeds as the first 2 projects worked. Research a tech, do a project ect.


To Do
New Techs
Balance Tweaks
Getting customizable districts to work on other shrouded worlds
New Traits

Credits
A continuation of Psionic Re-Expanded created by MightNight & Disafae.
Using the base of Psionics Re-Re-Expanded done by Sumrex in their continuation of the mod.
I present my take on it with Psionics Tri-Expanded V2 by me.
Populära diskussioner Visa alla (2)
1
27 sep, 2024 @ 13:16
So What Does This Add?
Cephalon Sithalo
0
31 aug, 2024 @ 8:52
Tier 1 Civic Stats
Cephalon Sithalo
208 kommentarer
Celestial Caesar 26 maj @ 19:12 
Glad to see you still doing quality work, Sithalo. Take your time with updates, don't burn yourself out.
Cephalon Sithalo  [skapare] 22 maj @ 0:11 
Slower than expected. I was burning out when I made the last comment. I been working on bits and pieces here and there.

But I am getting more into it again recently after a "break"
"Break" because technically I have been working on it just not as consistently as I wanted.

I told myself last comment not to give any time frames because I can never meet them but I was (overly) confident that I would have it ready. But that burn out just sorta hit v.v

So no time frames this time. I did just finish a major part of what caused the burn out in the first place so I am hopeful to be more energized to work on it :LotusFlower:
DripChecker1991 21 maj @ 22:44 
Any updates on the progress of the mod yet? I get it takes a long time and its never easy but a little update to show how its going would be amazing!
Cephalon Sithalo  [skapare] 9 maj @ 4:23 
@ w.girl27 Good to know. I expected it would just work but guess not. Ive been working on some unrelated stuff for the mod but I will try to fix it soonish (2-3 weeks)
w.girl27 9 maj @ 3:56 
sadly it causes the infinite blank pop up bug in the new update man it hurts that seemingy all the digsite and event mods or any mod with those in it are broken right now.
Cephalon Sithalo  [skapare] 2 maj @ 21:37 
I just saw that the update will be out in 3 days. Once the update releases this mod will be out of commission while I work on updating it.

I have not tested but I think most of the mod should still work. But with the change to the planet building/district system, progressing past supercharge/contain will probably need some reworking of the building I imagine.

That (probably) should not take too long but there is some other stuff I wanna try working in and that might take a little longer.

But I am hoping to get it done within the first 2 weeks of the update at least. This upcoming update will also be its own mod and this will remain up for compatibility of older versions.
Thank you for your patience :LotusFlower:
Cephalon Sithalo  [skapare] 18 apr @ 10:20 
Thank you for the information, without the site he cannot continue to the end and will be stuck at his current level in the mod.
If he wants to continue on the development, just run that event.
Appreciate the report :LotusFlower:
sigrun.helga 17 apr @ 23:44 
i had finished it completely, he just startet. he got the emissary and the system, but it stopped there. he has got a lot of the psi technologies, but he went engineered evolutuion. he got everything the same as me until the archaeology site should have spawned. oh dont worry about it, the match is still going well, so nothing completely broken yet :)
Cephalon Sithalo  [skapare] 17 apr @ 17:45 
A temporary fix I can suggest, have your friend use "event psiocratic_diplomat.70"
This should trigger the event after finishing the archaeology site when the Emissary returns.
I dont see anything in the archaeology site events that should prevent them from continuing as normal without having done it.

So long as they talk to the Emissary and so long as the planet has the specific deposit, they should be allowed to build the structure.

For a run with the story anyway. If you are having issues in the alt path again just let me know.
I am so sorry for the inconvenience. I know how annoying it is to have a match break... I will try to get some sorta fix out before the next update :LotusFlower:
Cephalon Sithalo  [skapare] 17 apr @ 17:38 
I did some testing, looks like there can only be one archaeology site at a time. I figured it would just be able to spawn another in but doesnt look like it.

For the time being, for multiplayer games, it would be best if both players did the alternate tech based path instead of the story based one until I can get something working for it.

Now if you both do the tech path and an issue comes back up, please let me know. Like if you both get the system but one of you doesnt get any choice when colonizing.

Also it doesnt matter which planet you colonize during the tech path. any of the 3 will prompt the ability to contain or charge it. So if one of you colonize a world and it doesnt pop up asking or doesnt give you the option to build either of the structures, let me know.

I will look into making the story path work out but that might not be a quick fix.