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Stellaris

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Xenology - Biological Module (Ever Universe)
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1.343 MB
9. maj kl. 12:12
5. juni kl. 10:00
7 ændringsbemærkninger ( vis )

Abonner for at downloade
Xenology - Biological Module (Ever Universe)

Beskrivelse
Stellaris version 4.0.* - English only (other localizations are not maintained but are still available)

For a diverse and realistic range of traits.

Maintenance Disclaimer and Credits:
This mod was originally developed by Devious (2021), and later taken over and updated by President Memes (2022-2024). Xenology has now once again fallen into a state of disrepair since President Memes officially ended support for it. As I absolutely love this mod and everything it has to offer, I have took it upon myself to update Xenology for as long as I can. As always, if the original author wishes me to take this down at any point in time, I will do so. However, until then, I will keep Xenology afloat through the rough tides that are Stellaris updates.

Description from the previous mod:

Xenology aims to make every species truly unique, each with its own strengths and weaknesses. Some are natural leaders, and others are born inept and dimwitted. No two alien species are alike. Many traits will even generate special leaders with more specialized bonuses (or maluses), incentivizing the violent conquest or peaceful assimilation of alien races and adding their unique characteristics to your own. Alternatively, you may choose to preserve the purity of your empire to best benefit from the traits of one or very few species. Each trait describes a unique aspect of a species' biology or psychology. There is no boring, linear tier system or confusion between societal tenets and biological attributes.

Leader traits are always guaranteed to spawn on all relevant leaders. This greatly improves both balance and AI performance. In addition, the player won't have to hire and fire a dozen leaders in hopes of generating the one they're looking for.

XTE alters very few vanilla objects for improved compatibility with other mods. There are no additional trait points or picks, and no increased cost of gene-modding (though traits worth more than 3 and less than -3 still require advanced gene-modding to add or remove after game start).


Features
♦ 43 New species traits (biological and lithoid)
• 26 Positive traits
• 17 Negative traits
♦ 50 New leader traits
• Many new leader traits require certain species traits
• Leader generation is usually guaranteed for relevant traits
• New leader traits do not take up a slot
• Traits for Councilors are less efficient the more of them you have


Compatibilty:
The only thing XTE overwrites is five (5) modifier tooltips via scripted_modifiers:
- num_tech_alternatives_add
- BIOLOGICAL_species_trait_points_add
- LITHOID_species_trait_points_add
- ROBOT_species_trait_points_add
- country_megastructure_build_cap_add

Credits:
Huge thanks to Devious for creating this awesome mod for us Stellaris players to enjoy, and also to President Memes for maintaining and improving Xenology for 2 years after the original was abandoned. I will try to keep this mod up to date and continue the same tradition.
Populære diskussioner Vis alle (2)
18
26. maj kl. 7:09
FASTGJORT: Bug Reports
Ever Universe
0
9. maj kl. 12:15
FASTGJORT: Feature Requests
Ever Universe
41 kommentarer
Stepover34 For 1 time siden 
btw i have done some testing, the old truncate and annex modules seem to work with this mod
eqN For 7 timer siden 
One more for the list, Natural Chemists also has this issue. It seems at a glance to be some of the traits that affect Strategic Resources specificially.
eqN For 14 timer siden 
Love this mod. I super appreciate you adding the tags that tell you that this mod added a specific feature. That said, thanks to this,I see some of the species traits with seemingly broken tooltips.
For example, Natural Refiners doesn't say what it does, instead it reads:

mod_pop_gas_refiner_workforce_mult: 25%

When hovered.

Two more tooltips with similar issues:
Natural Translucers and Inept.

Thank you so much for all of your work and I'll of course report any other issues I find!
Ever Universe  [ophavsmand] 5. juni kl. 10:02 
Hotfix has been deployed. Please test to see if the issue is fixed. If using an existing save, try to run the xte_traits_ev.999 event to force leader traits to update.
N8mahr 5. juni kl. 9:30 
I think it's this: Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify
N8mahr 5. juni kl. 9:24 
Same issue here. Leader traits are gone.
kenken244 4. juni kl. 15:24 
to clarify, leader traits don't appear on the leaders anymore after the latest patch
Amberoth 4. juni kl. 13:42 
I think the latest micro update from paradox broke something as traits don't appear at game start
Ever Universe  [ophavsmand] 31. maj kl. 8:23 
I have deployed a fix to that issue, as well as an adjustment to the high amenity penalty of the Inattentive trait.
CometDeer 29. maj kl. 6:00 
I forgot to specify that it was of course the genetic memory trait for the governor. Apologies.