Stellaris
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Additional Traits
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9 Thg05, 2016 @ 12:18pm
24 Thg05 @ 10:48am
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Additional Traits

Mô tả
Stellaris is a game with infinite possibilities and an infinite potential.
So why not start by adding more species traits to your game, for a more diverse galaxy ?
This allow you different options and more varied handicaps .. and advantages.
One of the objectives of this mod is to provide a balanced assortment of traits, fitting as much for multiplayer as well as singleplayer.

Last update :
Update for 4.0. All bug reports are welcome, we'll do our best to fix it swiftly. 4.0 is a very big update. Even if our log file and tests looks fine, there's usually hidden surprises.

Have fun playing with this mod and remember to give us feedback, so we can balance this mod better and faster.

Content :

You can find the full list here.

The traits added in-game by Additional Traits are :
- Organics
23 Handicaps
35 Avantages

- Presapients
5 traits

- Robotics
10 Handicaps
10 Avantages

The traits marked by a * are using an event which check at game start, when you modify your species and once a year that your main species still possess the trait. These traits apply to the whole empire.
Hateful, Violent, Aggressive, Extremely Aggressive, Competitive, Belligerent and Sociable traits gives opinion modifiers, like Charismatic and Repugnant does.

Future versions may integrate more traits. Don't hesitate to propose your ideas, we are always interested.
The forum discussion and the direct download link for the (very old) mods can be found here.[forum.paradoxplaza.com]
Additional Traits : Before the Apocalypse : 1.9.1 version of the mod, for those who want to play before the Cherryh/Apocalypse update.
Additional Traits : Niven : 2.1 version of the mod, for those which liked tiles on their planets.
Additional Traits : Wolfe : 2.3 version of the mod, before the new launcher.
Additional Traits : Circinus : 3.14 version of the mod, before the new population system of 4.0.

Languages :

This mod have currently translations in :
- English
- French
- Russian
- Polish
- German
- Portuguese
- Spanish
- Chinese
Some of these translations are old, inacurrate or incomplete. All help is welcome to make it complete.


Compabilities :

This mod overwrite the files 02_species_traits_basic_characteristics.txt, 03_species_traits_presapients.txt, 04_species_traits.txt and 05_species_traits_robotic.txt
This mod is included in Rtt Russian Localization modpack.

Contributors :

Graphics : Meltup, Machinekng, Dskod1

Coding : Granhyt, Black_Imperator, TehT, Sriseru, Gerishnakov, Anitachall

Translators :
English : Ophidian, Target Practice
French : Granhyt
Polish : Kazmyl
German : Aqua, EselNase, XeNoN, Noobier
Portuguese : Chariman Isaac Buell, Aranha Maluco
Spanish : OBV, Valgarv
Russian : God Of Hyperdeath, Arikotomoshi, Resident-tt
Chinese : Anold_GH

Special thanks to Meltup of his help, providing these great new icons, his constant ideas, advices, feedback. Special thanks also to black_imperator for his help getting these events working, his explanations, and the impressive compilation of effects, modifiers and the like.
Thanks to Dracarys47 for the opinion modifiers explanation.
And of course, thank to everyone for their inputs, ideas, advices and feedback.
If we forgot someone, just ask us to correct it. :)


Free use :

Any/All parts of this may be used by anyone else for any reason, as long as it is in compliance with the Rules for User Made Mods and Edits of PDS games. If you do use any part of this mod, please give us credit where applying.​
Feedback and ideas are really appreciated. So thank you in advance.
Thảo luận nổi bật Xem tất cả (7)
56
7 Thg11, 2024 @ 2:21pm
Suggestions for future traits
Granhyt
56
20 Thg03, 2024 @ 5:56am
Bugs/Glitches
Starfoth The Burgundy Silk Rug
13
25 Thg05, 2022 @ 7:54pm
List of the traits
Granhyt
1.150 bình luận
Granhyt  [tác giả] 8 giờ trước 
@joschmo7 : Thank you for your kind words and your suggestions. Funnily enough, Psionics used to be a trait giving you the Psionic tech at game start. Things have changed ... quite a bit since these early days.
It's been a while I haven't played as Psionics so I'm not sure what you mean about the Shroud rigin, and I wouldn't be sure to how to lock the traditions trees, but I like the idea of Lower Psionics and Basic Cybernetics. I'll try to have a look and see how it could be realized.
joschmo7 15 giờ trước 
Very cool! I love the variety. If I can personally add a suggestion, I think it would be cool to add some cybernetic/psionic-based traits as well. For example, the option to have Psionic without having to pick the fuckass Shroud origin would be cool, and being able to have cybernetic from the get would make sense for a lot of RP purposes. Maybe having the Psionic/Cybernetic traits proper would lock you into their tradition trees, whereas you could have two toned-down versions (eg. "Rudimentary Cybernetics" and "Latent Psionic") that would provide smaller buffs but wouldn't necessarily lock you into those trees.

Great mod, five stars.
Granhyt  [tác giả] 30 Thg05 @ 8:41am 
@月羽狐 : All credits go to Anold_GH for providing the big mahority of the translation. :)
月羽狐 29 Thg05 @ 8:07pm 
Thank you so much for including a simp-chinese localisation! I really appreciate it!
REDbeard 24 Thg05 @ 6:18pm 
lol
Granhyt  [tác giả] 24 Thg05 @ 10:47am 
After testing, shipyards gives +0.4% hull points per day to ships, so a 0 hp ship would be 100% in 250 (except obviously, 0 means kaboom).

The Living Ships trait heals ships hulls (but no armor) as if they were in a shipyard, permanently (doesn't seem to apply in battle but unclear, someone showed me a DEFINE and it seems all healing outside of combat is 5* healing in combat. Still, 1250 days to heal a ship, in a battle, doesn't seem that big).

Except Living Ships is at 0.5%, so even better than shipyards. Only 200 days to heal the ship.
After these tests and considering the speed of healing, I AM SLIGHTLY NERFING THE TRAIT, from 0.5 to 0.4, which is still pretty good for a cost 1 trait.

Go visit shipyards to heal your armor and double your hull healing, or just use shields and no armor.

Thank you Redbeard for sending me on this goose chase. :)
Granhyt  [tác giả] 23 Thg05 @ 12:27pm 
According to the code, it's 0,5%, and on the empire creation screen, it says "Daily Hull Regeneration : +0,5%.

I would think it's just a misnommer, but ingame it shows as +90% daily hull regen, while basic ships have +40% daily armor regen (and hull regen).

I'll ask to other people, I'm a bit confused and unsure if it's normal or if it changed.
REDbeard 23 Thg05 @ 3:01am 
Hey bud, the Living Ships trait is showing up in my empire's modifier list as giving +50% to daily hull regen. I'm hoping the glitch/error is with the text and not the effect of the trait lol
Granhyt  [tác giả] 18 Thg05 @ 4:44am 
Unless something went really weird, and as far as I know it hasn't, the "empire-wide" traits (like Aggressive or Living Ships, for example) will apply on the first day of the new year. The mod checks if your empire dominant species has new traits or lost some, and adjust the empire modifiers according to it.
Lava 17 Thg05 @ 3:34pm 
Thats awesome, thank you :)