Stellaris

Stellaris

Enhanced Gene Modding
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Update: 24 Sep, 2017 @ 8:02am

  • Fixed species name lists breaking when changing apperance or class.

Update: 24 Sep, 2017 @ 5:07am

  • Fixed localization files.

Update: 24 Sep, 2017 @ 4:47am

Updated for 1.8.x

  • Removed Dummy traits. 1.8 makes it easier to merge different sub-species now.
  • Removed ability to convert to synthetics. 1.8 should adds mechanics for assimilation.
  • Added ability to change species class.
  • Added restrictions when changing apperance to different species class. Now requires Genetic Resequencing tech.
  • Changing Species Homeworld now requires Glandular Acclimation tech.

Update: 14 May, 2017 @ 7:58am

  • Removed Russian localisation file. Grab the Russin translation from here instead. Link

Update: 13 May, 2017 @ 10:51pm

  • Added in localisation files for the built-in languages. Should prevent you from seeing script codes when running any other language than english.

Update: 13 May, 2017 @ 10:22pm

  • Added back the ability to convert and species fully into your dominant species.
  • Pops without any ethics do not get a happiness modifier when you convert them. Ex. nerve-stapled and hive-mind pops.
  • Cleaned up script further.
  • More tweaking to tooltips.

Update: 13 May, 2017 @ 2:07pm

  • Added option to change a species homeworld. Keep in mind that the species need to have a matching habatbility trait to get the homeworld habitat bonus.
  • Added option to give a species a uniqe identity. Turning them into xenos toward their old species.
  • Reworked Species conversion. Now for biological ascension you instead only change the identity of a species to match the identity of your current dominant species. Essentially turning them into a sub species. While retaining all their species traits and apperance.
  • Changed happiness modifiers for species conversion to -5% for normal pops, -10% for xenophobes and +5% for xenophiles.
  • Synthetic conversion is now a seperate function available when you have the appropriate perk, and when your main species has been converted into synths. Synthesized pops instead only get a -5% happiness penalty if spiritualist, and a 5% happines bonus if they are Materialist.
  • Added empire edict that prevent the gene modding menu from popping up while active.
  • Cleaned up and restructured script a bit.
  • Added a few more tooltips and tweaked existing ones.

Update: 11 May, 2017 @ 1:52pm

  • Gene Modding Menu will now shop up when you uplift a species.
    Options are limited to only renaming and changing apperance after an uplift. Short delay of about 2 in-game days before gene mod menu pops up.

Update: 10 May, 2017 @ 10:08pm

  • Added option to convert a gene modded species into your dominant (founder) species.
  • Species converted to dominant get a small happiness penalty, while xenophile pops get a bonus to happiness. This effect lasts 10 years.
  • Converted pops get a temporary happiness modifier. Normal pops get -10% happiness, Xenophobes get a -20% penalty, and Xenophiles instead get a +10% bonus because they love nothing better than becoming special little snowflakes. =)

Update: 10 May, 2017 @ 12:56am

  • Added the new Anniversary Portraits
  • Added description to all DLC exlusive portraits that say which DLC they require
  • Removed DLC check for Plantoid category and instead put the DLC check on each individual portrait.
    This will allow you to browse and check out the different Plantoid portraits even if you dont own the DLC. You just wont be able to apply the new portrait unless you own the DLC.