Stellaris

Stellaris

(Legecy) Upper Limit V2.2+
37 Comments
TurtleShroom 13 Jul, 2019 @ 10:46am 
Be careful! If you use this version in V2.3, the AI will spam a Supercomputer Station in every slot on every planet! Don't make my mistake! Update today!
Guluere  [author] 4 Jun, 2019 @ 10:57pm 
There is plans, but lately haven't been in the mood to mod anything.
lunchsnake 4 Jun, 2019 @ 8:57pm 
Are there plans to update the mod for the new patch/dlc or is it officially done with?
Shikiki 27 Apr, 2019 @ 6:03pm 
No problem, thanks. Was just making sure I wasn't missing something obvious. I can manage a workaround in the meanwhile until you have time to update.
Guluere  [author] 27 Apr, 2019 @ 5:48pm 
Sorry, but, currently no, until I come back to start working on this mod again, you are stuck with it.
Shikiki 27 Apr, 2019 @ 5:44pm 
Is there some way to eliminate the Culling the Weak decision modifier from a planet? Capturing a world that the AI activated it on is almost heinous to deal with. There doesn't seem to be a decision to undo it when you've taken the world.
Guluere  [author] 26 Apr, 2019 @ 8:46pm 
I haven't working on this mod for a long time. @-@
thriceyourdice 26 Apr, 2019 @ 6:13pm 
also, in response to shais04, i would say its a 7/8 in terms of balance. the admin cap boost is a huge boon mid game, and once you build some energy surplus farming for deep thinkers is always worth it. nanite swarms are OP, but as i play ST:NH as borg typically, they fit well and i dont think they are specifically unbalanced considering what they represent. i have not gotten into the meat of a lot of the building techs but overall i would say this is a must have mod esp. for borg type playthroughs and does not make the game cheese.
thriceyourdice 26 Apr, 2019 @ 5:30pm 
im not 100pct sure that this isnt already compatable with ST:NH on its own, but i found that by moving this up on the modlist with an "!" it eliminated a CTD on start i was getting with my heavy STNH modlist, figured i would mention this because this mod is the icing on top of my borg playthrough cake. it might have been a conflict with something else but i dont think so.
Guluere  [author] 18 Mar, 2019 @ 8:47pm 
I don't know what you would be looking for, but, I guess, 7? 8?
Not sure what you meant by power balance.
shais04 18 Mar, 2019 @ 5:51am 
On the scale of 1 to 10, how impactful will this mod be in terms of power balance? 1 for 'Banana Food' level impact, 10 for 'ZoFE ACoT SoFE' or 'NSC' level impact.
Guluere  [author] 6 Mar, 2019 @ 8:48pm 
Updated!
Guluere  [author] 26 Feb, 2019 @ 4:11am 
Ah, I just realized I forgot to update this here workshop DESCRIPTION in the last update, which added like 5 tech and 6 buildings.
Guluere  [author] 25 Feb, 2019 @ 11:17pm 
I might move the Civics and Governments to another new mod that will also contains species traits and what not.
Guluere  [author] 25 Feb, 2019 @ 11:08pm 
Alright, time for me to work on this mod again, I was working on another, making events but all the data was lost because I changed computers. The last one broke.
TurtleShroom 9 Jan, 2019 @ 7:53pm 
I hope you'll consider my argument.
Guluere  [author] 9 Jan, 2019 @ 4:50pm 
Hmm
TurtleShroom 8 Jan, 2019 @ 10:24am 
BTW, Food Drive should be available for Corporations and not tied to Authority Type. The idea that a nation with an agrarian past, or with species having the Agrarian Trait, cannot put emphasis on agriculture is ridiculous.
Guluere  [author] 8 Jan, 2019 @ 3:39am 
Currently have a few images I haven't made yet, I will refine them later.
Guluere  [author] 8 Jan, 2019 @ 3:31am 
Updated, added some new buildings, fixed some code, I will type what I added later, have been busy lately.
Guluere  [author] 8 Jan, 2019 @ 2:57am 
The mod is only in english, there are no problems, if there is, thats not my mod, I can assure you that, this mod is not perfect, but the quality is better than most other mods, and I suggest that those who don't know what they are talking about to stop looking into people's codes and said whats wrong with it, if you have questions about my codes, this is not the right place to ask/criticize.
Guluere  [author] 30 Dec, 2018 @ 3:47pm 
Compatible with all mods and dlc.
TurtleShroom 30 Dec, 2018 @ 11:18am 
What is the compatibility of this Mod like? It seems to just add things instead of changing what already exists.
Guluere  [author] 28 Dec, 2018 @ 1:41am 
A number of civics has been disabled, and I keep forgetting what I added.
Guluere  [author] 23 Dec, 2018 @ 3:24am 
@marky612 Thank you, sir.
marky612 23 Dec, 2018 @ 1:45am 
Great mod!
Love the buildings!
Keep up the great work, I just wish the civics were green so they matched the rest.
But it is your mod.
:D
Guluere  [author] 22 Dec, 2018 @ 1:13am 
@Varek GrimmReaper Don't know German, if you do, maybe you can help me translate.
Gibrun Thane 21 Dec, 2018 @ 9:29pm 
pls translate in german, thx
3nz3r0 21 Dec, 2018 @ 9:27pm 
@Luxy: What mod is that? I've been having the same problem recently. I might have the same mod subscribed and loaded.
Entrusted 21 Dec, 2018 @ 6:02pm 
No I added this mod and I found out I had an extra ethic point (4). I asked because I wanted to know if it was this mod but it turns out another one I had updated.
Guluere  [author] 21 Dec, 2018 @ 1:09am 
Yes, the mod doesn't contain just whatever you want a mod to contain, maybe it's a disappointment for you, but the mod contains things I had idea of adding, which expends the game a little, it's not a big mod.
Oldhip 20 Dec, 2018 @ 10:55pm 
Hm A couple of Nope's there.
Guluere  [author] 20 Dec, 2018 @ 8:08pm 
Nope
Entrusted 20 Dec, 2018 @ 4:30pm 
Does this mod increase the number of Ethics points you're allowed?
Guluere  [author] 20 Dec, 2018 @ 3:10pm 
Nope
GreatDevourer69 20 Dec, 2018 @ 7:56am 
Do these have a date that you have to wait for to unlock them?