Stellaris

Stellaris

Master Computer Authority
160 kommentarer
$33.96 17 maj, 2024 @ 16:41 
were the A.M mod :steamsad:
maxugo 1 jul, 2022 @ 5:28 
this mod was my favorite authority back in the days, that's a shame it doesn't work with the current version
The Wizard of Nova Scotia 22 dec, 2021 @ 8:27 
Ethics and Civics*
The Wizard of Nova Scotia 22 dec, 2021 @ 8:26 
please update, this mod is conceptually one of my favourites, if you could patch it with Ethics expanded that would be amazing but i understand why that would be another beast entirely
Emrakul 7 dec, 2021 @ 9:43 
I would love to see this updated to something more current. Id love to be able to run a cybernetic government like he kree supreme intelligence
Violent Beetle  [skapare] 15 sep, 2021 @ 11:04 
I might update some time later. I really liked making this mod, but the amount of overwrites intimidates me.
Kangarus 15 sep, 2021 @ 2:55 
Looks abandoned. Shame, as I like the premise of the mod. Seen it implemented as part of other mods as well.
GrassEater 20 apr, 2021 @ 15:30 
Is there any plan for a update.
Fisicosaurio 1 dec, 2020 @ 8:33 
Update please! :3
事不过三兄ToumanRin 5 apr, 2020 @ 6:50 
thanks,I reload the game,and ,it worked ?!! (before reloading,I had used 2 hours to look for the problem )
In fact ,I don't know why,but it can't keep me from using it.
After all,when will you update the mod?
Violent Beetle  [skapare] 20 mar, 2020 @ 10:40 
@Kangarus Assuming I can make launcher work, there's hope I will update eventually. I'm not really sure much has changed between the versions, it might even still work.

@事不过三兄 You put it in the right place, but there's a lot of way it could go wrong. I can't really tell.
事不过三兄ToumanRin 20 mar, 2020 @ 6:38 
i am now making a mod.
but how can i add a new authority?
i had written the authority in the "governments/authorities" ,and added .dds imagine in the "gfx/interface/icons/governments/authorities" as well as written localisation,but it didn't work,why?
Kangarus 19 mar, 2020 @ 2:24 
Loved the mod and played as the Project Providence back in 2.5. Would love to see it updated for 2.6.* and Federations.
Mr. Sunshine 16 sep, 2019 @ 13:08 
Ah, well, it's just a thought if you have any future plans for this mod. Which by the way, thank you for making. It's out of the norm in default Stellaris governments and with that you have provided a new way to play.
Violent Beetle  [skapare] 15 sep, 2019 @ 20:05 
Another problem is that I don't want to change existing buildings and jobs in any way. So far I managed to stay out of them, because any AI mod would affect them. It's already compatibility nightmare as is.
Mr. Sunshine 15 sep, 2019 @ 13:16 
I agree, it would be kind of hard to make sense of since it would seem to lean more towards the spiritualist ethic. However, I was thinking that you could make it similar to your Mind-Machine Integration civic or similar to the Exalted Priesthood civic (despite it being a spiritualist civic.) I don't mean to be pushy or anything, sorry if I seem to be.
Violent Beetle  [skapare] 15 sep, 2019 @ 12:56 
Considering I locked this authority behind materialist ethic, it'll be hard to make sense of.
Mr. Sunshine 15 sep, 2019 @ 12:08 
Hi, so I was wondering if you could add or create a new civic where the organic population worships the Master Computer as somewhat of a god. I got the idea from Destiny and I think it would go along with what you said at the very top of the page. "If God did not exist, it would be necessary to invent him." I'm sorry if you've already said no about this.
Violent Beetle  [skapare] 8 sep, 2019 @ 6:02 
New update, new civic. This time converting trade into science.
Violent Beetle  [skapare] 7 sep, 2019 @ 4:05 
I guess you can try it.
N057R4D4MU5 31 aug, 2019 @ 12:44 
Violent Beetle, Master Computer and Administrative AI are mods with similar idea of Artificial Intelligence governing state full of organic species. Mods are different in only civics and "mechanics" - in MC has only one computer as a ruler, in AAI robots can be also leaders and they are working on planet as ruler jobs. Also these two mods not have unique interactions for example when you are MC and you meet AAI - is kinda "weird", when isn't "Oh! Empire ruling by AI like us! WOW!!", but "oh. another empire. yaay.".
Fusing will rely on creating one authority with civic of these mods, ones will be fused like Problem Solver (MC) and Anti-Biocracy (AAI and others civics.
Violent Beetle  [skapare] 31 aug, 2019 @ 9:06 
What exactly are you planning?
N057R4D4MU5 31 aug, 2019 @ 5:32 
Hello, Violent Beetle.
I came up with an idea to fuse your mod with similar mod - Administrative AI, but i need permission. Can you gave it to me, because it's brilliant and interesting idea. Btw. i need some help with fusing that mods, because it will be difficult. (sorry for my english, but you get the point)
Violent Beetle  [skapare] 2 aug, 2019 @ 14:10 
Maybe his conditions are less picky than mine?
Theobald 2 aug, 2019 @ 14:03 
I may have activated "Administrative AI" at the same time and thus got an overflow of computer overlords :D
Violent Beetle  [skapare] 2 aug, 2019 @ 10:58 
I consistently get one or two at most, considering they need materialist ethic and have to competer with up to five.

If you have something that changes ethic distribution maybe?
Theobald 2 aug, 2019 @ 8:25 
There seems to be a crazy amount of MCP authorities in the galaxy spawnings of my last five games or so, like, half of the civilizations.... (Maybe a conflict ? i'm using petruxas' mods alternatively)
temujin321 8 jul, 2019 @ 12:19 
Looks awesome, afraid to see how it'll work with my other mods but will find out and get back to you.
elthommy 3 jul, 2019 @ 16:12 
Indeed. I got the update! And it shows that it is compatible with Stellaris beta_test branch.
Thanks mate!
Violent Beetle  [skapare] 3 jul, 2019 @ 14:50 
Yeah, now it should finally be updated.
Violent Beetle  [skapare] 3 jul, 2019 @ 14:45 
Weird, I think it didn't actually upload and I didn't realize it. Let me try again.
elthommy 3 jul, 2019 @ 13:42 
Hi ^ ^
Thanks for your mod.
I can't manage to play it outside of Stellaris 2.2.7. The game tell me it is only compatible with this version.
Is there something to do? By the way I don't see any update after 29th May but according to your message it seems that you submitted an update on 26 of June?
(sorry in advance for my noob question)
Violent Beetle  [skapare] 25 jun, 2019 @ 23:44 
Finally made time to update this mod. Please report any odd behaviour.
Violent Beetle  [skapare] 25 jun, 2019 @ 23:16 
Yeah, probably. I wouldn't recommend using Master Computer for a moment, though, since it wasn't updated to incorporate 2.3 changes. I'm a bit busy at the moment with other things, so I haven't updated it yet, but it's not forgetten.
GrimlockeTorrasque 25 jun, 2019 @ 21:52 
When paired with "Cultural Overhaul 2.3 [ Ethics-Civics ]" by petruxa, it disables some of their new civics. any possibility of a com-patch?
Violent Beetle  [skapare] 8 jun, 2019 @ 14:40 
At last! A feedback on balance from someone.
Bugg 8 jun, 2019 @ 9:14 
Also, gotta say Mind-Machine Integration is a bit OP once your colonies get up and running, I get so much Unity I don't even know what to do with it.

Not that I'm complaining tho.
Bugg 8 jun, 2019 @ 9:10 
Great, thanks for the good work! I really like this mod.
Violent Beetle  [skapare] 8 jun, 2019 @ 9:09 
In a few days, hopefully.
Bugg 8 jun, 2019 @ 8:57 
When can we expect an update?
Violent Beetle  [skapare] 20 maj, 2019 @ 6:59 
Integrator job has an extra condition that says "is_organic_species = yes" which itself is a vanilla scripted trigger checking species archetype. If your other mod changes archetype somehow, you should mention it to the developer to update the trigger - chances are it affects other things as well.
dr.armmagezmo 20 maj, 2019 @ 1:16 
Its only working with humanoid portraits, regardless of using the bio-bot mod or not
dr.armmagezmo 20 maj, 2019 @ 1:09 
No, they are just bio-pops you can build instead of robots. Im gonna keep fiddling with is.
Violent Beetle  [skapare] 20 maj, 2019 @ 0:07 
It's weird, but I obviously have no control over how that mod you use handles this stuff. It uses scripted trigger to check if archetype of the species is biological, so I'm not sure what could change it. Do your bio-robots have different trait selection?
dr.armmagezmo 19 maj, 2019 @ 22:30 
Also, its an issue with portraits
dr.armmagezmo 19 maj, 2019 @ 20:10 
now its fixed. Woot! Hay thanks for responding, I know you do this stuff free of charge.
dr.armmagezmo 19 maj, 2019 @ 19:59 
Alright, fixed that but still a no-go.
dr.armmagezmo 19 maj, 2019 @ 19:03 
Yes and no. I think ive tracked it down: i have a mod for making bio-robots and that is what the race i was playing are, so if there is a compatibility issue with robots, that would explain it?
Violent Beetle  [skapare] 18 maj, 2019 @ 19:20 
Are they robots by any chance?
dr.armmagezmo 18 maj, 2019 @ 15:59 
im having an issue with Integrators. The ruler pops just arent taking the job, they would rather be unemployed. Any ideas?