Stellaris

Stellaris

Wiirlak Additional Civics & Origins [3.14]
534 kommentarer
Wiirlak  [skapare] 16 maj @ 7:35 
I mainly wait for my tools to update to 4.0 so I can work on the update; and also that Paradox stop updating the game every day (good for players, not for modders).


In the meantime, some statistics - right now, the english localization file is :
- 514 413 characters
- 43 387 words
- 6 830 lignes
- 524 168 octets

In a novel format, that would be over 130 pages (at 325 words per page); about the size of a short adult novel.
Skorri 15 maj @ 10:01 
ohh ok that makes sense
Wiirlak  [skapare] 14 maj @ 13:58 
@Skorri
English isn't my mother tongue, but feel free to fix the localisation file.
Skorri 14 maj @ 13:36 
there is alot of typos in this mod I hope you guys fix them its not immersive haha
hydra 9 maj @ 16:27 
Patiently waiting Wiirlak, take all the time you need:steamthumbsup:
Wiirlak  [skapare] 4 maj @ 14:16 
The next update is enormous and will probably crash. This will requires a lot of work to update, be patient.
Willem 18 apr @ 9:16 
isn't it the case that Astral Scars start opening in the Mid Game? could've sworn during one of my games Astral Rifts born from Astral Scars did not start appearing until the mid game (Event Rifts excluded)
Mercury! 18 apr @ 8:42 
I see, Thanks for your both responding. I will check my list.
Wiirlak  [skapare] 18 apr @ 7:10 
@Mercury!
Shouldn't come from my mod. RNG is probably bad, for you.
You can try to check if they generated by using the console command (survey, for example)
Stepover34 18 apr @ 5:27 
from what i know it isn't this mod
Mercury! 18 apr @ 4:50 
I cant encounter new open astral scars after subscribing this mod except the first one guiding you to the situation. Does this mod change the mechanism or it's just a compatible bug? Thank you.
Wiirlak  [skapare] 5 apr @ 8:10 
Update with fixes from @ThePionier's report, and 3 new AP.
Details in the changelogs as usual.
Wiirlak  [skapare] 4 apr @ 8:47 
Forgot to say, fixed the missing text for Forgotten Treasures.

This and Armada Initiative bugfix are both coming in the next update.
Wiirlak  [skapare] 4 apr @ 8:46 
I was away for a few weeks.

@ThePionier
You were right, there was a bug : the malus was actually never in effect !

@NuEvE
As @Stepover34 answered, you have a very costly society tech option now.
I will have to rewrite the whole event chain (again) for the next 2 DLCs :(
Stepover34 3 apr @ 3:48 
Society research
NuEvE 3 apr @ 2:51 
I completed the ascension path, click on the ascend further choice, and then... nothing? Wasn't there supposed to be a research thing or something after, where is that?
NuEvE 2 apr @ 11:30 
Could someone explain to me how the Ascension Paths work?
ThePionier 11 mar @ 15:19 
Hello @Wirrlak

It seems that since the last mod update the error with the Civic: Armada Initiative has appeared again. the modifier appears even though I'm not over the limit yet, could you take a look?

I also noticed that the perk "Forgotten Treasures" has no name and is not displayed in the list of perks. The perk itself is there and can be selected.
VI6 D DARK KING 1 mar @ 9:17 
@Wiirlak. Ya, seems about right. And I sure you're far from the only one.
And honestly 4.0 is giving me the urge to play vanilla for the first time since before 2.0.
Guess I'll be relearning the game twice this May.
Wiirlak  [skapare] 1 mar @ 0:41 
@victoriousdread07
I don't use that mod, but from what I see on the Steam Workshop page:
It's not up to date ? Seems to be for 3.13.
I don't overwrite the ownership_limits / ship_of_size_limits vanilla files, so we shouldn't conflict.
Have you tried with only our 2 mods activated ?



@VI6 D DARK KING
89%

There's 2 phases:
"Woaw, that looks so cool !", and after a second of realisation "Wait ? I will have to rewrite all the species traits, every X and Y modifiers, will that Z part still works ?" *Worried*
I think this mod is interfering with Better Titan Juggernaut Colossus limits by Azreal. it wont let me increase how many juggs and colossi i can have.
VI6 D DARK KING 28 feb @ 19:06 
Out of curiosity, what's the average level of internal screaming caused by all the 4.0 Changes?
Or are you just iching for the possibilities?
Homeopastis 28 feb @ 4:21 
Great mod, it makes me happy every day :steamhappy: (I am threatened)
Wiirlak  [skapare] 27 feb @ 13:32 
Rewrote the event; full details in changelog.

May not help for an ongoing save; could always leave the federation.
Tigertycoon 25 feb @ 13:04 
Federation Focus - Military is broken. 5 AI in a Federation take it and everyone has negative 100% Naval Capacity. Leading to a Death Spiral of exactly 2 Months.
Wiirlak  [skapare] 24 feb @ 13:50 
5 new AP, and a QoL update:
Resources gained from civics, AP and Power Projection will be shown as such in the resource tooltips (exemple for Unity, under Produced: Ascension Perks: 200)

It works using 2 capital Deposits; for on-going save, wait a few years for those to appear.
Wiirlak  [skapare] 8 feb @ 1:22 
@Darrow O' Lykos
It won't increase the MAX building slot, but the minimum. A citadel won't gain anything; but a starport will profit a lot.

Same with any modifier giving +1 building slot for maxed planet. I play with more building slots, so I could also gain an useless modifier if I already maxed a planet.


@Envy
If I remember the code for the orbital rings, it check for orbital ring tier 1, 2 or 3.
If you have a mod using another tier, or being another megastructure, it won't work.

Yes, I did a pass on some AP to clean their tooltip.
Envy 7 feb @ 23:20 
In my experience playing without any starbase changing mods even among many other mods
no that extra starbase slot means absolutely nothing for a maxed out starbase you still get 6 module slots and 4 building slots

Although are you playing this post Wiirlak's recent update because I'm not sure if they edited Durasteel Curtain at all in recent times but as recent as a couple months ago that specific ascension perk and it's research was being buggy
specifically the research providing orbital rings with free defense platforms doing nothing

(when I went to double check my memory on which part of it wasn't working by loading up the game I did find Durasteel Curtain's wording was changed and cleaned up and now shows what researches become available which is very useful but it is now up to Wiirlak to tell you if they changed the code of the ascension perk or not)
Darrow O' Lykos 7 feb @ 14:15 
@Wiirlak so your technologies work, that's not the issue. I guess I'm just wondering what they would do if you play without that mod or any other mods that change the starbases.

Assume you play vanilla with this ascension perk and you research them. Your starbases will get the +1 module/building slot. However, when you've maxed out a starbase, will it just have the vanilla max building/module slots or will it be +1/another value?

Basically I'm wondering if it exceeds the natural limit of the highest tier, or if the bonuses are lost when you've upgraded the starbase to the max. And then the technologies basically mean +2 building slots when all your planets are already 12/12 or sth, do you see where I'm going?
This could very well simply be a very basic game mechanic that the extra slots don't get added when you're already at capacity, I'm just wondering.
Wiirlak  [skapare] 7 feb @ 12:05 
@Darrow O' Lykos
I don't use this mod, so I'm not sure, what's the problem ?

The technologies are bonuses to starbases (even outpost tier) as long as the Stellar Bastion tier is considered a Starbase; that should cover it too.
Darrow O' Lykos 7 feb @ 4:42 
I have a question about the Durasteel curtain technologies. I've playing with Starbases expanded, which already adds an extra tier and building/modules slots. The technologies work as long as the starbase isn't maxed tier yet, but as soon as I research the Stellar Bastion, I basically lose out on the + buildling/module slot as it doesn't overwrite the max possible slots, I guess.

How, if even possible, would I be able to make a compatibility between these two?
Wiirlak  [skapare] 6 feb @ 9:34 
@Envy
Let's blame Paradox for having a planet class black hole, and a star class black hole :x

Glad you can enjoy it :)
Envy 6 feb @ 5:48 
You fixed the starless origin amazing and thank you you have no idea how many fun combos I can try now thanks to the capital actually being labelled as a black hole and not just a random star in the galaxy map with a black hole visually there

meaning it is now compatible with other mods like Gigastructures which is great
Wiirlak  [skapare] 3 feb @ 13:59 
+15 Lost Techniques techs, giving more variety.

A shame you can only get a few per run ?
Well, now with some tech you can increase the quantity that you can get !

(Written in the concerned AP tooltip; except for the vanilla Archaeo-Engineers)
Wiirlak  [skapare] 2 feb @ 2:57 
I pushed a patch, it will fix the issue.
Requires a new game for the malus to start through.
ThePionier 1 feb @ 11:41 
@Wirrlak
Then it seems that something has been changed by Paradox, the modifier appears for me and it is also calculated.
Wiirlak  [skapare] 1 feb @ 6:07 
@Thepionier
Unless something has changed from Paradox, this malus is only applied when OVER the cap, so you should have no effect while under it.
ThePionier 1 feb @ 4:40 
Hello @Wirrlak

a question about the Civic: Armada Initiative
The tooltip says:
The Starbase Upkeep modifier ONLY applied when being OVER the Starbase Capacity

Will the modifier still be displayed even if I am not the capacity?

Because I have 1/3 of the Starbases and it is still counted against me.
Darrow O' Lykos 31 jan @ 9:51 
Thank you for your voluntary service o7 !
Wiirlak  [skapare] 31 jan @ 9:04 
3 new AP; and a big QoL update with a lot of modifiers being directly integrated into their AP (instead of being on the global modifiers list)

I also cleaned quite a few AP tooltips, enjoy :)
Wiirlak  [skapare] 28 jan @ 8:49 
I meant my AP. The Decision spawn a Cosmic Storm close to where you used the Decision; but it's a random storm.

You can completely choose which storm to spawn if you use the Spy OP.
Stepover34 28 jan @ 8:09 
if you can't add it to the existing storm summoning ability, what about a megastructure that calls a storm of your choice, also being able to build more than one cosmic anchor would be nice
Stepover34 28 jan @ 2:11 
In base game you cannot create shroud and nexus storms
Stepover34 28 jan @ 2:02 
Do you means base game?
Wiirlak  [skapare] 28 jan @ 1:36 
@Darrow O' Lykos
I don't use Gigastructures; too big/different from vanilla for my taste.

But I can add compatibility.
If you have more _ruined megastructures; maybe permanently_ruined ?

I can also use every habitats/gateways type.


@Stepover34
Isn't there a Decision ?
Darrow O' Lykos 27 jan @ 20:16 
I missed two:
is_megastructure_type = kugelblitz_ruined
is_megastructure_type = stellar_ring_habitat_ruined

Ingame, when checking empire, the AC has no tooltip btw.
Darrow O' Lykos 27 jan @ 19:56 
Hey man. Great fan of your work, been playing with this mod in my list for many a game now.

A suggestion regarding the "No One's Home" AC perk - some Gigastructures compatibility?
I've added these manually, just gone through the Giga's megastructures folder and checked for _ruined bits

Came up with this:

is_megastructure_type = aeternum_planetcraft_ruined
is_megastructure_type = yggdrasil_orchid_ruined
is_megastructure_type = ehof_presphere_ruined
is_megastructure_type = neutronium_gigaforge_ruined
is_megastructure_type = orbital_artificial_eco_ruined
is_megastructure_type = macro_test_site_ruined
is_megastructure_type = atmosphere_shredder_ruined
is_megastructure_type = particle_accelerator_ruined

Not sure if this is enough for it to actually work.
Stepover34 27 jan @ 3:25 
can you create nexus storms inside your own territory with the AP, and not have it randomised?
Wiirlak  [skapare] 27 jan @ 1:00 
The kilostructure will anchor automatically when the storm is in the system.
Stepover34 26 jan @ 16:27 
How do you anchor a cosmic storm, do i have to do something or is it automatic?