Stellaris

Stellaris

Ad Astra Technology Mod
149 Comments
dog!♡💤 7 Jun @ 11:20pm 
Will you be returning to this mod for 4.0? Loved it for years.
FirePrince 30 Aug, 2022 @ 3:45pm 
I have now examined the mod from the ground up, it is structured quite simply. @Willem: With that in mind, all that remains for this point is that someone can test the mod before the beta.
Willem 30 Aug, 2022 @ 3:26pm 
@FirePrince What do you mean by "knows this mod very good?"
FirePrince 30 Aug, 2022 @ 2:57pm 
Yes, I could do this, but since I already have a lot of mods to maintain, i might need a collaborator or someone which knows this mod very good (and maybe some promotion support).
Francisco 21 Jun, 2022 @ 4:14am 
Hey there. Could you update this to the latest version? Thank you!
davidb11 11 May, 2022 @ 7:37pm 
This is probably one of my favorite mods. I must get back into Stellaris some day.
w.girl27 11 May, 2022 @ 7:32pm 
YES i missed this mod so much the detailed lore explanations made every game so much more RP heavy.
Wight 4 May, 2022 @ 10:41pm 
You unhid it! Awesome stuff!
Francisco 17 Apr, 2021 @ 12:47pm 
Can you update the mod?
Wight 23 Jan, 2021 @ 4:28pm 
It works perfectly fine and is still a fantastic mod!
Willem 25 Nov, 2020 @ 1:26pm 
Stealth Update, Nice.
Eternum 5 Nov, 2020 @ 2:28am 
update pls
EvilChef 2 Nov, 2020 @ 8:52am 
Does it still work now after 2.8?
Willem 24 Aug, 2020 @ 3:48am 
@[MCF] JR Galura Works perfectly with 2.7.2 for me, so it should be fine.
[MCF] JR Galura 24 Aug, 2020 @ 1:23am 
2.7.2?
Words and Philosophy 17 Jul, 2020 @ 11:36am 
The rest of my comment is still valid, then. The bonuses are too varied with no real reason for them, like the orbital damage ones.
davidb11 14 Jul, 2020 @ 6:03pm 
THe bonuses are small because they are supposed to scale up over time, not right away.
Increasing the boosts too much would cause a bit of a snowball effect.
Words and Philosophy 14 Jul, 2020 @ 5:55pm 
A lot of these should have much higher bonuses. For standardized fusion power, for example, a 1% buff seems extremely tiny and insignificant. A far cry from the "vast improvement" stated in the descriptions.
Additionally, the techs seem to vary widely in scope - some techs, like the armor upgrades for shuttles are fine, but handheld disruptor and plasma weapons should give a much greater boost.
Also, too much stuff increases orbital damage for no discernible reason.
I've also noticed that the combat campaign techs seem to be independent of one another, so you can research III before I if you wanted to.
I think you need to think about balancing these techs against the game and what is actually noticeable - a 5% boost to colony development does absolutely nothing for anyone, but a 20% boost would.
The clone commander chains too were... just strange. It felt like you were telling a story through the techs, and I think they too had a bunch of modifers that didn't really make sense.
Livnthedream 18 May, 2020 @ 12:19pm 
Thanks! <3
Phoenix Star  [author] 18 May, 2020 @ 12:09pm 
Strange. It should have updated. I will look into it.
Livnthedream 17 May, 2020 @ 1:32am 
You listed your update notes on the 11th, and then didn't actually update the mod.
Phoenix Star  [author] 14 May, 2020 @ 12:38am 
The repeatable techs are insanely rare once researched (or, at the very least, they should be). Meaning once you've researched them, well ... they're going to be very rare.
The Guy with Lag 13 May, 2020 @ 5:22pm 
Hello i wanna try out this mod but i have a few questions.
some of the repeatable techs you showed, are they infinitely repeatable or repeatable up to a cap like fleet command limit repeeatable tech which is only avaliable 5 times. İf not some of the stats like sub light speed or evasion or weapon damage are outright insane because with late game you can stack 10-50k research as game continues beyond end game meaning i can have sub light speed stacked up so high it is litteral teleportation at this point with 50 repeated techs.

i am generally looking for mods that make late game more entertaining because game gets dull really fast, if you know any other mods please let me know, i checked several other mods like expanded ascencion perks, ultimate technologies, extra ship components,zenith of fallen empire etc. but i ve never so far came across late game mods that arent outright broken like %25 research speed, a single ship with 3 MILLION fleet power etc.
Phoenix Star  [author] 18 Apr, 2020 @ 8:38am 
No changes/additions yet. Just update.
jht_89 16 Apr, 2020 @ 2:22pm 
Were any changes/additions made or was this just a change of Stellaris version number?
jht_89 2 Apr, 2020 @ 3:49pm 
@Phoenix Star: Thanks for letting me know :)

In the meantime I'll patch my local copy.
Francisco 29 Mar, 2020 @ 1:21pm 
Is it updated to 2.6?
Phoenix Star  [author] 26 Mar, 2020 @ 7:24am 
No additions as of yet (things being the way they are), but I might make a small addition or two later on and something for More Arcologies. We'll see how it goes.
Willem 25 Mar, 2020 @ 11:29am 
Does this new update change any techs or add new ones? Or is it just bringing it up to date, either way: Very Glad to see my favourite technology mod coming back.
Don GORDO ZGENTO 19 Mar, 2020 @ 2:14pm 
huuraaa:)
Lailah 19 Mar, 2020 @ 12:55pm 
Holy crap, this updated? Thanks a lot!
jht_89 19 Mar, 2020 @ 7:35am 
@Phoenix Star: would you be willing to make a compatibility patch for Planetary Diversity (specifically the More Arcologies submod) so that the arcology only buildings in this mod (for example the Cynosural Beacon) can be built on the alternate Arcology types that that mods introduces.

Out of interest, what changes were made in the most recent update?
Don GORDO ZGENTO 18 Mar, 2020 @ 9:58am 
CAN U UP DATE
Sceptique 20 Dec, 2019 @ 4:16pm 
This mod is super-awesome-amazing guys :D
No issue with 2.5 btw, just use a good mod manager (paradoxos or someting)
MightyShark 2 Dec, 2019 @ 9:02pm 
Great mod but it seems to have a lot of clashes with Realistic Ship in the Namelists files, like AVI3.txt, AVI4.txt etc. Will that cause any issues do you think ??
DragoonBlade 19 Nov, 2019 @ 1:53pm 
You have to revert the game launcher to 2.3 or lower and then you can update the mod. You just have to make sure that the game is still marked as 2.5.*. The 2.4 on up version of the launcher doesn't upload mods right (Missing ugc_.mod files, .zip files not being in folders, and etc.)
ZacharyBuilder 9 Nov, 2019 @ 12:49pm 
Alrighty, i'll try it out soon and see if there are any bugs that come to mind.
Phoenix Star  [author] 9 Nov, 2019 @ 11:11am 
If the launcher actually worked, I would update it right on the spot. The Mod will work with 2.5, I can say that much - but with the current launcher updating is at best a guessing game.
ZacharyBuilder 8 Nov, 2019 @ 9:25pm 
Will this mod be updated?
S3V3R 1 Nov, 2019 @ 11:03am 
Hey, is there somewhere i can read up on the great cipher tech, what it does and more info in general about it? i really want to know, the curiosity is killing me but this is not my kind of mod because i feel like stellaris has too many technologies already (mostly those "oh you get 10% more minerals for researching this" kind of technologies)
Don GORDO ZGENTO 26 Oct, 2019 @ 11:04am 
super mood
Willem 2 Oct, 2019 @ 9:36am 
I'm very much loving this new update, not only does it add some amazing new descriptions (Seriously: They are worth a read), it also further expands on the already notably large technology variation, AND it solved its one problem with Range Upgrades, eliminating my only gripe with it, all in all: The new Update brought this mod nothing but good things, if you're reading this and you have not subscribed to this mod yet... go do so now, it is Criminally Underrated for the amount of effort that went into it, as well as how much content it has, and another thanks to the dev for the continued support.
Sceptique 2 Oct, 2019 @ 9:10am 
Wow, that's awesome ! So much description ! VERY nice work ! Thanks
Phoenix Star  [author] 24 Sep, 2019 @ 6:19am 
Thankfully, can say that I am innocent of that one. Not so much of any bugs in the update (I know there are likely to be one here or there, so I'll fix them as I find them).
the traveler 18 Sep, 2019 @ 11:49am 
congrats on the movie deal
Willem 29 Aug, 2019 @ 8:38am 
@Phoenix Star I got a request: When you research any of the Ascension repeatables (Shroud Force, Post-Sophont Evolution, etcetera) can you remove the ship weapon range increase effect? Because too many of those techs causes Weapon Range Overflow, thereby making it impossible for my ships to engage enemies because all their ranges are now in the Negatives.

Thanks in advance.
jht_89 12 Aug, 2019 @ 8:25am 
@davidb11: Thanks for letting me know. It's odd than the negative effects appear to be able to display 0.5% effects, but the positive ones can't. Quirks of the game engine I guess :)
davidb11 12 Aug, 2019 @ 8:22am 
It's a display bug. They add 0.5%. But the game doesn't properly display that. Most of the time.
You can see it though if you hover over the display for your defense platforms. It will show the bonus there. I think.