Stellaris
Ad Astra Technology Mod
149 comentarii
dog!♡💤 7 iun. la 23:20 
Will you be returning to this mod for 4.0? Loved it for years.
FirePrince 30 aug. 2022 la 15:45 
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 la 15:26 
@FirePrince What do you mean by "knows this mod very good?"
FirePrince 30 aug. 2022 la 14:57 
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 iun. 2022 la 4:14 
Hey there. Could you update this to the latest version? Thank you!
davidb11 11 mai 2022 la 19:37 
This is probably one of my favorite mods. I must get back into Stellaris some day.
w.girl27 11 mai 2022 la 19:32 
YES i missed this mod so much the detailed lore explanations made every game so much more RP heavy.
Wight 4 mai 2022 la 22:41 
You unhid it! Awesome stuff!
Francisco 17 apr. 2021 la 12:47 
Can you update the mod?
Wight 23 ian. 2021 la 16:28 
It works perfectly fine and is still a fantastic mod!
Willem 25 nov. 2020 la 13:26 
Stealth Update, Nice.
Eternum 5 nov. 2020 la 2:28 
update pls
EvilChef 2 nov. 2020 la 8:52 
Does it still work now after 2.8?
Willem 24 aug. 2020 la 3:48 
@[MCF] JR Galura Works perfectly with 2.7.2 for me, so it should be fine.
[MCF] JR Galura 24 aug. 2020 la 1:23 
2.7.2?
Words and Philosophy 17 iul. 2020 la 11:36 
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 iul. 2020 la 18:03 
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 iul. 2020 la 17:55 
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 mai 2020 la 12:19 
Thanks! <3
Phoenix Star  [autor] 18 mai 2020 la 12:09 
Strange. It should have updated. I will look into it.
Livnthedream 17 mai 2020 la 1:32 
You listed your update notes on the 11th, and then didn't actually update the mod.
Phoenix Star  [autor] 14 mai 2020 la 0:38 
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 mai 2020 la 17:22 
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  [autor] 18 apr. 2020 la 8:38 
No changes/additions yet. Just update.
jht_89 16 apr. 2020 la 14:22 
Were any changes/additions made or was this just a change of Stellaris version number?
jht_89 2 apr. 2020 la 15:49 
@Phoenix Star: Thanks for letting me know :)

In the meantime I'll patch my local copy.
Francisco 29 mart. 2020 la 13:21 
Is it updated to 2.6?
Phoenix Star  [autor] 26 mart. 2020 la 7:24 
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 mart. 2020 la 11:29 
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 mart. 2020 la 14:14 
huuraaa:)
Lailah 19 mart. 2020 la 12:55 
Holy crap, this updated? Thanks a lot!
jht_89 19 mart. 2020 la 7:35 
@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 mart. 2020 la 9:58 
CAN U UP DATE
Sceptique 20 dec. 2019 la 16:16 
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 la 21:02 
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 la 13:53 
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 la 12:49 
Alrighty, i'll try it out soon and see if there are any bugs that come to mind.
Phoenix Star  [autor] 9 nov. 2019 la 11:11 
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 la 21:25 
Will this mod be updated?
S3V3R 1 nov. 2019 la 11:03 
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 la 11:04 
super mood
Willem 2 oct. 2019 la 9:36 
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 la 9:10 
Wow, that's awesome ! So much description ! VERY nice work ! Thanks
Phoenix Star  [autor] 24 sept. 2019 la 6:19 
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 sept. 2019 la 11:49 
congrats on the movie deal
Willem 29 aug. 2019 la 8:38 
@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 la 8:25 
@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 la 8:22 
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.