Stellaris

Stellaris

Admiral Level Skills
199 Comments
joshuajrutt 12 Mar @ 1:28am 
Hey Jasonpepes, just wanted to mention that I love this mod and your recent updates to it!
Roland 3 Feb @ 11:38am 
Looks very tasty! Thank you, and good work, More please?
perl 15 Jan @ 11:14pm 
good mod
joshuajrutt 19 Dec, 2024 @ 11:18pm 
Great mods, thank you!

How do they stack? For example,
1) the +10% fire rate from triggerfinger, does it apply to the attached fleet and then when it triggers for all fleets in the system does that count as a different buff that applies to the attached fleet as well, making it +20% for the fleet with the admiral and +10% to everyone else?
2) If I have 2 admirals in a system with triggerfinger, do they stack with each other or overwrite?
3) If they trigger at the beginning of the month but last 90 days, does that mean they get stronger and max after 3 months, or just refresh and overwrite?

Thanks again Jasonpepes!
Tizferatu 13 Nov, 2024 @ 8:21pm 
There's a but in ALS onactions. calling events in on_jump_drive assumes fleet scope, but it's actually ship scope for that on_action.

Not 100%, but I think it can be fixed by wrapping events = in this.fleet {}
WMK1234 21 Sep, 2024 @ 4:57am 
3.13 compatible?
A-Sartek 15 Jun, 2024 @ 7:55pm 
In multiplayer if a fleet lands on a planet (and opens the menu) it disconnects the other players with random_counts that are somewhat constant at least one every in-game month even after resyncing etc. (The error below repeats multiple times, also causing lag).

[22:25:13][containerwindow.h:88]: interface/als_window.gui: Could not find buttonType "tts_button" in window "als_window".
[22:28:16][graphics/pdx_entity.cpp:1218]: cybernetics_01_starbase_starport_entity has no attach point named part4
[22:30:49][trigger.cpp:487]: invalid scope for trigger. got [fleet], expected {country}. file: in scripted trigger check_als_selected_trait_flag at file: common/button_effects/als_button_ui_effects.txt line: 324 line: 1
[22:32:51][event.cpp:849]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.31
Event Scope: fleet
Executing Scope: type=ship
id=2539
opener_id=4294967295
random={ 0 3006579608 }
random_allowed=yes
taloN 1 Dec, 2023 @ 5:32pm 
I'm gonna be honest, I have no idea how this mod works regarding the Strategic and Tactic Selection screen. I've successfully completed 5 battles and it allowed me to level the admiral up but the skills I selected and potentially wasted influence on are just stuck showing "Activating" lol
Hulls 16 Nov, 2023 @ 10:58am 
Love these mods and really appreciate the work you put into them. And i was wondering what your plan is with the 3.10 changes. Are you going to change these mods or just leave them as is for use with previous versions of the game? Mind you i don't know if they work with the leader consolidation or not, i have not tried yet just the single CTD so far to see if the DLC borked Mods i use.
democracy's little pogchamp 15 Jul, 2023 @ 8:58am 
So for anyone curious how this does work with the new leaders, it's almost entirely lateral, as it was before. Its systems still track and apply. Arguably, admirals can be even stronger with stacking modifiers of the same type now, eg stacking focuses with strategies, but other than that there isn't too much direct overlap between 3.8/Paragons vanilla and this system.

At least, this was true at time of writing on 14 July; things may have changed.
Pietrooperv 11 May, 2023 @ 5:27am 
This mod was updated to 3.8, but the description doesn't say how the mod changes with the new changes to leaders.
Fres 10 May, 2023 @ 2:35am 
You bury him early
Dovenius 7 May, 2023 @ 9:25am 
I am here to pay my respects, this was an awesome mod until paradox gets their own

F
jasonpepe  [author] 12 Apr, 2023 @ 11:57pm 
@Gurchi
Via 'Stellaris Modding Den' in Discord.

In a better way, you can upload the translate mod. That way you have full control of it and I can link to yours.
Fres 11 Apr, 2023 @ 4:27pm 
Dear Jasonpepe, is it possible to contact you personally about the Russian localization?
Kamisori 19 Mar, 2023 @ 1:14am 
is this going to be up to date?
Sjru 🐲 12 Mar, 2023 @ 7:12pm 
Got a crash I think related to gen_events.27
the exception seems related to UpdateAurasOnShip (3492b / 885i)
UpdateFleetAura (3609b / 978i)
boost::detail::function::void_function_ref_invoker0<struct_NParallelForImpl::SPdxParallelFor<struct_SAuraUpdater>,void>::invoke
and it was fixed by removing the admiral mod, so something related to the buffs from levels it's causing issues but I can't know what.
jasonpepe  [author] 11 Mar, 2023 @ 2:10am 
@cactuspete13
They have nothing to do with the game crashes.
cactuspete13 9 Mar, 2023 @ 7:40am 
I'm still seeing the 31-66-120 set of errors (234 in less than second, serious, pulled up the error log and the time stamps on the first and the last are the same), but I seem to be getting a crash from a different event, als.84 . In the latest crash, there were 28; the first four happened over a 2 second time frame, the other 24 happened over a 3 second time frame
Musashi 29 Dec, 2022 @ 6:58am 
Using the mertged and getting crash related to Event: als.66
Axtasium 12 Dec, 2022 @ 1:15pm 
I couldn't figure it out so i started a fresh game and it was fine this time... at least so far, not sure what the issue was still
xT0RMENTORx 12 Dec, 2022 @ 1:00pm 
@Axtasium I'm getting the same thing. Crashing on a specific date with errors on events 31, 66 and 120

[15:26:42][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.120
Event Scope: fleet
Executing Scope: type=ship
id=188
random={ 0 1713976272 }
random_allowed=yes

[15:26:42][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.66
Event Scope: fleet
Executing Scope: type=ship
id=188
random={ 0 1713976272 }
random_allowed=yes

[15:26:42][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.31
Event Scope: fleet
Executing Scope: type=ship
id=189
random={ 0 1713976272 }
random_allowed=yes
Axtasium 6 Dec, 2022 @ 3:44pm 
I've been trying to figure out what is crashing my game at a specific date and the last thing I have in my logs are script errors listing events als.31, als.120, and als.66. Not sure if something with another mod being funny or not, but I thought id ask and see if anyone knew what could cause the issue. Also don't know if this would be enough to crash the game or not... I do have another one that could be the culprit but it doesn't point to anything so I thought id check this error first since it is the last thing in my log. It happens 12 times in my log repeating the same 3 ones 4 times.
Here's one of them for reference:

[16:39:41][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.31
Event Scope: fleet
Executing Scope: type=ship
id=50335377
random={ 0 1367578951 }
random_allowed=yes

Sorry to bother you if I'm the one being dumb here d:
不知道取什么名好 5 Dec, 2022 @ 11:53pm 
Could you leave the mod in 3.5.2 edition
Orionox 1 Oct, 2022 @ 6:33am 
"Fulfill the requirement too expertise the trait. Expertise Traits has the increased effects than a regular one." should probably read "Fulfill the requirement too upgrade/improve the trait. Upgraded/Improved traits have increased effects." Also, does meeting the requirements mean you just level up the required stat to whats displayed under the trait?
cofigabo 21 Aug, 2022 @ 6:58am 
As i am using stellaris in French, will the mod will work even if there is no French translation?
Wilmfe23 1 Aug, 2022 @ 6:40am 
I think out of all mods this is one I think should become part of vanilla. Having good leaders working for you should be absolutely critical.
pyatr 18 Jun, 2022 @ 8:18pm 
Does it work for AI too?
jasonpepe  [author] 6 Jun, 2022 @ 10:46pm 
@Sjru 🐲
It's not related. Please report that to Gagastructure author.
Sjru 🐲 5 Jun, 2022 @ 10:18pm 
I notice repeated errors on the log about Asteroid Artillery (from gigastructures) related related to als_fleet_with_leader. It seems that it tries to do something with it? can you check it out?

Script Error: Invalid context switch [planet] from Asteroid Artillery [megastructure], file: events/giga_020_asteroid_artillery.txt line: 784, Scope:
type=megastructure
id=201
random={ 0 615540527 }
random_allowed=yes
root={
type=country
id=2
random={ 0 615540527 }
random_allowed=yes
saved_event_target={
type=fleet
id=2221
name="als_fleet_with_leader"
Bluetail 3 Jun, 2022 @ 4:48pm 
So I'm playing this in a older version on 3.0.4 because of Fallen republic, wanted to go and obtain a tactic from a colony but I cant find the decision to do so?
jasonpepe  [author] 26 May, 2022 @ 1:48am 
@Rio_Mizuhoshi
Thank you! I'll add the translated localisation in the next update.
Rio_Mizuhoshi 25 May, 2022 @ 9:13pm 
日本語化MODを作成しました。良ければご利用ください。

We have created a Japanese version of the mod. If you are in Japan, please use it if you like.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2812779740
olafungabunga 23 Jan, 2022 @ 3:24pm 
I've just had an entire fleet of Systemcrafts (from Giga) insta-deleted by a regular enemy fleet with a self-sacrificing admiral. Is that intended behaviour?
Manko 15 Jan, 2022 @ 12:03pm 
Amazing mod, adds a ton of tactical depth in a way no other mod does. Any chance you'd consider a "lite" version with just the tactical traits? I find the strategic traits redundant to existing ones, and the base-4 are cool but often end up with my admirals vastly overpowering the AI. I've done some stripping them out myself, but probably made a mess of it.

Regardless, thanks for the great mod.
yukikazebr 23 Oct, 2021 @ 11:37pm 
Maybe it's time to double check and update your mod.

There are quite a few Error: "Unknown modifier" errors listed.
cil19800 19 May, 2021 @ 8:44pm 
I am using the merge version and the skill change disable does not seem to be working. I disabled it, but I still get notifications.
OfGreyHairWaifu 29 Apr, 2021 @ 1:26pm 
Some admirals (ones bought from marauders or ones gotten from events) will spawn with no tactic/strategy. I ~fixed it by adding als_trait_tactic_*tactic name* to the admiral, but I'm not sure if "on entering combat" modifiers are working. Is it fixable?
SokushaMT 29 Mar, 2021 @ 9:46pm 
大佬,兼容提升领袖等级上限的mod吗
Gamma Omega 21 Mar, 2021 @ 10:04pm 
I was curious, for the 'Self-Sacrifice' tactic, how much/what % of the hull is used to damage the enemy ships? And does it only hit one, or multiple with it?
hellm100 25 Jan, 2021 @ 2:05am 
Favorite mod, and one of the most essential, thanks! No plans to make compatibility with SW: Fallen Republic mod?
Horror-TV 20 Dec, 2020 @ 9:40pm 
he is stable mod ? i mean, all bot a not have admirals...
kendallmcculty 11 Dec, 2020 @ 5:30pm 
Love having corvette fleets with the sacrifice themselves tactic, backed up by a fleet of battleships with the artillery tactic
kendallmcculty 11 Dec, 2020 @ 3:08pm 
best mod ever, been feeling like stellaris needed a bit more stategy.

Z 4 Dec, 2020 @ 5:05pm 
Anyone know if this mod is compatible with Star Trek New Horizons by any chance?
Numéro 116 23 Jul, 2020 @ 3:07am 
hello i really wanted a mod like this for a long time but now i came up with a ne idea, what if you could make a mod where Fleets gets traditions, the experience in game for admirals is now good with this mod but ships just have no intrest in experience, what i suggest is traditions, selectable trait for the fleets to upgrade some key features; exemple: ironclad give 10% more armor to all ship, etc... since you have done wonders in putting admiral to the right place in the game i thought i would tell you this little suggestion
Liseq 23 Jun, 2020 @ 5:15am 
First Strike needs to be increased to 60 days. 30 days many times is not enough to make a first contact
DuDaubeny 12 Jun, 2020 @ 1:15pm 
You are awesome man for making als_l_russian and others files)
Pillowesque 10 Jun, 2020 @ 5:27pm 
Hey I love all of your mods and I was wondering if you had a notepad or something or some documentation for all of the text? I'm a native english speaker who would *LOVE* to just comb over and fix some of the more jarring speech included. Absolutely no offense intended I can totally understand the text but for example the flexibility skill for admirals: "Flexibility can level up with the fleet goes to FTL" --> "When the fleet uses FTL, there is a chance for Flexibility to level up" might sound better =]
Red Moff 3 Jun, 2020 @ 5:57am 
As always a fantastic mod!