Stellaris
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Better Perks
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17 окт. 2024 г. в 7:59
21 авг в 2:17
Обновлений: 35 (просмотреть)

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Better Perks

Описание
This mod aims to buff all of the Perks you would normally never pick and works great with mods that allow for more Perk picks than Vanila. All of the relevant changes should be in the Screenshot above.

If you like the mod, giving it a positive Rating would be great so more people can see it. Mod should be compatible with everything, except a mod that changes the Asencion Perks themselves and is also Save game compatible. Any feedback or suggestions are always welcomed and encouraged!

Better Perks 3.14: https://limewire.com/d/GCNDV#9UNvD3mWQe

My other Mods:
Better Traditions: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3353855875
Better Origins: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3366111136
Популярные обсуждения Просмотреть все (1)
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28 июл в 10:58
Localization Requests
Smiley
Комментариев: 80
Kali 24 окт в 9:43 
Heya, ascension perks all had some attenuation things added on them under modifiers for shroud.
BROSUKESWAGAMURA 11 сен в 10:02 
Woah! Goated Modder + Bulgarian ? Very nice
A-Sartek 30 авг в 5:18 
Psss Smiley, don't forget that AP Mechromancy now adds:
:e33_AP: l_slot_weapon_damage_mult = 0.15
:e33_AP: x_slot_weapon_damage_mult = 0.15
:e33_AP: t_slot_weapon_damage_mult = 0.15
Smiley  [создатель] 27 июл в 8:04 
@Aphyxia I couldn't get it to work properly, so I just changed the way the building works. I think it's much better now anyway.
Aphyxia 27 июл в 5:52 
They are converted if you have the civic, or have any of the following on the planet:
has_building = building_institute
has_building = building_vultaum_reality_computer
has_building = building_fe_lab_1
has_building = building_fe_lab_2

I don't really see myself with a research planet without the institute so not a problem for me but maybe there is indeed a way to make it work without it.
Smiley  [создатель] 27 июл в 5:41 
@Aphyxia I think that will only happen if you have the correct civic, that turns your politicians into Science Directors. Before 4.0 it used to work so that other Civics would also get the bonuses. If i do it the way you suggested i think others Civics will just get politicians. I will figure out how exactly to change it so it makes sense, thanks a lot for the feedback!
Aphyxia 27 июл в 5:34 
The Archaeotech AP building Artifact Restoration Lab provides Science director jobs that produce nothing.
The correct way seems to add politician jobs which turn into science director jobs. Tested this out myself and it fixed the issue:

inline_script = {
script = "jobs/politician_add"
AMOUNT = 300
}

triggered_desc = {
trigger = {
exists = owner
owner = {
is_regular_empire = yes
}
}
text = job_head_researcher_desc
}
scole86 20 июл в 14:04 
Ran a quick test to confirm, it's there like normal now. Thanks for the quick response and fix!
Smiley  [создатель] 20 июл в 13:46 
@scole86 I looked through the files and saw something that might have been causing the issue; it should work perfectly now. Thanks for the feedback! :steamhappy:
scole86 20 июл в 13:14 
Tied to the most recent conversation below about World Shaper, is this mod currently making it so you can't select World Shaper on purpose? I also use Plentiful Traditions, and one of the ascension perks there requires World Shaper, so I had to turn this mod off to select World Shaper, then save and reactivate this mod. That let World Shaper stay and I could select the Plentiful Traditions perk to turn a Barren world into a Gaia world. It's not the biggest thing in the world, since there is a work around, but I thought I should mention it.