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also disagree on comment below, i think the additional stuff are cool
It's based on the dev diaries and comments at the time that psionics were introduced. They made it clear that hive minds already have a type of psionics from the start of the game (ie. eusocial collectivism), so it doesn't make sense for them to later obtain the individualist-flavoured psionics that are available to non-hive-minds.
(The in-universe explanation was something like hiveminds operating on a completely different psionic frequency, to the point that they are unaware of the other types of psionics. Which doesn't make sense IIRC about the special flavour events when you meet the Prethoryn as a psionic race. But Stellaris has never had particularly robust lore, so I guess it doesn't matter much!)
(I haven't played Stellaris for ages, and I don't have the time to exhaustively test all of my mods every time there's a new patch - especially as they usually work fine. But if someone comes to me with an actual bug report, I'll do what I can.)
Edict methodology:
For each leader you have hired (leaders in the leader pool are excluded because I can't figure out how to access them via script):
- If the leader's species is psionic, add the correct psionic leader trait (depending on leader type)
- If the leader's species is cyborg, add the correct cyborg leader trait
- If the leader's species is erudite, add the correct erudite leader trait
There is no popup or anything - you'll only know it worked because your hired leaders will suddenly gain new traits.
---
I tested it again in 2.2.5 with a new game, and the edict seems to be working as described above. However, I am not able to consistently reproduce the leader species bug, so I can't test that particular aspect. Also, my test is with a new game and console commands - actual gameplay results may vary.
I don't think that new ascension perks would cause any issues. Only the ascension perks listed in the description are altered.
Before you commit a lot of time to a new playthrough, could you send me a save where you've experienced the issue? (Or upload it somewhere and send the link?) I'm happy to unpack it and check the leader species thing.
In case I can't load it due to missing mods, I'll also need your species name and traits, and the names and traits of some of the affected leaders.
To verify this, clear out your leader pool (*) and see if the correct traits are applied to newly-hired leaders. And/or that the edict will fix newly-hired leaders.
If everything works as it should with new leaders then, well, I'm sorry but your old leaders are trapped in the old species and the only way you can fix them (AFAIK) is to edit your save file (**).
(*) I know, I know, the leader pool doesn't actually clear out, but you can take a note of all of the leaders in the pool, then hire them all, then fire them all.
(**)
Save
Unzip
Open "gamestate" in notepad++
Work out which species number is your main race (in the "species={" section)
Search for the name of the leader you want to alter
Change that leader's species number
Repeat for all leaders you care about
Save "gamestate"
Zip [stellaris.paradoxwikis.com]
Have you tried using the edict that fixes leader traits?
Did you re-engineer the species all at once, or piecemeal?
Sometimes, you can re-engineer your whole species and some of your leaders remain part of the old species. This seems to be more likely to happen if the re-engineering is piecemeal (eg. each different habitability preference on its own). You can see this clearly if you change species portrait during the re-engineering. AFAIK, this can only be fixed by save-game editing.
(My pre-2.2 theory for why this happened is: each leader is linked to a specific pop, if that pop gets "lost" somehow (eg. migrates out) then it wouldn't be included in the re-engineering project, so the leader doesn't update. I don't know if this is still plausible post-2.2.)
NOR = {
has_trait = trait_cybernetic
has_trait = trait_psionic
has_trait = trait_latent_psionic
}
This should negate the need for a Decision to assign leaders the correct traits.
If you go cyborg then synth, you want bio to be blocked. Fine, as it stands.
If you go cyborg then bio1 then bio2, you need synth to be blocked. (Otherwise, you can have bio+synth as long as you pick bio before synth, and this is inconsistent with your request.) However, it wouldn't be obvious to the user that cyborg+bio blocks any further synthetic ascension. And you can't deselect ascension perks. I think I'd get a lot of hate mail if I made this change!
(I initially thought of adding a free edict that would add relevant traits to all of your leaders... but that's not a good idea for multi-species empires. And it doesn't address the bug where leaders sometimes don't update to the new species after a genetic engineering special project. Hmm. I'm going to have to think about this.)
Now that I think about it, even tho I have Transcendence not everyone of my leaders becomes a psion. Dunno, is that intended in vanilla?
As the whole point of this mod is to enable psionic cyborgs, I will shortly upload a fix for the psionic/cybernetic species trait issue. Can you be more specific about the erudite/psychic exclusion?