Stellaris
Diplomatic Ventures
96 comentarii
hello_moto2901 12 mart. la 18:57 
still working on it?
Beast-Storm 26 iul. 2023 la 17:16 
If possible can you make a 3.6.1 Legacy version???
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 1 mai 2023 la 8:57 
wait till the njext dlc is out it will change lots again
Terak_Lapis  [autor] 1 mai 2023 la 8:37 
@thecrazy13 I have resumed work on updating it but since so much of the game has been changed I need to rewrite huge parts and verify a lot more in addition
thecrazy13 30 apr. 2023 la 23:38 
Several patches in with no update, has anybody made an alternative, is this just a dead mod concept?
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 17 nov. 2021 la 16:30 
Is the mod still beeing worked on?
Noone 7 aug. 2021 la 5:23 
Will be updated before Lem??
Joe C 13 mai 2021 la 8:33 
Thanks for coming back so quickly. the buildings are called 'allow,' 'prerequisits,'planet_modifier' and 'resources.' the image looks like some sort of altar with a block above it and an 8 pointed sun in the middle of the block. none of the buildings seem to have any effect once built.
Terak_Lapis  [autor] 13 mai 2021 la 8:13 
@Joe C could you give me some more Info: How are these buildings called?, are you using any other Mods besides this one?, what effects do these buildings have?, which picture are they using?
Terak_Lapis  [autor] 13 mai 2021 la 8:10 
@Beast-Storm I am currently working on the Update but can´t predict yet when it will roll out
Joe C 13 mai 2021 la 6:46 
Loving the mod so far, but a quick question. I have 4 building options, all with the same image but no clear name. They all take no building time so instantly appear but don't seem to do anything once built. Do you happen to know what this could be?
Beast-Storm 9 mai 2021 la 15:35 
When can we expect an update?
Terak_Lapis  [autor] 5 apr. 2021 la 14:29 
@jojobe it runs without the universal resource patch but you can´t see how much of the special resources you have. There are no plans to create a buildings standalone mod
jojobe 5 apr. 2021 la 5:12 
can this mod be used without the dependency. or a mod with just the buildings
Whytee 7 mart. 2021 la 8:25 
Seems like I am only able to build 3 plasma factories in my empire. Is this intentional? Or is there a way to remove the limit? Thanks
maxidaxy 3 mart. 2021 la 11:57 
I don´t know if this is a bug or not but when choose the Origin "Cooperative Heritage" my agriculture and mineral districts disappear after one month of ingame time and my stability goes down to 48%, due to half of my population now being unemployed and the missing housing, setting my empire into a crisis directly after the start, making it unplayable. I tested out the other origins, these work just fine, I also changed civics and ethics but the error still occurs. Maybe this has something to do with the relic world?
jojobe 16 ian. 2021 la 1:17 
MOGOL- It suppose to take twice as long to make star base (90% base speed debuff) in game play its like 200%+ the numbers are off. I was at 85% completion and another species came in and took the the zone.
greensniperhat 29 dec. 2020 la 21:07 
does anyone else find that the strange plasma exploitation tech not showing up in their research alternatives? I've got a lot of them untapped and within my borders in my current playthrough, but the tech is still missing. I've even got the palace research already.
JHF 29 dec. 2020 la 1:15 
Can confirm Aegir's report - had the same thing happen to my game. I run a lot of mods, and I am recently getting back into the game. When I first booted up a new save, the daily tick was atrocious. A physical frame _stop_ every time a new day passed (not just the standard tick stutter that people are mostly used to). After going through all my mods the hard way (disabling them all and re-enabling them one by one and testing performance), I discovered that this was the source, though I have absolutely no idea why. I quite enjoy your mod, so a fix would be much appreciated! Thank you.
Arsenic 23 dec. 2020 la 16:46 
bruh idk what it is, but your mod, lags my game to oblivion. I can legit run giga-structures and full conversion mods, but if I load your 3mb mod it makes my game stutter every time a day ticks. I have your full mod collection and have used it for some time because I feel that the senate and shit wasn't interesting enough and your mods brought some spice to it. I have tested it by only loading this mod on and it still does it.
Beast-Storm 19 dec. 2020 la 17:21 
Alright... so I have to do more research to get the ship components...... it makes sense since they are more powerful then their contemporaries/normal weapons and shields tech I usually use

Thanks for clarifying @Terak_Lapis
Terak_Lapis  [autor] 19 dec. 2020 la 11:12 
@Beast-Storm yes they all depend on their lower tier versions(including the vanilla tech)( if their are any) aswell as some Gateway-techs.
All new Ship-Components except the Plasma Core depend on the Guardian Technology that you can only aquire through an Ascension Perk.
Tier 1 Guardian Tech requires the corresponding T5-Vanilla-Tech the Guardian Tech, Tech required to build Plasma Plants and the Plasma Core. Coaxial Lasers and Mass Canons additionally require you to research Battleships first.
The Advanced Guardian Tech is a Gateway for Tier 2 Guardian Tech and requires the Tier 1 Techs aswell as Mega Engineering and Battleships and the "Vatican-Protcol"-Tech.
Tier-2 Guardian Tech generally only require their Tier 1 Version aswell as the Advanced Guardian Tech. Sometimes they might require the "Precious Gifts"-Tech or "Plasma Outlet"- Tech.

TLDR: Yes except the Plasma Core
Beast-Storm 19 dec. 2020 la 3:29 
Do the new ship components need more then one tech to actually get it?
thecrazy13 27 nov. 2020 la 10:15 
is there a version of this with JUST the buildings?
telstar 9 nov. 2020 la 10:31 
does it work with 2.8?
Th3Espr3ss0 7 sept. 2020 la 21:22 
*plasma plants lol
Th3Espr3ss0 7 sept. 2020 la 21:21 
I can't get the upgrades to the chemical plant to show, in fact once i have a built chemical plant on a planet i can't build one on any other planet. That intended?
MightyShark 23 aug. 2020 la 6:09 
FYI- You have the force_pop Edict twice in your common\edicts file. Is that a typo ?
Gbrille 7 iul. 2020 la 16:22 
Side note: In the pics i sent they do not seem to be in the order of my launcher as for my launcher i moved things more carefully and apropriatly to make everything work.
Gbrille 7 iul. 2020 la 16:19 
@terak_Lapis What start the lag is hard to tell, generally my game due to the ammount of mods always play with some minimal lag even after everything was gen by a month in game. But never he lag was as bad as making the camera jump around some badly and skip.

About changing the galactic community the only mod i use it actually yours and it is very essential and neat and working great. :)

I use no AI mod really but i do use mods that add custom content the AI can use and some fixes like for terraforming, fortress... but nothing like a glavius AI or something like that its pretty vanilla.

During my testings the game was still fresh so no debris found events happened but i plan on playing a big game again starting today so i might be able to see. Doing survey and observe did not seem to impact the game around 2200 month 1 and 2 but take that with uncertainty.
Gbrille 7 iul. 2020 la 16:19 
I did not use one of your neat origins as i prefer to use another mod origin that start with colonised moon and mars

As for ressources gen yes i have alpha mod enabled, Guilli's planet modifier & tech, Legendary Worlds 2.3, universal ressource patch 2.4+ put on the bottom to load with the last other patchs and i cant really think of anything else. I will send you a list of my mods.

https://i.postimg.cc/0ymRbqPN/mod-list-1.png
https://i.postimg.cc/FKmqzdTP/mod-list-2.png
https://i.postimg.cc/9fpk7mSc/mod-list-3.png

I am sub to the comments so i will see whenever you post back later. Glad to help. :)
Terak_Lapis  [autor] 7 iul. 2020 la 6:14 
@Gbrille, would you mind giving me some more information so I can fix it? Was it any perticular feature that started the lag, when in the Game the lag occured/started, do you used any other Mods that changed the galactic Community or that changed the AI´s behavior? Do you triggered all 7 "Debris found" Events? Do you used one of my new Origins? Did any other Mod changed ressource deposit generation or the galaxy setup?
Thanks in advanced I would love to fix the lag
Gbrille 7 iul. 2020 la 2:18 
It took me a night to test every 146 mods i have but at last i found that the only one lagging my game bad to unpayable level was this one. Not a bad mod but this is a word of warning for other users.
joakim.westergaard 21 iun. 2020 la 5:14 
Noticed a couple of missing localisation keys so far:
mod_job_envoy_student_add
mod_country_base_diplodrugs_produces_add
Terak_Lapis  [autor] 20 iun. 2020 la 8:37 
@joakim.westergaard happy you like it - updating midgame should be fine, the special systems will not spawn but all other components and mechanics should be fine, if you want you could run "event dpboo.399" it should spawn at least one of the systems, the important Gateway Techs are reachable without it though, most of the new components are perfect for mid-endgame usage so I´m sure they might be helpful. If you were to give me some feedback how you like the new stuff after testing it I would be very thankful since this is by far be largest update I ever did and the longest time I ever spend on a Mod so I still want to improve it as far as possible
joakim.westergaard 20 iun. 2020 la 5:44 
New update - great! Would you advise against updating mid-game?
Terak_Lapis  [autor] 12 iun. 2020 la 9:46 
@joakim.westergaard, nope it´s alive. working at the next update and upgrade to 2.7.* atm. I plan to do some nice new stuff and some story oriented components, sadly my workspeed is still slowed down. But I hope to get the 0.9 Version out very soon.
The 0.8 should run in 2.7 without any problems as far as I know
joakim.westergaard 10 iun. 2020 la 23:37 
Sorry for asking, but did this mod die?
joakim.westergaard 13 mai 2020 la 4:29 
Is this ok with 2.7.1?
Terak_Lapis  [autor] 2 mai 2020 la 10:07 
@joakim.westergaard thx for bringing the missing localisations to my attention, will fix them in the next Patch. Unfortunaly I have some computer problem atm so it might take some more days to roll out, will do my best though:)
Terak_Lapis  [autor] 2 mai 2020 la 10:00 
@Xplayer yes this Mod can be used without the DLC
Xplayer 1 mai 2020 la 15:30 
Sorry asking also if this can be used without dlc as well?
joakim.westergaard 26 apr. 2020 la 5:26 
Ok solved the missing resource icons - you actually write that in the last line just above the comment field. My bad - sorry again :-) (but the comments about three missing text strings remain...)
joakim.westergaard 26 apr. 2020 la 2:18 
Found Two more missing text strings:

Under the "Train Our Envoys" tech: mod_job_envoystudent_add

Uder the "Plasma Plant" tech: mod_job_diplodrugger_add
joakim.westergaard 25 apr. 2020 la 21:25 
@Tekak_Lapis, thx for the answers!

Sorry, must have been blind cause I do see the policy which proved food. However it shows up with something like "mod_country_base_diplodrugs_pruduces_add". Haven't tried without other mods.

Furthermore, I don't see how many diplodrugs I have in the top bar. I use UI Overhaul Dynamic, so maybe that's why? Or is it intended?
Terak_Lapis  [autor] 25 apr. 2020 la 15:34 
There should be three Policies added by this Mod. One is a new Diplo. Stance for the Churl(this is the only one that overwrites a vanilla one so if any other Mod messes with this one aswell it might hinder it from showing up. It should only be available to you if you have the Churl Origin), one is your Standart of Diplomacy and should be set to neutral be default and only gets to matter once the gal. Community got founded. The last one is the "Delivery of Color to the Space" to boost your Pop Growth Speed. It will cost some resources but should always be available.
If you can´t see any of them maybe try pulling the Mod to the very Bottom of your Mod Load Order that might just fix it. Hope
Terak_Lapis  [autor] 25 apr. 2020 la 15:34 
@joakim.westergaard thx for bringing this to my attention. Messed up while uploading the last bugfix :)
Yes the "Diplodrugs" are added by this Mod. They find their primary Usage in some quite useful Edicts and in the production of "Diploforce" But I have some more nice features planned to use them in.
joakim.westergaard 25 apr. 2020 la 11:42 
Just noticed you have everything double in the description above :-)

I was looking for a description of diplodrugs resource which I believe this mod adds (?). What does it do/is it used for?

Also I think I need to have a look at my mods as I don't see any policies from this mod. Think I have a conflict :-(

\Skodkim
Terak_Lapis  [autor] 24 apr. 2020 la 0:55 
@joakim.westergaard from my Experience Stellaris Code is very forgiving this this sort of stuff. If something inside a bracket is false it will just jump over that. On the over Hand if the bracket itselfs (e.g. if you would have spelled it

moddifiers = { ... }

it has a hard time understanding what the inside Stuff is meant to do and will jump over the whole section. In your example if think it would have just jumped over the "ABSOLUTELY_CRAPPY_CODE" part.
I sometimes have a hard time finding all my Mods errors in the log since the game outputs all errors it encounters. Since I like to play with many mods myself and have many old saves with a whole bunch of different mods but cant have all of them active on the same time (due to updates etc.) the game outputs me all errors in these saved Empires aswell. You can probaly imagine how crowded my log get from time to time.
PS: will look out for these misspeling when I add them back in. Thank you very much :)
joakim.westergaard 23 apr. 2020 la 23:17 
PS: If you do add the things back to 46_resolutions_diploboost.txt, rember that:

"fail_effect" should be "fail_effects" in line 48
"is_country_type =" should be "country_event =" in lines 358-360