Stellaris

Stellaris

Technological Ascendancy
113 Comments
Figaround 29 Sep, 2024 @ 8:24pm 
Please update. :gregory:
BlackLaser 1 Jun, 2023 @ 2:09pm 
an update would be very nice :)
Figaround 14 Apr, 2023 @ 10:33am 
Here are 3 technologies that I've explored to some extent and now in the Acot and Giga mods, large ships sometimes have health/shield/armor equal to 0. This is a consequence of overflow. I want to disable them:
tech_crys_repeatable_hull_regen
tech_crys_repeatable_armor_regen
tech_crys_repeatable_shield_regen

What happens if I delete the entries for these techs from the mod files, do they disappear; including those already learned and their effect? :gregory:
Figaround 29 Mar, 2023 @ 7:09pm 
Planning to update?
Cryswar  [author] 12 Feb, 2023 @ 9:56pm 
Yes.
Permy134 12 Feb, 2023 @ 7:35pm 
does ai have access to these techs?
nukethecat 6 Feb, 2023 @ 4:57am 
Thanks!! fantastic mod :steamthumbsup:
Cryswar  [author] 23 Jan, 2023 @ 4:59pm 
Based on me playing with it a few days ago, yes. Edict duration/cost reduction are a lot less useful now that most edicts have been moved to upkeep though.
nukethecat 23 Jan, 2023 @ 4:01pm 
Hi just wondering if this mod is still working?
Он Там Путин 27 Jul, 2022 @ 9:13am 
alright, noice! i´ll try my luck then :D
Cryswar  [author] 26 Jul, 2022 @ 11:49pm 
It should work for the last few updates. As a standalone tech mod, there's very little if anything that actually needs updating, I hadn't updated it in a year and it was still working on 3.4.5.
Он Там Путин 26 Jul, 2022 @ 9:55pm 
does this still work for 3.4.4?
Cryswar  [author] 25 Jul, 2022 @ 8:12pm 
No major changes (yet), mostly just updating the number so people know it works and setting some AI weights.

I tried to figure out how to add repeatable weighting customization, but I'm apparently too dumb to figure that out, lol. And the variables modding page on the stellaris wiki is terrible... I feel like there should at least be buttons for 'prioritize explosives' or 'do strike craft stuff' but my scripting skills are nonexistent.

That said, I will finally have a break from work soon, so I'll try to update a bit.
Omega 31 May, 2022 @ 11:49pm 
@Figaround This mod is still fully compatible with 3.4.3. Technology mods such as this rarely need updates.
lyndonguitar 22 May, 2022 @ 11:50pm 
would be cool to have this again in my next playthrough for endgame extension
Figaround 18 May, 2022 @ 11:16am 
Does this mod work with the latest version of the game? If not, are there plans for an update?
Chastity the Celibate 30 Mar, 2022 @ 1:48pm 
This is my mod's for example. Just change the namespace (dfth), id (999) and the name (dfth_global_flag) to whatever you want
event = {
id = dfth.999
hide_window = yes
is_triggered_only = yes

immediate = { set_global_flag = dfth_global_flag }
}

and then in on_actions put something like this

on_game_start = {
events = {
dfth.999 # Mod flag
}
}
Cryswar  [author] 30 Mar, 2022 @ 12:43pm 
I think I know how to do that. I'm not sure exactly when I'll have the time to update this mod, but hopefully in a few days I'll be able to add that.
Chastity the Celibate 30 Mar, 2022 @ 7:12am 
@Cryswar, could you add an event on game start that sets a mod flag for this mod? It would help me add support for this mod in my own mod which limits repeatable levels to 10
Wilmfe23 16 Mar, 2022 @ 11:55am 
@Cryswar
Yeah, it's more something Paradox should do in a 3.4 or something.
Cryswar  [author] 16 Mar, 2022 @ 11:23am 
Hmm. Your idea might be possible, using variables, but that's not something I would want to mess with personally.
Wilmfe23 16 Mar, 2022 @ 6:19am 
I wonder if it's possible to increase technology cost with each tech. Like any tech no matter what increases all others by 1% so when you have 100 techs combined the price of all are doubled.
I think it would be a good thing to add to encourage specialization. Though all the cost will have to be somewhat reblanced with that and that sounds like a real pain.
Wilmfe23 16 Mar, 2022 @ 6:15am 
One new tech maybe is one that decreases lightspeed charge up.
Cryswar  [author] 21 Dec, 2021 @ 7:35pm 
Not 100% sure on Armor/Hull/Shield damage, but I THINK they stack additively onto weapon modifiers. The idea was that you could 'waste' a bunch of repeatables to remove the weaknesses of lasers, or go all-in on hull damage, but I'm not sure if it's actually a very interesting choice.
Cryswar  [author] 21 Dec, 2021 @ 7:34pm 
Unfortunately, replicating Budding would be even more hilariously incompatible since that would require me to overwrite all social strata entirely, instead of just jobs, as well as a game rule. I know this mostly because I did that for another mod for Lithoids lol.

I could somewhat replicate it with job overwrites, but that's not really much better for compatibility and would require me to update the mod every patch instead of being mostly update-agnostic.

I don't want to do one-offs in a repeatables-focused mod, but I can definitely see the appeal of capping some of these. Either for balance purposes or just because after a point there's no meaningful benefit.

I haven't really had much time to game or mod lately so I won't make any promises about immediate changes though.
RedSkyFire 21 Dec, 2021 @ 7:24pm 
Part 2

Maybe Ship Range and Speed should be capped to reduce clutter later on? Systems are only so big that extra range and speed wouldn't make a notable difference.

Whilst I like the idea of the +2% Hull/Armour/Shield Damage techs, they feel redundant. Unless, as I suspect, that they stack onto the weapon's damage buffs/penalties, but this is not clear.

As for the Medical Workers idea, are you able to add organic pop assembly to them? (akin to Budding) The job itself gives a bonus to organic pop assembly, but you can't actually utilise it without going down Evolution Ascension, and I think that's just sad.

That's all I can think of for now.
RedSkyFire 21 Dec, 2021 @ 7:24pm 
Part 1

Hey. So I've been enjoying your mod and I got some suggestions.

I've been running into some... interesting effects with the -100% stuff. Like ships PRODUCING alloys and the upgrade timer not showing because I have more than -100% cost reduction with, say, "Standardized Battleship Patterns".

If you want your mod to be more balanced, I'd recommend reducing Elite Crews and Strike Aces (2%?) and the "regen" 0.5% techs (probably 0.1% with a max of 10%). Also, whilst I like having battleships with 90% evasion, maybe make it into a one-off tech for +10 instead? But if you do keep it, reduce the cap to +90, maybe +80 since Evasion caps at 90%. Similar thoughts with tracking.
Cryswar  [author] 12 Dec, 2021 @ 1:03am 
Unfortunately I can't really edit medical workers pop growth without destroying compatibility with a lot of other mods. I COULD add, say, +1 unity to them, but some aspects of jobs (trade value, amenities, pop growth) are basically impossible to mod in a compatibility-friendly manner.

I do like your idea though, that is a fun idea! I'm always for anything that makes medical workers suck less lmao.
Wilmfe23 12 Dec, 2021 @ 12:30am 
Maybe reduce the pop growth to 1% and have a tech that makes each medical worker add 1% more pop growth. That way they remain increasingly relevant to keep your population growing as the growth curve levels out.
Cryswar  [author] 8 Dec, 2021 @ 9:19pm 
Oh, thanks for dropping by! Glad you've been enjoying it, and thanks for taking the time to leave a comment.
Omega 8 Dec, 2021 @ 4:31pm 
Just wanted to stop by and say thanks again for all of the feedback on my traditions mod. Just realized you also created this mod. I've actually been using your tech mod since you released it. Made a couple of balance tweaks for my playgroup (+200 tracking is scary), but this is great work.
Cryswar  [author] 20 Oct, 2021 @ 11:29pm 
This mod doesn't do anything with any vanilla techs, including Psionics Theory. It only adds new techs.
Ex Ossibus Fumus 20 Oct, 2021 @ 10:36pm 
i've been messing around with it and i got a psionics theory tech listed, but i didn't grab it since SW:FR doesn't have psionics
Cryswar  [author] 19 Oct, 2021 @ 1:52pm 
I've never tried that mod so I have no idea. If it still works using normal stellaris mechanics (pop growth, building times/costs, etc) I imagine it'd work fine for the most part. If the mod removes stuff like psionics or synth ascension, a few of the repeatables might not show up or be useful.

This mod doesn't overwrite anything vanilla so it shouldn't cause crashes, at least.
Ex Ossibus Fumus 19 Oct, 2021 @ 1:51pm 
would this work with Star Wars: Fallen Republic or would it need patching? i'm currently using Guilli's Technologies, but it's getting kinda boring now that i'm not getting cool tech anymore...
Cryswar  [author] 4 Oct, 2021 @ 12:34am 
Might have strike craft and missile speed repeatables sometime in the near future!

Would anyone be interested in some way to enable/disable sets of repeatables? I was thinking of trying to make it possible to stop the mod's strike craft or missile repeatables from showing up (can't do shit about vanilla ones without an overwrite), but idk if it'd be worth the effort.
Cryswar  [author] 23 Sep, 2021 @ 10:17am 
Glad to hear! I don't know WHY Paradox dropped that modifier (and others), but that mod is the only way some of the stuff from this mod works.
darth mysterious 23 Sep, 2021 @ 10:11am 
that fixed it, i forgot to switch that on
Cryswar  [author] 22 Sep, 2021 @ 11:41pm 
Hmm. Are you using the required mod, universal modifier patch?
darth mysterious 22 Sep, 2021 @ 10:07pm 
the repeatable tech macro engineering efficiency, provides no bonuses,

it currently does nothing
Cryswar  [author] 17 Sep, 2021 @ 1:45pm 
As far as I can tell, everything still worked fine in 3.1, but there was a broken localization I forgot to fix a while back and I know people like mods to look updated, so I pushed an update anyways.

Please let me know if there are any issues!
Fatal 4 Sep, 2021 @ 4:52am 
Excellent, thank you. I was getting errors from some mods out of my pack and this was one I was unsure about.
Cryswar  [author] 17 Aug, 2021 @ 1:41am 
The mod works fine in 3.0. I'll probably update eventually just to make the update date look pretty, but you don't need to wait to play with it.
ALearnedHeathen 1 Aug, 2021 @ 7:20am 
By any chance will this be updated to the 3.0 version?
Gae Forggo 7 Jul, 2021 @ 8:01am 
Would it be possible to update this to 3.0?
Fatal 8 May, 2021 @ 12:16pm 
Great mod, I wonder if an update to 3.x is planned?
BlackLaser 7 May, 2021 @ 4:17am 
also suggestion... how about adding something for higher "planet capacity"? maybe 1 or 2 points for each research?
BlackLaser 7 May, 2021 @ 4:13am 
@꧁1.414213562373095꧂ mostly balancing reasons and because there is a vanilla way for auto research now...
1.414213562373095 27 Apr, 2021 @ 12:04pm 
@grendain, I can't see why this wouldn't work for 3.0
Grendain 25 Apr, 2021 @ 5:41am 
Pls Update for 3.0.1