Stellaris
Ancient Cache of Technologies: Extra Defines and Changes
246 comentarii
HalO 18 sept. la 11:03 
I love that the research pact increases the boost to 100% but I remember back in the day if you had a research federation it'd go back down to the slightly improved pact you had from the federation and just make it worse.

Does the federation pact still overwrite the base 100%?
Walayimuna 10 sept. la 10:26 
Trying to figure out why it's happening, I already checked species rights, robots don't have population or migration controls, policies say robots are not outlawed, I tried to change them to have citizen rights, didn't work, tried demolishing all my robot factories, waiting a couple months and building them again, also didn't work.

No idea what to do, will start a new game, FML
H11DN-D4NG3R  [autor] 10 sept. la 3:24 
@Walay Shouldnt be caused by acot.
Walayimuna 9 sept. la 22:48 
Anyone having issue with not being able to build robots as a biological species after installing this plugin for ACOT?

I checked the policies and I have robot workers allowed, previous game before I used this it worked fine, after adding this mod no robot is built anywhere on empire
H11DN-D4NG3R  [autor] 8 sept. la 16:21 
@Astral Acot defines does not affect the Energy/Food/minerals repeatables
AstraAegis 8 sept. la 16:09 
Could potentially be another issue but likely this mod from what I read of my crash report, when running out of techs to research due to researching everything + all applicable repeatables since they are capped now, the game will consistently crash when there are no new techs in a category to research.
Ced 18 iul. la 23:25 
If you have the time, could you add a thing for diplomatic weight like the one for fleet power? Once I refit so much as a single fleet to Stellarite my diplomatic weight zeros because the fleet input overflows.
H11DN-D4NG3R  [autor] 15 iul. la 6:00 
Acot and its submods do not have a Legacy version.
星海逐光 15 iul. la 5:02 
Thanks for nice mod.But where can i get the Legacy verson for 3.14?
Ced 9 iul. la 20:29 
I don't know, maybe check the update log?
Plusthreemood 9 iul. la 18:44 
Is this updated for 4.0?
Aphyxia 4 iul. la 6:59 
Can you also reduce the diplo weight gotten from fleets? Hitting 0 diplo weight because of it on upper Phi tier already.
Oxy 2 iun. la 8:52 
@H11DN-D4NG3R - Much appreciated, I'll try and see how it behaves.
H11DN-D4NG3R  [autor] 2 iun. la 8:47 
@Oxy i think it's a ''shouldnt'' matter one
Oxy 2 iun. la 8:42 
@B flat - thanks! I will try that out with the newly updated ACOT :)

Does anyone know if I should put it above or below ACOT mods?
B flat 2 iun. la 5:34 
@Oxy vanilla does support level cap, as there are mods that increase it like https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1320158755&searchtext=level
(which work just fine)
you can even do it yourself easily with a small change in defines, but you'll lack icons for levels above 10
so does this mod up the level or not?
Exaccelerator_07 27 apr. la 19:14 
Thanks for quick response btw. And yes I am sure that all of my mods are still active. Good to know that everything other than level cap are still working. Maybe try experimenting with my mod load order to avoid other issues
H11DN-D4NG3R  [autor] 27 apr. la 9:04 
Right i just missread it.... But yes. the Define still works correctly. Just Nearly Nothing provides the relevant Buffs to increase the cap (even then. there's no icon for levels higher then 10)
Oxy 27 apr. la 9:00 
@Exaccelerator - I think the lvl 20 leader cap does not work and never has. I asked last year and got the answer below. My understanding from that is that ACOT supports it but the base game doesn't, i.e it does not work until either the Devs or Another mod manages to increase it. Everything else works perfectly and I never play withot it.

H11DN-D4NG3R 22 Jun, 2024 @ 3:08pm
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
H11DN-D4NG3R  [autor] 27 apr. la 6:02 
@Exaccelerator Is your modlist in the correct order?. (and you sure this mod is actually active?) having specific dlcs shouldnt cause issues.
Exaccelerator_07 27 apr. la 5:53 
Is this mod still working? I was playing subscription pass with all the DLC, with other mods along with the original ACOT, ACOT Override and this mod, which I found the max level 20 isn't working. At first, I try just using ACOT, ACOT Override and this mod to isolate any other compatibility issues with other mods, it is not working.
Paragot 28 ian. la 18:16 
Fleet power seems to be not working for me. It was working in a mod set, then I changed some things, and then it stopped working. Fleet power was at vanilla values at game start. So, I did some testing. I only loaded ACOT (with Overrides), AOT, and this mod, and fleet power was still at the vanilla values. Then I just loaded this mod only by itself in a mod set, and the fleet power was still at vanilla values.

Nothing has really changed from the first mod set until now where it was working. I reinstalled the game a few times, verified files. Rearranged a few mods, but still none of that should matter if I tested this mod by itself and the vanilla values were present.

For reference: vanilla values being shown with this mod and without this mod (at game start with the same empire both times, United Nations of Man):

First fleet: 161 power (vanilla will sometimes show 159 or 164)
First station: 663 power
Doviena 27 ian. la 20:39 
I like the repeatable cap, keeps things not only competitive to an extent, but helps with bloat
Varlun 27 ian. la 11:17 
I was having a look through the file and noticed you disabled the DEAD_SHIP_DRAG change. It sounds interesting to me, why is it disabled?
Varlun 19 ian. la 6:50 
I actually love 90% of these changes. What I mainly don't like is the people in the comments saying they're having issues with it. Maybe the repeatable cap changes are a bit eh. The graphical changes, while nice, are reeeeeally random and have no business being in this mod.
H11DN-D4NG3R  [autor] 19 ian. la 6:02 
@Varlum The ''Only'' Chance i see that could probly get changed is the 20 Repeatable Cap.

But nothing else seems to be wrong

Care to explain what you dont like being in this.
Varlun 19 ian. la 1:46 
It really is bad practice to put so many changes into one mod. The best thing would be to have a separate mod for every single change, or use a mod menu to allow toggling every change.
bryan3313s 31 dec. 2024 la 12:43 
I used the gigastructural engineering module and built a solarsystem battleship, but the armor value still overflowed,do I need to start a new game for this mod?
Realhollow 2 dec. 2024 la 9:17 
Hi is there any chance you could add a diplo overflow to this as the Phanon ships you can get make it so your diplomatic power goes to 0 also the Star Annihilator still goes to 1 fp
LegendKillerZz1 30 iul. 2024 la 1:57 
A band-aid fix for this for now while the devs are workinf on this, change shipclass_military_hull_mult and remove shipclass_military_special_hull_mult to ship_hull_mult at the file location of "[Storage Drive that contains your steam files]\Steam\steamapps\workshop\content\281990\2288335512\common\technology\00_eng_tech_repeatable.txt"

I did try to do a little digging within the tech research files and localisation files for the new shipclass_military_hull_mult equivalent, but i couldn't find it, either because im looking in the wrong place or they simply faded it out all together
兽王的克星 12 iul. 2024 la 12:10 
I'm sorry to report that there's a small bug in acot_scripted_triggers_buildings,for the categories for upgraded capitals lacks the hab_system_capital. In this file the major upgraded capital for habitats are "hab_major_capital" but in the vanilla files it is "hab_system_capital".
Szara 1 iul. 2024 la 14:41 
It looks like the shipclass_military_hull_mult and shipclass_military_special_hull_mult were changed in vanilla, so the localisation for tech_repeatable_improved_ship_health (Hull Integrity), which is re-enabled by this mod, is now broken. However the effect still seems to work (at least it did increase the hp of the one cruiser I looked at).
Sazapahiel 23 iun. 2024 la 15:07 
Would be great of the repeatable cap had a toggle or something.
Oxy 22 iun. 2024 la 8:25 
Ok, so I shouldn´t worry about it and just enjoy the game :steamhappy:.

Thanks for the quick reply!
H11DN-D4NG3R  [autor] 22 iun. 2024 la 6:08 
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
Oxy 22 iun. 2024 la 6:03 
I should mention that acot reports all 3 submods as active and I see some other signs that extra defines is active such as increased naval cap at start. Its the same irregardless if I play gestalt or normal - not sure that would make a difference but i figured Id mention it.
Oxy 22 iun. 2024 la 6:00 
Love the collection of mods and i use acot, override, secrets beyond the gates and extra defines. It says in the description that leader cap is set to 20 but I have never seen that. Is that something that should be visible because my leaders are all X out of 10 as normal.

Thanks again for a superb collection - I never play without acot these days :)
H11DN-D4NG3R  [autor] 17 iun. 2024 la 23:58 
Well acot just updated
Grzesio 17 iun. 2024 la 11:39 
no fwkin way an update meaning acot is close.
H11DN-D4NG3R  [autor] 5 iun. 2024 la 15:33 
@Paradrake, Specify
No mod can actually "fix" the overflows, only slow it down, i dont think acot defines adds That much of changes(other then helpful ones)
Paradrake uwu 5 iun. 2024 la 13:21 
is there a version that just fixes the overflow without all the other changes
H11DN-D4NG3R  [autor] 27 mai 2024 la 1:12 
@Water2Lava, acot defines set the "Max leader Level cap" to 20
but did not add any tech/effects to increase the Leader cap from its default amount
water2lava 26 mai 2024 la 17:46 
does this still increase leader level cap because it doesn't appear to for me.
H11DN-D4NG3R  [autor] 8 mai 2024 la 2:24 
@Nick according to Chiru. its because of the Overwrite mod. so you have to disable that untill acot is updated
nickbouyounes 7 mai 2024 la 17:27 
Ships aren't doing any damage in 3.12 update. Any help would be greatly appreciated
samsockeater 12 mart. 2024 la 14:09 
right, cheers
H11DN-D4NG3R  [autor] 12 mart. 2024 la 11:45 
It should work as intended.
samsockeater 12 mart. 2024 la 10:05 
does this still work for keeping the numbers from breaking?
H11DN-D4NG3R  [autor] 6 mart. 2024 la 23:47 
Do you have edicts active, i know some give hull regen and stuff
CushionSpud 6 mart. 2024 la 23:10 
Ok i just rechecked and i only have the tier about alpha (the p-word one) shields and armor on it with some armor that buff evasion by 5. Non by percentage based. All of the A slots are hardening, speed, and weapon buffs. The armor and shields are there but still no hull points. Is there a certain value that shouldn't be crossed?