Stellaris

Stellaris

Ascension Perks Broadened 4.0
245 Comments
Lucasif  [author] 7 hours ago 
Should still be compatible.
Demognomicon 7 hours ago 
Any news on an update for 4.1.3?
Dog 27 Sep @ 4:37am 
If your gonna fix things anyway might i suggest you make the Trait point Perk also usable for Machine empires, it obviously wont be as strong since there are fewer perks but it would be cool flavor
Lucasif  [author] 24 Sep @ 12:50pm 
It used to, but they probably changed the Defs. When I update it to 4.1 I'll take a look at that plus the other perks 4.0 broke. I'm *still* waiting on the game being stable but it looks like it might never happen so I'm thinking about hunkering down and just updating it all.
Dog 24 Sep @ 11:42am 
This works but district build speeds seems no longer effected by the Planet infrastructure Ascencion perk is this intended I remember this used to be affected
Lucasif  [author] 23 Sep @ 10:04pm 
I can't see any reason why it wouldn't be working in 4.1.
Jacobmac20 23 Sep @ 7:57pm 
does anyone know if this is working in 4.1?
Speedyquader 21 Sep @ 9:42pm 
I think it might make sense for there to be an AP(maybe Planetary Development?) that adds a bonus to the planetary build queue capacity?
Lucasif  [author] 10 Sep @ 12:33pm 
Well I'm sorry to hear it's happening; I know what it's like to have that happen when you're deep into a game. If you or anyone else thinks they figure out what the issue is and it's something to do with my mod that I can fix please let me know and I'll prioritise fixing it.
Lava 10 Sep @ 4:46am 
Fair enough, I mean like maybe it's an incompatibility with other mods I use I truly dont know. I just feel like no matter what mods I use with this my game starts crashing around the same time frame. (Then again though I do use this one extra ascension slot mod consistently so could be smth with that?) I've played maybe 4 games with this mod and 3 have began crashing around the same timeframe.
I mean who knows 4.0 was quite a bit of a messy update could be smth from 4.0. If it helps, I've noticed the game starts slowing down hugely about a month or two before the crash and then it will happen consistently once it progresses to the next month

Either way, your mod is great and it really adds to the game. I'll maybe fiddle around more on my side in case it is something I'm doing wrong
Lucasif  [author] 9 Sep @ 6:49pm 
The mod doesn't really have anything that *can* be optimised iirc. I still haven't dug into 4.0 yet as I'm waiting for them to iron it out a bit more, but I'm not sure *how* this mod could cause crashing.
Lava 9 Sep @ 5:41pm 
The mod is great but I find myself removing it mid campaign often due to the constant crashes it causes.
Perhaps it's incompatibility with gigastructures but there's been times when I've done play-throughs with this mod with little to effectively no other mods and crashes have started around the 2350 mark. Removing this mod instantly fixes it and speeds up the game so maybe just not optimised well for the newer updates, strange I remember it working decently before 4.0
Lucasif  [author] 21 Aug @ 12:38pm 
Nope
Lava 21 Aug @ 10:43am 
Did you remove Our True Vision AP?
just a person ? 17 Aug @ 8:55pm 
Hi @Lucasif, what do u think about add reduce empire size in Imperial Basis AP. Also add reduce starbase module and building build time into Fortify Our Grasp AP. Or maybe add reduce defences platform build cost in Enhanced Defences AP ?? What do you think?
Stern 9 Aug @ 1:05pm 
Hello, thank you for the mod.
French translation is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3545628716
Mael 6 Aug @ 8:19am 
yep, I have
Fenrisúlfr 6 Aug @ 8:00am 
have you taken the One Vision AP?
Mael 6 Aug @ 7:48am 
Did you remove Our True Vision (the unity AP)? I can't find it on my list, available to get or not. Every other AP from this mod seems to be present.
Rahl81 27 Jul @ 3:42am 
Hi, my personal translation into Italian:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3049042889
Thansk
Fenrisúlfr 26 Jul @ 2:30pm 
the only potential issue is cybernetic ascension tbh (they get both machine and biological trait points)
xkuripuri 26 Jul @ 2:10pm 
I don't think machine/synthetic points differ mechanically, beyond they pull from different pools? They work like organic ones, just they only work on pops that have the inbuilt/unremovable robot/droid/synthetic trait as well.
Fenrisúlfr 26 Jul @ 1:05pm 
i think just add robot trait picks to a perk
Lucasif  [author] 26 Jul @ 1:01pm 
I'm not really familiar with machine modding at all. I'm happy to facilitate anyone who wants to do it by adding it into my mod, but as it stands I still don't really understand how machine vs synthetic points differ lol.
G4R5vb5r3H 26 Jul @ 5:40am 
Would it be possible to add a Machine/Synthetic version of Engineered Excellency? E.g. more Machine trait points and picks.
Lucasif  [author] 14 Jul @ 11:26pm 
Oh I just haven't gotten around to updating the content to fit 4.0 yet. I'll change that eventually.
xkuripuri 14 Jul @ 10:59pm 
While not a game-breaking thing, the Planetary Development tiers still list about getting +building slots, even though that's not possible in 4.0
I imagine this is likely kept in for backwards compatibility though. Not sure if there's a way to disable it 4.0, or if you'd be forced to maintain 2 versions.

It's just a nitpick. Regardless, I do enjoy this mod a lot still!
eqN 7 Jul @ 1:53pm 
Great to hear. It works like a dream already with a lot of other AP mods thanks to Sartek's compatibility mod afaik.
Lucasif  [author] 7 Jul @ 1:47pm 
As of now just adding stuff for modders to make it more compatible. Will be pushing another update soon for even more compatibility. No content updates as of right now.
eqN 7 Jul @ 1:45pm 
Any patch notes? :x
Everbane 3 Jul @ 10:16am 
@Lucasif noticed that the tiered perk which makes ships cheaper to build does not work with bio-ships. the tooltip still says corvette, destroyer, etc insead of mauler, weaver, etc. didn't know if this was on your to-do list or not.

TY for your work on this mod!
Lucasif  [author] 2 Jul @ 10:26pm 
Sure thing, I'll try to get on that soon, but I *might* forget. If I haven't by Monday feel free to add me and spam me a bunch until I have added it lol
A-Sartek 2 Jul @ 3:43pm 
Hello @Lucasif! I'm the author of this mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2821711162

I just have a small request for compatibility purposes, could you please add a scripted variable for your mod? Something like "@is_ap_broadened_active = 1" should be sufficient.
Fenrisúlfr 1 Jul @ 3:14pm 
Could we have a tiered perk for "Lord of War" so we can have a bunch of mercenaries at our command?
JustAQuarterOfJesus 4 Jun @ 1:54pm 
As if it is for me, perks that add big persentage reduction to projects like engeneering exellency tier x for biological modification project. Project will have a negative value (if reduction is more then a 100%) and cannot be completed. But i also have a bunch of other mods so if works for you it is probably a competability issue. Thanks for mod.
shadowtheimpure 4 Jun @ 3:09am 
Thank you kindly for the 4.0 update. This is one of my favorite ascension perk mods.
Fenrisúlfr 1 Jun @ 5:44am 
that would be nice, as evolutionary predators cannot be genetically modified, but they can endlessly evolve through their situation, so increasing the speed by like 10% per perk would help them catch up
Lucasif  [author] 31 May @ 8:24pm 
Not that I know of, but I will probably add that when I get around to updating the mod.
Fenrisúlfr 31 May @ 8:10am 
does the engineered excellency perks increase the progress for evolutionary predators?
Lucasif  [author] 29 May @ 11:49am 
It's a bit of a pain to mod in other mod stuff. You could make a sub mod for it if you want though that just edits that perk.
Phoenix Nebula 29 May @ 11:46am 
Would it be possible to have the Navy Enactment perk reduce the build cost of NSC ships?
Lucasif  [author] 18 May @ 4:32pm 
It should. It also doesn't require broadened to work. You can just use repeatable on its own if you want.
Xin 18 May @ 4:28pm 
Thank you so much! Does the Repeteable Ascension Perks addon works too? :Suzukasan:
Zenith 16 May @ 9:55am 
Hey @Lucasif, thanks for the hotfix. The mod works very fine. Can't wait for the full update.
Lucasif  [author] 15 May @ 5:56pm 
I'll have a look when I get the chance.
xkuripuri 15 May @ 5:48pm 
It works for me as well, I did have to put this pretty high in my mod order, as I got consistent crashing with it lower. I did place it above Giga, which I have high up. might be something in my list that doesn't like it.

At a glance, the Planetary Development perks have a dead pick in that you can't gain more Building Slots in 4.0. You're fixed at the 6 city (though 1 is used on the capital), then 3 in each specialization slot - 2 slots for city, then 3 more for your resource districts.

I know some mods add more, but they require you to change the UI because I don't think it will otherwise change to fit more.
Lucasif  [author] 15 May @ 5:31pm 
I just tested it and it's working for me.
Yeti Hunters 15 May @ 5:27pm 
Hi @Lucasif I can confirm that none of the perks show up in the menu where you pick ascension perks. The game does not crash now but the perks don't show up, even with "show unavailable" box checked in the ascension perk menu

I just tested it in my modded playset but the mods should be compatible, if needed I can make a steam collection of the modlist to put here if there is a conflict somehow.

Thanks again for the work you do on these mods!
Lucasif  [author] 15 May @ 5:07pm 
I haven't tested any perks. They might all work or none of them might work. I just wanted to push the update to make it actually not crash the game. If I were to guess though I'd say the colony one is probably not going to work. Sorry I can't give you more concrete info.
Yeti Hunters 15 May @ 5:00pm 
Hi @Lucasif my friends and I adore this mod in our mp games. Did the latest update put out by you include changes to make all the perks compatible again? Or are we still under the megastructure related perks only restriction?

Thanks again for all the work you put in for your mods. I've been using your mods both on Stellaris and Surviving mars and they are fantastic.