Stellaris
Dawn Of Ascension
526 commenti
alfharobby 26 ago, ore 14:32 
probably stick with building right.
Daniellm  [autore] 26 ago, ore 14:31 
quite a different mechanic
alfharobby 26 ago, ore 14:30 
Wilderness vanilla support Empire Wide Automation, though Virtual still need pop to run the free job it did generate pop whenever there's free job.

but again those two need either Origin or pop trait huh.
Daniellm  [autore] 26 ago, ore 14:11 
i mean, you can't just add support for a modifier if the game itself doesn't know it exists.

idk if it is possible to add empire wide automation, but if the game doesn't natively support it, then it's not something i can just will into being
alfharobby 26 ago, ore 14:00 
oof sorry i forgot there's no modifier addition from DOA.
so the Civic doesn't work as well huh.
Daniellm  [autore] 26 ago, ore 11:51 
Without having actually touched the modifier myself yet. I'm quite certain that you can't do empire wide automation modifiers? But maybe if you can

Though acot is not a concern when developing new content until i actually start working on acot Ascension or something
alfharobby 26 ago, ore 11:28 
@Daniellm I see, why not just make it an Empire or Planet Modifier.
maybe give said Automation Effect on your Ascension Civic instead.
it seem have better compatibility with other mod like ACOT & AOT.
Daniellm  [autore] 26 ago, ore 11:20 
I don't have any specific plans yet but I have stuff in my notes about adding automation to the fe buildings or maybe the uplink. You will get automation in some capacity at least
alfharobby 26 ago, ore 11:15 
@Daniellm by the way do you have any plan to add Automation Building that fill 100% Workforce for non Virtual or Wilderness empire please.
in exchange the Virtual or Wilderness Empire get 100% Resource Production instead.

whenever i see Automation event during Ascension situation it got so awkward when all we got is only Nanite convert other strategic resource Building.
Daniellm  [autore] 5 ago, ore 14:51 
yes
Prince Reylor 5 ago, ore 14:48 
does this mod allow the AI to ascend too?
Neodawnu 1 ago, ore 15:37 
Thats fair, great mod btw
Daniellm  [autore] 1 ago, ore 13:09 
As all the ships were planned to be hard focused to *one* role, i thought it was simply easier to make them into 1 section.

I have considering allowing some form of multi role later, still a bit unsure, but this could lead into splitting up the sections.
Neodawnu 1 ago, ore 12:12 
I've noticed that all of the ascended ships like Ethereal titan which has 1 section compared to the regular titan which has 3 sections

Could there be any future changes to the ships to have more sections or is it okay as it is?
Daniellm  [autore] 25 lug, ore 14:22 
they did want to revisit limiting fe buildings again at some point, though ofc we have no ETA on when this would be.

if such a system was implemented in a good way, it would also lead to me being able to give proper bonuses to the higher tiers, without making them insanely over powered.

maybe i'll figure out something one day if pdx doesn't do it first
Aphyxia 25 lug, ore 14:19 
Reasonable. They'll probably change the bonus on cloning.
Daniellm  [autore] 25 lug, ore 14:16 
hah yea, vanilla has the same issue right now, so i'm aware but.. as long as i follow vanilla it basically can't really be solved.

i'll start to take such balance seriously when 4.0 is at least somewhat "balanced"
Aphyxia 25 lug, ore 13:48 
Planet full of medical worker buildings plus the Genomic Research - Cloning I (+1 bonus pop growth per 100 medical workers) country modifier results in some absurd pop growth. Dwarfs everything else.
MRI 12 lug, ore 23:20 
Hi,Shield base cannot produce knight positions under the origin of the Poison Saint Knight and produces soldier positions instead. I hope this can be fixed, thank you
Daniellm  [autore] 7 lug, ore 11:40 
it should do so automatically after a while, if not instantly
enderbendor07 7 lug, ore 10:05 
sooo, I was in a recource deficet recently that stoped my acension, is there a way to resume it now that I no longer have a deficet?
Daniellm  [autore] 6 lug, ore 4:45 
no, i don't think the majority of mods keep suchs docs :p

there's only the brief overview in the description above
fast 6 lug, ore 4:41 
sorry if im missing something in the description, but is there a indepth explanation what this mod actually adds somewhere? I remeber hearing this is good and adding it to my list, but I forgot the rest <.<;
minillaaaaaaaa 25 giu, ore 14:12 
ok
Daniellm  [autore] 25 giu, ore 2:47 
bioships is not supported yet
minillaaaaaaaa 24 giu, ore 19:50 
do bioship empires get different ships
Daniellm  [autore] 20 giu, ore 6:00 
i play with giga myself, i simply don't turn on celestials, ever so yea, definitely not my problem :3
The Next Decade 20 giu, ore 5:52 
The big issue is that by the time I've remembered that "Oh shit Fallen Empires have like half a dozen attack moons" I am already getting folded by a roided out Behemoth Planetcraft.

Again, not your problem, I just find it hilarious
Daniellm  [autore] 20 giu, ore 2:51 
Just disable FE celestials, simple as
The Next Decade 19 giu, ore 18:49 
Man, Gigas makes ascending a true nightmare of an event lmao. Not that it's your fault but it's just hilarious that every time I try to play with it, I forget about the fact that Fallen Empires fucking unfold when they wake up.
Tensei Necron 15 giu, ore 15:28 
thanks
Daniellm  [autore] 15 giu, ore 6:22 
classic ascension is automatically picked when using acot because normal ascension is pure overlap when using acot. the difference is almost everything though

Classic has a few events, a few bonus techs, civics, and takes about 10 years, it was the first thing i made and it has not really been my focus in 2 years.

normal ascension: includes new ship types, 2 new tiers of components, a lot more story events, civics, custom weapon effects, and so on.
Tensei Necron 15 giu, ore 4:06 
sry but can you tell me the difference of the two ascension modes and which is recomended for use with acot
M 2 giu, ore 13:56 
I see thank you for the response
Daniellm  [autore] 2 giu, ore 13:08 
any mod that adds literally anything to space, needs a patch with system scale to make it proper scale. so no

But also it won't break anything, it just won't be the same scale
M 2 giu, ore 13:02 
Does it work with real space system scale?
Durandal 30 mag, ore 12:46 
@tannerdeconcini because wilderness isn't able to use hive worlds anyways
Daniellm  [autore] 30 mag, ore 1:54 
The mod isn't updated for bio stuff
tannerdeconcini 29 mag, ore 20:51 
Dont know if this is known or not, but wilderness cant make use of the hive world ascended civic. they can only use gia worlds.
Durandal 29 mag, ore 7:46 
I didn't think so, because the weird problem appears even with no mods, I don't know what's going on
Daniellm  [autore] 29 mag, ore 5:56 
no
Durandal 29 mag, ore 0:32 
Does this muck with vanilla jobs in ANY way? I'm having an issue with bio trophy jobs at the moment, and I have to determine if it's this mod or gigastructural engineering
Daniellm  [autore] 26 mag, ore 5:05 
there are plans yes. i can't tell you when it'll release though
Oni-Miko Reimu 26 mag, ore 4:46 
I would like to inquire whether there will be corresponding ascension plans for the bio shipset in the future?
The alteration of the shipset has prevented me from producing bio ships, but since I picked Behemoth Fury, it reduced alloy construction costs by 95%, making DoA shipset super cheap
Daniellm  [autore] 25 mag, ore 3:13 
@raeder no, this has nothing to do with either mod. It just has a special ascension type for acot, but most of the mods content requires no Scott

@inerael the fallen empires gets angry at you doing the advancements in dark matter technology, otherwise no other special interactions, maybe at some point
Inerael 24 mag, ore 16:51 
Waw looks amazing !Thanks you so much ! Was wondering please, does someone know if there is special interaction with fallen empire or basic empire when ascended ?
Raeder 24 mag, ore 14:18 
Mr. author, may I ask if this mod can make Zofe and Acot compatible to run together
Daniellm  [autore] 21 mag, ore 16:20 
no way to disable it, but yea, that and the fact that the ships aren't balanced for NSC

though this will come in the future
MagnusGrey 21 mag, ore 15:53 
If I were to use this with NSC the only thing that wouldn't work is the shipset? If so is there a way to disable it or something?
[REDACTED] 19 mag, ore 9:16 
ah okay, thanks for the info :)