Stellaris

Stellaris

A Lot of Traditions - 2 Tradition Slots
18 Comments
TheoWolf 30 Sep @ 7:45pm 
I can confirm it's working. Thanks again
Adeptus Freemanicus  [author] 30 Sep @ 6:35pm 
There was an issue with the game engine, it should actually be fixed now.
TheoWolf 30 Sep @ 2:01pm 
oh that's odd! I was certain it had worked in the past but there's a chance I never actually got that far and am misremembering. I'm a Bit of a chronic restarter. Thanks for the fix just gave it a few tests and it seems to be working now!
Adeptus Freemanicus  [author] 29 Sep @ 10:27pm 
@TheoWolf, Turned out the tech was unfinished and wasn't even repeatable, I never thought to really check since I believed the original author had already finished it. It should fully working now, you will need the vanilla game one as a requirement though.
Adeptus Freemanicus  [author] 29 Sep @ 8:41pm 
@TheoWolf, I'll have a look and if it doesn't work I'll remake it.
TheoWolf 29 Sep @ 8:14pm 
so I noticed in my most recent playthrough that the tech for the last AP slot doesn't seem to be appearing, I'm running a bunch of mods this time so I initially chalked it up to some incompatibility.

However After finishing my game I decided to do some testing running just this mod and UI overhaul with the compatibility patch and I can confirm that the Tech is not in the list.

using the console to research all techs I get the Vanilla ascension theory tech, but no matter how many times I re-roll the "Repeatable" Technology for the single extra slot in this version of the mod doesn't appear and I cannot cap out my AP slots.

Honestly the biggest issue I'm finding with this isn't just the loss of the AP, but that it locks you out of maxing your planetary ascension causing them to cap at 7 instead of 10.

As an aside, thank you again for making and maintaining this little mod for so long. it's been a staple for me in every play-through i've done since first requesting it.
Adeptus Freemanicus  [author] 19 Sep @ 3:40pm 
@LesserHellspawn, Interesting, thank you for dropping a comment with your opinions.
LesserHellspawn 19 Sep @ 10:38am 
I'm still trying to find out which version of the mod I like most. I went with the 16 traditions one and found myself not needing that much and in one build even only having access to 15 total. In the bigger mods the repeatable ascension perk tech spawns pretty reliably. I think 12 traditions will hit the sweet spot and preserve some individuality in the builds.
Adeptus Freemanicus  [author] 28 Aug @ 12:14pm 
@Kharnath, @LesserHellspawn, All luck based, some players don't even get the repeatable tech in the first place.
LesserHellspawn 28 Aug @ 11:28am 
I have the same problem as Kharnath, the repeatable tech for the last slot doesn't want to appear.
Noid 1 Jul, 2024 @ 3:57pm 
This is exactly what I was looking for! Thank you for making and maintaining this. I appreciate the time and work it takes!
Kharnath 3 Apr, 2024 @ 2:37am 
when do you get the tech for the last ascension perk? i'm at a point where i'm only getting repeatable tech but i'm not getting the last slot
Adeptus Freemanicus  [author] 26 Mar, 2024 @ 1:29pm 
@PFUDOR, enjoy, if you got any requests let me know.
TheoWolf 25 Mar, 2024 @ 4:57pm 
Also It feels like the perfect addon to a more Lightly modded playthrough. Vanilla has added so many more AP's and traditions that 7 just feels too restrictive but most other mods that increase the count do so with the expectation of you having Large AP and Tradition mods.
TheoWolf 25 Mar, 2024 @ 4:49pm 
I don't remember if I ever said Thanks for this. so Thanks.
nordstern 3 Mar, 2024 @ 5:25am 
thanks. I am having an AI-Mod which does effect the perks and traditions so i was wondering why the traditions were in your mod too.

Btw. i deleted the files i thought and it works too. But i do not have the different mod you said (plentiful i think from the name).
Adeptus Freemanicus  [author] 2 Mar, 2024 @ 7:34pm 
@nordstern, The mod is compatible with tradition and perk mods, read the "Tradition Mods" and "Ascension Perk Mods" sections of the description, and no, those are not the only ones that work.

When it comes to the define files, they are needed to make the mod work, they are the ones that change the amount of max traditions and ascension slots.

Also, if let's say there is a define file that belongs to a different mod that is enabled, the two mods will not conflict unless both define files change the same thing, otherwise, they don't interact in a negative way, therefor compatibility is not effected.

The only way that can happen is if you got the same type of mod enabled twice, which is something (at least in this case.) shouldn't have happened in the first place and is a user error.


So no, to make it clear, the define files are required for this mod to do it's main purpose of adding more perks and ascension slots.
nordstern 2 Mar, 2024 @ 3:29pm 
is their a reason why your mod is not compatible with tradition and perk mods?

In you modfile are the perk file and a defines which changes the costs of the traditions. Why is this nessessary? Deleting them should be possible and that the compatibility is much higher.

Or is their a logic mistake? I am not a modding expert, but i know a bit. And i think increase UI, Traditionpicks and Perks is enough or?