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The Psiocratic origin seems to be working as well, I built a custom-made empire to test it and the player does begin with the latent changes trait on all their leaders and a psi-world. I"ll need to progress further to test everything, but so far no issues.
Thank you again for the hard work! If I run into any more bugs/issues I'll let you know.
I may have forgotton to put the files back in. I thought i did but i might not have. I cant check now but ill be able to check before the day is over
(I think that's correct, copy-pasted from its page. It has a number of dependencies and options from there.)
I started a fresh game (didn't load from a save) using United Nations of Earth empire. With UI overhaul Dynamic, I get the blank event spam. Without it, I get a CTD the moment the game is unpaused.
So, the results can vary a bit based upon the mod setup, but CTD's and broken tech panel seem to be pretty consistent.
One more thing I just noticed: the shipset in the empire creation/selection screen is blank (shows a sort of blocky silhouette).
I know i had to update some interface stuff for planet stuff but not sure what of that would lead to ctd.
Or anything that deals with tech nor why it would push out blank events... But i will try to see. Can you link the exact ui overhaul mod you are using please and thankyou
I did want to report a possible bug, though. This new version seems incompatible with the UI Overhaul Dynamic mod. I painstakingly went through my mod list, testing everything one at a time, and confirmed that this mod is indeed the cause of one of two problems while using UI Overhaul Dynamic:
1) CTD before the game finishes loading
or
2) The tech panel breaks and can't be interacted with: cards are either invisible and the ones that aren't can't be selected. It also infinitely spams a blank event notification.
Not sure why a UI mod would conflict, but I did want to point it out. Also, load order seemed to make no difference. I have all DLC except the two new ones released with 4.0.
Mostly just fixes the mod not working but also a bit of a balance pass. Added some new features. More planned but this is it for now
At least for a modern mod. Some of my ancient mods should probably be their own thing but thats unrelated
But should be able to upload the new version sunday-tuesday.
Although im not sure which is better to do, update it to this and reupload this as a pre4.0 mod of upload the post 4.0 as a new mod.
This one has many subs and i doupt most of them are subscribbed to the comments so they might not know it was uploaded elsewhere.
I was just gonna upload 4.0 as its own mod but might be better to doit in reverse
As long as it works with no issues I should have it out at least by next Friday.
I will say that I have once again removed the Psi Shipsets due to something in how graphical cultures are applied having changed with 4.0. In the previous version I could just swap to them with an event but now they do not swap until the game has been reloaded (and your previous ships remain as they where even ones created post swap) and that can cause graphical issues.
If the upcoming update fixes that back to how it was before then I will re-enable them.
But no Bioships due to how the bioships require a graphical culture for some reason. Makes them too difficult to include
I also just wanted to express my appreciation for this mod, it's the only mod I've seen that gives an ascension for your species to become psionic energy beings. Obviously it adds a lot more than that, which makes it a lot of fun. Please take your time with it, I think I can speak for everyone else that is still interested in the mod that we would prefer that you take your time and do a good job without overstressing yourself than for you to rush this.
As for the legality of paid commissions and such, thanks for the info. I didnt plan on restricting any mods or contents behind a paywall. They would still be provided for free. It would just be like a Kofi for a gift if someone likes the mods and wants to just provide some support. Even if I did commission work, those mods would still be uploaded for anyone to use.
I know Ive seen at least one Stellaris Author with a donations link at least. But it isnt anything I am actively pursuing atm. Maybe once I figure out the legality of it and also have some more original content that I think is worth it
if any of that is inaccurate do feel free to correct me, im just working of what knowledge i have, and if im wrong then bet!
Just been a hard year for me. 4.0 released near in time to the loss of my mother. And some other financial stuff that happened near the same time too.
I considered a Patreon or Cashapp or Kofi or something but idk the legality of it for Stellaris modding but I feel I need to put out more better stuff of my own before I should even consider opening such a thing if its fine. Not that anything mod related would be restricted behind any of those things. Just a nice thank you ya know.
I am still cleaning up errors and trying to reformat the mod for 4.0
Up to 20 players, I know no one is going to use up to 20 players with this but its there just in case.
@w.girl27 Psionic Shipsets are back and greatly expanded, not to the megastructures or cities currently. Might be included in the base for 4.0 or be added through an addon.
I am going to see about 4.0 now
Idk if anyone is still using this version but now that this base is done, I can move onto 4.0 proper and fix whatever is going wrong there
Once 4.0 is ready, I will upload that as a new mod and link to it from here for anyone who is subscribed to the threat to see.
Ive just had a lot going on but I appreciate it. It is slowly coming along.
I want to update this pre-4.0 version one final time with a few new things and some fixes.
After that I can take what I have and work on making a compatible version for post 4.0 and that will be its own mod.
No timeline outside of hopefully less than 2 months
But I am getting more into it again recently after a "break"
"Break" because technically I have been working on it just not as consistently as I wanted.
I told myself last comment not to give any time frames because I can never meet them but I was (overly) confident that I would have it ready. But that burn out just sorta hit v.v
So no time frames this time. I did just finish a major part of what caused the burn out in the first place so I am hopeful to be more energized to work on it
I have not tested but I think most of the mod should still work. But with the change to the planet building/district system, progressing past supercharge/contain will probably need some reworking of the building I imagine.
That (probably) should not take too long but there is some other stuff I wanna try working in and that might take a little longer.
But I am hoping to get it done within the first 2 weeks of the update at least. This upcoming update will also be its own mod and this will remain up for compatibility of older versions.
Thank you for your patience
If he wants to continue on the development, just run that event.
Appreciate the report
This should trigger the event after finishing the archaeology site when the Emissary returns.
I dont see anything in the archaeology site events that should prevent them from continuing as normal without having done it.
So long as they talk to the Emissary and so long as the planet has the specific deposit, they should be allowed to build the structure.
For a run with the story anyway. If you are having issues in the alt path again just let me know.
I am so sorry for the inconvenience. I know how annoying it is to have a match break... I will try to get some sorta fix out before the next update
For the time being, for multiplayer games, it would be best if both players did the alternate tech based path instead of the story based one until I can get something working for it.
Now if you both do the tech path and an issue comes back up, please let me know. Like if you both get the system but one of you doesnt get any choice when colonizing.
Also it doesnt matter which planet you colonize during the tech path. any of the 3 will prompt the ability to contain or charge it. So if one of you colonize a world and it doesnt pop up asking or doesnt give you the option to build either of the structures, let me know.
I will look into making the story path work out but that might not be a quick fix.
Where you both going down the same path? Like both talking to Emissary or both taking the alternate route? Or was one doing one and the other the other. Idk if any of that is relevant but figured doesnt hurt to ask.
Your friends system did spawn though right? Its just they did not get the archeology site?
These modifiers used to be 30% upkeep reduction and production modifiers of +60%
Some feedback gave me a push to rebalance them and reign them back a little bit.
Cant garuntee I will change anything but I dont mind hearing how things could be balanced
10 years after the player has finished first special project, if they have yet to research psionic theory, an event will pop up to basically inform the player that psionic theory can be researched.
It has some powerful stuff but its fair in that everyone gets it so it doesnt give psionics a huge boost or anything (ironically)
It could be seen as OP but that has nothing to do with psionics.
Stat wise, the 3 starter civics give you 4 modifiers each and these civics slowly improve overtime.
I have tried to make the projects to do them costly so you dont just get everything quickly all at once.
But it just varies by what ethic you use.
Modifiers that mult in a positive start at 5%
Modifiers that mult in a reduction (ie upkeep) start at 2.5%