Stellaris

Stellaris

Expanded Species Traits
36 Comments
Askalan 9 May, 2017 @ 12:17pm 
May i ask you for an Update to be compatible with 1.6 ADAMS?
Chrom 23 Nov, 2016 @ 5:52am 
Really too bad, you wrote traits well.
Ventessel  [author] 31 Oct, 2016 @ 3:26am 
@CryingRaven Basically, yeah. There are a lot of other traits mods out there that are better supported, but if you like any concepts from this feel free to reuse them as submods or incorporate them into your own work.
GrayFolxy 3 Oct, 2016 @ 10:14am 
dead mod ?
GrayFolxy 4 Sep, 2016 @ 10:35am 
update please i couldnt play for 6 months because of lack of updates
Kalrotix 7 Aug, 2016 @ 1:53pm 
I have a problem, with this mod all rhe pre species dissepears and I can't select a ftl method. Someone know what is the problem ?
Aurelius 19 Jul, 2016 @ 9:41am 
The problem is in the Defines section; you seem to have put in an almost full version of an old defines.lua in there along with the bit that you wanted to change. I discovered this because I had wanted to create something very similar, didn't want to re-invent the wheel, and wanted to know how you went about making this most-excellent mod.
Lil'Gurkha 17 Jul, 2016 @ 2:51pm 
fuck off m8
Ventessel  [author] 17 Jul, 2016 @ 10:47am 
Not abandoned, but not a priority either. Of the three mods I am currently maintaining, this is the one that gets updated third. Hopefully as the pace of the game updates slows I can keep this updated more consistently, for the time being I just was letting it sit while I decided on some changes to make.
Yujow 13 Jul, 2016 @ 8:51am 
have you abandoned the mod or go get an update ? I would like play with this mod :/
Sam 3 Jul, 2016 @ 4:55am 
i really like this mod,but could you please update it so it works?
Sam 1 Jul, 2016 @ 8:00am 
is only working with mods compatible with version 1.2 of the game. could make this mod compatible with the new version, thanks.
marcoscastrobh 28 Jun, 2016 @ 10:39am 
with the last update the game is only working with mods compatible with version 1.2 of the game. could make this mod compatible with the new version, thanks.
Ventessel  [author] 17 Jun, 2016 @ 1:20pm 
Haven't had time in the past few weeks to do much with this, sadly. I'm not quite sure what is causing the auto-win bug.
Elyane 15 Jun, 2016 @ 3:18am 
Any news on this ? :/
Ventessel  [author] 6 Jun, 2016 @ 2:21pm 
I'm not sure what is causing that issue, I will look into it and update the mod.
Bansheedragon 5 Jun, 2016 @ 7:00am 
The mod does work, but as @Ninja Ferret said, it will make you auto win the game the moment you start.
Could the author of this mod please update it?
Ferret 4 Jun, 2016 @ 9:10pm 
I do not think so. Starting a new game with this mod make me auto-win byt domination.
SundiataWTF 2 Jun, 2016 @ 2:02am 
Is this mod updated for 1.10?
Javvae 1 Jun, 2016 @ 11:02am 
I've enabled/disabled every mod I have one by one and this one seems to cause a new error now that the patch is released. Everytime I stat a new game it says I have acheived a domination victory
Ventessel  [author] 26 May, 2016 @ 12:56am 
@Scarlet, I don't think that would work. A trait like that would be better attached to a government type. There are only certain modifiers' whose scope can affect pops.

@Virlomi, I honestly have no idea why that happens. I ran the real distance mod for a little and didn't see that. I don't modify anything to do with size of objects in defines.
Virlomi 24 May, 2016 @ 1:55pm 
It's curious that when I enable Expanded Species Traits with the Real Distance mod, the arrows that point towards other systems while in system view become extravagantly huge. It's a clash somewhere with the resizing of planets/system, as you'll see that my planets went from being very small to their normal size. http://i.imgur.com/AMEtG71.jpg http://i.imgur.com/qYCezM9.jpg I'll put this on the Real Distance mod page as well; maybe you two could figure out how to co-exist. =)
Shade 24 May, 2016 @ 12:05pm 
Out of curiosity, if a racial trait has something like +fire rate for energy weapons or +energy weapon damage, or even something like +warp speed, how does that work when ships don't use your race in any real way that I can find - only planet tiles, leaders, rulers? Would a racial trait for one of those stats actually work for your empire?
Shade 24 May, 2016 @ 5:22am 
You know what? Blurg it. Im gonna disable fox leader for this mod. I like the traits, and i want to see 3-trait rulers. XD I mean, sure, a level 10 admiral sounds like the scariest thing in the universe, but im tired of seeing my ruler with 1 trait. :P
Ventessel  [author] 24 May, 2016 @ 2:02am 
Most likely that mod edits certain lines in the defines file, which would cause a conflict. I have been meaning to split this mod into two versions, one with the gameplay files and one with the traits. That will probably happen this week, I am polishing my combat mod, All Hands to Battle Stations and cooking up some more traits for this mod. Oh, and real life. I do that too.
Shade 23 May, 2016 @ 8:30pm 
Is this mod compatible with "Fox Leader Mod"? Ive used both at the same time, but when I do, it causes leaders to spawn with 1-2 random traits, ruler always has 1-3 random traits, and it prevents me from getting up to level 8-10 leaders. Im asuming its not. v.v -/sniffle.
Ventessel  [author] 21 May, 2016 @ 12:29am 
I could make a gameplay-only version as well. This version technically works with 1.0.3, I will be uploading a larger update Sunday when I have had time to add in some additional leader traits.
Eliot_Thib 20 May, 2016 @ 2:24pm 
Update?
Kaine 18 May, 2016 @ 9:53am 
Since you made a trait only version, could you also make a gameplay only version? I have another trait mod I prefer, but I really like the changes to leaders and having 4 ethic points.
Shade 18 May, 2016 @ 9:47am 
1.0.3 is out D: Save me with an update senpai!
Ventessel  [author] 17 May, 2016 @ 5:43pm 
Thanks! I will be tinkering with this mod this weekend, hopefully adding in some content that will complement my invasions mod. One thought is to flesh out psionics via racial traits, but that might be better accomplished through techs and/or leader traits.
Ventessel  [author] 16 May, 2016 @ 7:01pm 
I'll admit I haven't thoroughly tested the opinion modifiers, so I'll take a look and let you know what I learn. I've had my hands full designing a combat overhaul lately.
Ventessel  [author] 14 May, 2016 @ 11:21pm 
Got it, thanks.
Ventessel  [author] 14 May, 2016 @ 11:19pm 
And then put the thumbnail in the mod folder? Or does it read it off of the steam workshop page?
dogkisser 14 May, 2016 @ 11:05pm 
Re: Thumbnail image - in your .mod file, add the line
picture="YOUR-PICTURE-NAME-HERE.png"
after the tags section, then put your desired picture in the mod folder.
Ventessel  [author] 14 May, 2016 @ 9:06pm 
Updated with some screenshots - does anyone know how to make a thumbnail image for a mod?