Stellaris

Stellaris

Influence Gain Edicts
47 kommentarer
victoriousdread07 (private) 16. dec. 2024 kl. 1:31 
can anyone confirm this works with the latest update?
Superman 16. juli 2020 kl. 12:19 
Is this 2.7 compatible?
Cicero 20. maj 2020 kl. 7:57 
2,7
Celestial 25. mar. 2020 kl. 14:14 
update for 2.6 pls
Daniel 11. maj 2019 kl. 22:37 
Update for 2.2 please
Galaxar7 23. dec. 2018 kl. 15:26 
update please to 2.2
Spiffing Reynard 14. apr. 2018 kl. 1:41 
Dosent work
Dr. Quackers M.D. 25. mar. 2018 kl. 12:07 
I am amazed at the number of people looking for influence boost mods since 2.0 was droped. Stellaris did some great things but influence is.....(Face Palms) and since its tied now to growth and conquest those aspects have been effected as well. Please up date this as its like the only one that is not some over powered bullshit boost that gives you +10!!!!! influence.
Don_Colasanti 8. mar. 2018 kl. 12:29 
This mod has been dead for a year. No it is not 2.0 compatible.
Bones 28. feb. 2018 kl. 17:46 
No. It shows up under available edicts, but you cannot select/start them.
Remus 24. feb. 2018 kl. 14:48 
Working for 2.0?
Pode 9. maj 2017 kl. 12:20 
If you can do it, having the unity cost per point of influence scale the same as the tradition cost would be ideal.
Bal 9. maj 2017 kl. 11:51 
¥es an update would be greatly appreciated. Your mod makes the game much more fun and allows for some newby errors.
pleasy 9. maj 2017 kl. 11:47 
Any chance of an update? Would be greatly appreciated. :)
Serpentis  [ophavsmand] 21. apr. 2017 kl. 18:57 
@Pode
Alright, I'll get to researching it and i'll see what I can do!
Pode 21. apr. 2017 kl. 14:46 
I'd like to make a request for edicts for 2 unity to 1 influence and 2 influence to 1 unity. Faction suppression seems to me like a thing that should cost unity not influence, and it should be possible to spend influence on propaganda to artificially generate unity. So a means to trade between the two enables some mechanics like that in an elegant way, as well as making unity useful in the late game.
Neopopulas 12. apr. 2017 kl. 1:31 
I'm absolutely use it. I like the idea you could be trading around say, your abundance of energy for minerals or food. Often i will run across say, a system or two that has TONS of energy, so i either don't put mines there because its a waste when i hit the cap, or I do and it just.. sits there.

It'd be great to know i could actually use that and see a system that is heavy in minerals or energy as something great instead of a waste.

I ran across a planet with so many food slots, but it was mostly wasted because i was already well overcapped it felt like a shame.
Serpentis  [ophavsmand] 11. apr. 2017 kl. 8:27 
@Neopopulas
Aye, I tend to think conversions make things more fun. I tend to look at it like trade, aye.

Hm, maybe I should make a mod that's just that. A bunch of edicts that let you trade varying amounts of food, energy, minerals, influence, etc, for each other.
Neopopulas 11. apr. 2017 kl. 4:32 
Personally i would love to see more edicts for things like X for Y in general. Food for Energy, Energy for Minerals and so on. I like to think of it as either some sort of sci fi conversion or just trade. I know you can TRADE, but i never really liked the clunkiness of it, plus i like to do more in-empire trading but since everything is universal you can't really help that out much.
Serpentis  [ophavsmand] 10. apr. 2017 kl. 9:42 
No problem!

Big kudos to Mudkip for working out that workaround while testing was going on.

And on a side note! Going to be updating the mod a bit in the near future to add edicts for Food conversion to Influence, since it's now a universal commodity! So stay tuned!
Neopopulas 10. apr. 2017 kl. 1:31 
I'm happy to say it worked for me too.

Unsubbed, started the game, exited, resubbed, started and tested and its working now. Thanks for all the work!
Serpentis  [ophavsmand] 9. apr. 2017 kl. 15:58 
@Bones Good to know!

Apparently my changing my mod between 1.4 and 1.5 to the new lines needed for influence gain is somehow screwing with the mod, which, apparently, requires you to do the adorementioned song and dance to get it to work right.
Bones 9. apr. 2017 kl. 13:09 
Awesome! Works now, thanks!
Serpentis  [ophavsmand] 9. apr. 2017 kl. 12:15 
Okay! After some testing with Mudkip (thank you Mudkip!), the mod started working only after he unsubscribed from the mod, started his game up fully, exited the game, subscribed to the mod, then started his game again. Hopefully this will work for others as well. I apologize for the inconvenience, as they hasn't really happened before.

Stellaris can be a little wonky sometimes when it comes to the workshop, as I've found before, but if you experience further problems, please post!
Serpentis  [ophavsmand] 9. apr. 2017 kl. 11:45 
Just uploaded another version, experimental, but hopefully it'll work.

If you can check again, that'd be great!
Cartographer 9. apr. 2017 kl. 11:42 
I'm willing to help however I can.
Cartographer 9. apr. 2017 kl. 11:33 
I Disabled all other mods.(you're welcome) Unsubscribed and re-subscribed.(just in case)
The mod still lists as 1.2 and doesn't work.
Serpentis  [ophavsmand] 9. apr. 2017 kl. 11:17 
Perfect. Okay, I just reuploaded the mod a minute or two ago. Mind logging into your game and trying again?
Cartographer 9. apr. 2017 kl. 11:17 
1.5.0
Cartographer 9. apr. 2017 kl. 11:15 
Latest version, Utopia installed. Same problem.
Serpentis  [ophavsmand] 9. apr. 2017 kl. 10:54 
(Continued)

So! If you guys could give me what version you guys are playing in, whether or not you have the Utopia DLC and things like that, I'd appreciate it! I'm going to get someone to help me test the mod with Utopia not installed later tonight to see how that goes. I'm somewhat concerned that Influence gain commands for edicts for the base game without Utopia and with Utopia are different.

If so? I might need to see what I can do to either hybridize the mod to work in both or make two separate mods for with and without Utopia.

So, yes, please tell me your versions and whether you have Utopia! This will be SUPER helpful if so and I can get everything working! Thanks!
Serpentis  [ophavsmand] 9. apr. 2017 kl. 10:53 
I think I might know the problem, because I had the exact opposite issue when I was updating for 1.5. When I updated the mod, I found that, for some reason, I wasn't actually getting any Influence gain. The mod itself would have no bonus when you mouseovered the edict. That was super weird, until I discovered that the previous command, which was 'influence_gain_add' apparently stopped working for me. Which was strange.

I had to go through the files and look at what went wrong when I discovered that there was a different command, in the form of 'country_resource_influence_add'. So, between 1.4 and 1.5, they apparently shifted things a little in a way that seems...weird. So, the fact that you guys are getting no benefit is problematic.
Serpentis  [ophavsmand] 9. apr. 2017 kl. 10:38 
Hm, crap. Alright, I'll take a look and see what I can see! :) Something weird might have happened.
Neopopulas 8. apr. 2017 kl. 23:15 
I'm also not seeing any changes when i turn the edicts on, but i don't see any major conflicts.
Bones 8. apr. 2017 kl. 13:29 
I can select the edicts (and my energy and credit penalties apply), but I see no influence gain from it. Still only receiving the base of +3.
Serpentis  [ophavsmand] 6. apr. 2017 kl. 14:37 
The mod has been updated to version 1.5. There was a slight change in the mod, mostly due to the wording changed by Paradox for adding influence, but that's been fixed now and it will work as it did before.

If there are any issues, please post about them so I can fix them!
Serpentis  [ophavsmand] 6. mar. 2017 kl. 13:25 
@jackjack It's crashing your game? That's...odd. There's really nothing in there that should be doing so. It's simply an edict mod that adds to the edicts under the policies. I'll go back through and make sure nothing is amiss though.
Serpentis  [ophavsmand] 6. mar. 2017 kl. 13:24 
Howdy folks! Mod is updated to 1.4.1! Medical issues had me on a VERY long hiatus, but I'm back now and will be keeping the mod up and updated.
Vales 7. nov. 2016 kl. 9:51 
way to overpowered
VS-lockon 27. okt. 2016 kl. 3:50 
ypdate please

O'shovah 14. aug. 2016 kl. 21:00 
please updates the mod is awesome!!!
Sin/Cos 12. aug. 2016 kl. 23:29 
Please update this mod
jackstalke 12. aug. 2016 kl. 10:38 
Is this abandoned? I miss it already. A thorough testing reveals this is the mod crashing my game. Hopefully you'll come back to it. Thanks for the work :)
Sin/Cos 11. aug. 2016 kl. 21:04 
Please make sure that this mod is updated to adapt the latest version of the game
Serpentis  [ophavsmand] 3. juli 2016 kl. 7:06 
No problem! Happy that someone is getting a lot out of the mod! I definitely found the new version of the game's influence to be pretty inadequate, considering the number of new additions to influence costs. Enjoy!
Garry Badger 2. juli 2016 kl. 22:44 
Thank you so much me and my friends were just playing earlier and we all were complaining about the influence problems in the new update
Serpentis  [ophavsmand] 2. juli 2016 kl. 18:38 
Thanks to those of you using my mod! If you have anything you'd suggest or like added, just comment.