Stellaris

Stellaris

Engimatic Technologies No Ai Spawn
38 Comments
eaglegundam 4 Nov, 2020 @ 2:41pm 
hmm this one seems to not work game gets stuck in the splash screen
Siatru 20 Aug, 2018 @ 2:42am 
I've noticed that this mod has a lot of leftovers and unfixed problems.
Like Techs without descriptions and obsolete tech options. Namely, the Enigmatic Shield Capacitor... Celestial Shielding doesn't regenerate, and some other stuff... I really like this mod but those things are kind of making me uncomfortable.

oh and Celestial armor doesn't regenerate either, was that by design? o.o

@Doom
I've run into with the same problem. Though it's more because we researched too fast. The New society options show up after colonizing a new planet.
Lord Malkus 10 Jul, 2018 @ 12:49am 
Is this mod still functional? As of 2.1 or 2.0 I remember testing the mod and the tech tree and rewards were broken such as not being able to utilize Fallen Empire Ships and so forth.
Doom 22 May, 2018 @ 12:06am 
I've noticed that with Robot empires sociaty runs out of research options with this mod on. I'm unsure if it is your mod or not but its something I've been dealing with.
tom-todd 6 Mar, 2018 @ 11:06am 
the update is not working will not make it pasted laoding a new game
Elitewrecker PT 22 Feb, 2018 @ 12:16pm 
Apocalypse or not doesn't matter, it's the update itself. You can try launching a new game without the new expansion and see what happens.
Rhia 22 Feb, 2018 @ 11:29am 
anyone know if Apocalypse broke this mod? Not going to spend the money on the DLC until my favorite mods work with it.
鬣狼人 29 Dec, 2017 @ 10:24pm 
Just a heads up, it's really minor but the "Enigmatic Powerplant" is misspelled as "Enimatic Powerplant".
Elitewrecker PT 31 Oct, 2017 @ 5:03pm 
I swapped the normal version for this hoping it would solve the problem of AIs spawning with celestial authority but it didn't.
Yuya 1 Sep, 2017 @ 5:09am 
Not sure if someone mentioned this in the other ai version or not but this one is the version i use so ill let you know here. There seems to be a compatability issue with real space and or reworked planetary diversity for the enigmatic ringworld start option were the ringworld is riduculously scrunched together close to the star in a system that is about half the size of a normal ringworld system. Wondering if you could get a fix for this because those to mods really add a lot to stellaris in a good way.
tom-todd 21 Aug, 2017 @ 3:12pm 
is there any chance of getting the technology in the early game as it seens i alway get it late game when i dont need it anymore i know that the research is random but seeing that is the no AI spawn i dont get why it take so long to get
Alcareus 12 Aug, 2017 @ 4:52pm 
I've tried it with both Tradition Tree mods turned off and still have the same problem.
Alcareus 12 Aug, 2017 @ 4:39pm 
Okay, yeah I just rolled back to 1.6.2 and still don't understand why I can't select the perks. I'm using: 25 Tile Homeworlds, Plentiful Traditions, Auto Survey/Exploration, Clean Space - No Trails, Enigmatic Technologies No AI Spawn, Megastructures, Improved Megastructures, SpeedDial, UI Overhaul 1080p, Traits & Ethics ++
Alcareus 12 Aug, 2017 @ 4:29pm 
Oh you know what, it could be my game version. I jumped to the Bradbury Beta version early yesterday to test out the new changes.
Spartan878  [author] 12 Aug, 2017 @ 2:47pm 
What mods are you using? because there seems to be a conflict with NSC and the LEX mods which I have been working on fixing.
Alcareus 12 Aug, 2017 @ 1:24pm 
So I start with Enigmatic Heirs trait and Civic, and do the necessary Unity stuff, including grabbing the Tradition from Prosperity, but I still cannot get the Enigmatic Designs Perk to unlock, even though I have the Power Core you start with. Any ideas what's going on?
ye2ben 6 Jul, 2017 @ 5:07am 
wow
Spartan878  [author] 30 Jun, 2017 @ 8:01pm 
Still in the works not many modders it seems have even touched those files. So I have little reference to work on.
Shaxx on Heroin 30 Jun, 2017 @ 6:48pm 
Ah, thank you. That list is still being made right?
Spartan878  [author] 30 Jun, 2017 @ 6:24pm 
Its not that there is something wrong more of there is a list that does not exist.
Shaxx on Heroin 30 Jun, 2017 @ 3:48pm 
Anyone else getting the issue I put below? Is it intended or is something wrong?
Thread 28 Jun, 2017 @ 7:43pm 
Thanks for the quick reply, honestly one of my favorite mods and I liked the recent balence tweeks. Sincere thanks
Spartan878  [author] 28 Jun, 2017 @ 1:43pm 
Thats because there is no random name list for them yet which I am still working on.
Thread 28 Jun, 2017 @ 1:38pm 
Hi great mod, my main question involves the celestial goverment type. I am curious what function it serves despite being an equivlent authority to Dictorial. Also Ai tend to spawn with the gov_celestial and it improperly names them or gives them no name.
Shaxx on Heroin 9 Jun, 2017 @ 3:38pm 
Some items do not appear in the ship menu, I have noticed, rendering them unusable. The enigmatic disruption field, for example, doesn't show up, but the loop disruption field does. Anyone else have this issue?
teluch 2 May, 2017 @ 2:00am 
Thank you for information, I was just curios.
Spartan878  [author] 1 May, 2017 @ 2:04pm 
Some of my files do lack and are missing some icons due to me having to make will saves vs the great walls of text. But with the plasmas I have found what the problem is but I will incould the fix in the next update
teluch 1 May, 2017 @ 12:35pm 
No description file for some elements(ie: loop laser, it shows loop_laser_desc) and lack of icon for loop plasma, loop in small slot is normal, or I have something broken? I try unsubscribe and subscribe again. I use Advanced Weapons (1.5+) mod too, that can made some compatibility issue?
Naelarstrasz 1 Apr, 2017 @ 5:51pm 
Please correct spelling, friend had to copy/paste the name for me to find!
Love,
Me
Spartan878  [author] 30 Mar, 2017 @ 5:41am 
I know I cannot wait to implement it into this version but not until next week then we can as hive minds assume direct control.
AntTiger666 30 Mar, 2017 @ 4:53am 
Good news!

* Traits now have a randomized = yes/no setting that is used when randomizing traits instead of initial = yes/no. Initial now only controls what traits can be used in a custom species ~ from Patch Notes
Rag-Doll 29 Mar, 2017 @ 7:52am 
Somehow i think the mod keeps crashing due to the lack of the portrait and such.
Spartan878  [author] 20 Mar, 2017 @ 2:54pm 
Alright the AI should now in no way shape or form be able to start with the techs right off the bat. I will continue working on this at a later date so that only custom AI empires you create will be able to start off with the techs.
echthesia 19 Mar, 2017 @ 4:51pm 
Not right now.
💙Kisyana💙 19 Mar, 2017 @ 4:22pm 
does it work?
echthesia 19 Mar, 2017 @ 3:18pm 
is_ai = no doesn't work on traits. That's the problem.
Spartan878  [author] 19 Mar, 2017 @ 1:31pm 
Thx For letting me know I will work on it when I have time however I did had the is_ai = no to the traits.
echthesia 19 Mar, 2017 @ 1:12pm 
Yeah, this doesn't work. Instructions for how to fix it are in a similar post on the original mod.