Stellaris
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[2.1] Stellar Expansion - Genetics
   
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3 NOV 2016 a las 0:29
22 MAY 2018 a las 14:38
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[2.1] Stellar Expansion - Genetics

En 1 colección creada por King Lemming
[2.1] Stellar Expansion: Complete
8 artículos
Descripción
NOTE: This is a legacy mod. It is for Stellaris version 2.1. (Niven)

This is a simple addon mod which adds a couple of technologies that play with Genetic Modification, adding some trait points, and reducing genetic modification cost.

Features
  • Repeatable technology which adds Trait Points for the purposes of Genetic Modification. (Up to 5 total.)
  • Repeatable technology which reduces the cost of Genetic Modification and increases Society Research Speed.

Feature List[raw.githubusercontent.com]
Change Log[raw.githubusercontent.com]

Localizations: English, Brazilian Portuguese, German, Russian.

NO VANILLA FILES ARE OVERWRITTEN.

If you like the mod, please give it a thumbs up! If you don't, please let me know what you don't like about it.

If you're interested in the bulk of my work, be sure to check out Stellar Expansion.
74 comentarios
hsenna 14 MAR 2021 a las 17:27 
We have an update or alternative for this mod?
Ann July 26 MAY 2020 a las 10:06 
HI! Could anyone recommend good alternative to this mod? Steam workshop search failed miserably for me
Yukitaka Oni 22 FEB 2019 a las 9:53 
don't push yourself too hard...if you don't do it someone else will. v(o.o(<
Milk 30 DIC 2018 a las 0:35 
The species trait pick limit seems to have moved to 00_species_archetypes in 2.2. I'm looking forward to the new Stellar Expansion series, or its successor. They've been my favorite low key mods since the early days of Stellaris.
King Lemming  [autor] 9 DIC 2018 a las 11:18 
No idea. I'm making new mods for 2.2. given the absolutely hardcoded trait limit though, I'm thinking it's probably time to just retire this.
MidnightCoffee 9 DIC 2018 a las 10:48 
Is this working with 2.2?
wooley2000 10 NOV 2018 a las 22:28 
The only downside is that the AI gets the max trait increase too. If you dont use the mod to start a new game. and load it only for a savegame it should stop the AI from starting too OP.
wooley2000 10 NOV 2018 a las 22:17 
@Draco Lander I tried to do the same with my mod and it does not work the only solution I found was to change the species_archetypes.txt file increasing the amount of overall max trait points. I just doubled them and it seems to help and is no too overpowered. Link to my mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1399806188 . btw King Lemming awsome mod:steamhappy:
King Lemming  [autor] 16 AGO 2018 a las 12:29 
No, that isn't possible.
Draco Lander 16 AGO 2018 a las 11:57 
That's how code of the tech look now:

# Genetics
######################################################################

@species_trait_POINTS = 3
@species_max_traits = 1

# Gene Drive Architecting
tech_cofh_se_repeatable_increased_biological_trait_points = {
icon = "tech_cofh_se_repeatable_increased_biological_trait_points"
area = society
cost = @repeatableTechBaseCost
cost_per_level = @repeatableTechLevelCost
tier = @repeatableTechTier
category = { biology }
levels = 5
prerequisites = { "tech_gene_expressions" }
weight = @repeatableTechWeight

modifier = {
BIOLOGICAL_species_trait_points_add = @species_trait_POINTS
BIOLOGICAL_species_trait_points_add = @species_max_traits
}

weight_modifier = {
factor = @repeatableTechFactor