Stellaris

Stellaris

EAC: Empire University
86 Comments
Peter34 Feb 14, 2021 @ 10:22am 
I think there's a new mod that does something very similar.
Dr Jimothy Feb 13, 2021 @ 11:01am 
If anyone has revived this mod please link it.
Izanami Jun 5, 2019 @ 3:28pm 
This mod dead in the water?
The Dadinator  [author] Jan 2, 2019 @ 10:17am 
@Kepos- no this mod did not remove negative traits... it was simply to get a better qualified leader for a price.
Kepos Jan 2, 2019 @ 10:10am 
Just noticed this mod by your 'poll'...

Magnus added to re-train negative traits to his Leader Traits . Does your mod also offer this option?
Peter34 Aug 27, 2018 @ 5:57am 
It's not feasible?
Peter34 Aug 11, 2018 @ 1:01am 
Is it feasible?
Friedrich Jul 26, 2018 @ 11:42am 
Consider allowing players to select multiple traits for a single leader but at exponential cost. Would be pretty nice IMO.
Peter34 Jul 10, 2018 @ 4:35pm 
Very nice. I like the Xenology mod a lot, it adds some neat Species GeneTraits, which in turn can cause Leaders to have certain new Leader Traits.

But I also like the idea of being able, at *great* cost, to build one or a very few Leaders exactly as I wish them.
The Dadinator  [author] Jul 10, 2018 @ 9:25am 
I will look into that mod and see about supporting it. No promises as it looks like a complex mod and I am off on vacatrion for a few weeks. Thanks for the feedback and I will let you know if it is feasible to add support.
Peter34 Jul 10, 2018 @ 5:26am 
Okay, thanks.
hi3r0ph4nt Jul 10, 2018 @ 2:56am 
@Peter34 just checked, it dosen't
Peter34 Jul 10, 2018 @ 12:17am 
Does this mod work with Leader Traits from other mods, specificallythe Xenology mod?
The Dadinator  [author] Jul 6, 2018 @ 7:04am 
It doesn’t interact with modifiers that would lower the cost automatically. No plans to reduce the cost.
hi3r0ph4nt Jul 6, 2018 @ 4:33am 
Could you make a mod with a reduced cost? Maybe 50%? Because you can get somewhat the same effect just by hiring and firing leaders till you find one you want.

Also, does the leader price interact with -% leader cost modifiers? For example xenology traits expanded mod has one such species trait.
The Dadinator  [author] Jun 14, 2018 @ 1:24pm 
How exactly do they need to work together @roomby? It seems that his traits are assigned via events so I am not sure what I would need to do.
roomby Jun 14, 2018 @ 10:53am 
Can you add compatibility with the mod Admiral Level Skills please
hellbiter88 Jun 2, 2018 @ 1:26am 
i love this mod
The Dadinator  [author] May 29, 2018 @ 4:01pm 
@Dʀ. █▂ █▂█ █▂ - actually working on hard coding the modifiers so stay tuned.
The Dadinator  [author] May 27, 2018 @ 7:22pm 
Enjoy the mod! Feedback is always welcome 😀
kevinhann May 27, 2018 @ 5:51pm 
Awesome, guess I'm off for new glasses tomorrow :)
The Dadinator  [author] May 27, 2018 @ 4:39pm 
Yes. See the 2.1 in the lower left corner? 😀
kevinhann May 27, 2018 @ 9:31am 
Just to clarify, this should be fine in 2.1 right?
The Dadinator  [author] May 25, 2018 @ 4:22pm 
OK the mod has been updated to deal with neural symbiote. It has the same 33% chance of happening as it does for standard leaders.
balintgod51 May 25, 2018 @ 10:49am 
It seems it may be a unique trait, because the only time I saw it was when i defeated the tiyanki matriarch
The Dadinator  [author] May 25, 2018 @ 10:10am 
Yeah I saw that one too but it appears to be one and done for Hell’s Heart.
balintgod51 May 25, 2018 @ 1:54am 
I took a look into the game files, and there is another new trait named hell's heart, but i don't know if it is similar to the brain slug, or if it is like the dragonslayer.
The Dadinator  [author] May 24, 2018 @ 11:44am 
I will see about implementing that... the ascension traits are already there... just not event traits... are there others besides that which persist with the species after the event?
balintgod51 May 24, 2018 @ 2:01am 
Can you get leaders who have a selected trait + a special one like the neural symbiote?
The Dadinator  [author] May 12, 2018 @ 1:22pm 
Yeah I know. Unfortunately to do that would require hard coding the values as there is no way that I know of to get it to dynamically output the modifiers.
Davi May 12, 2018 @ 9:45am 
Would be cool if it would tell you what those traits actually do
Chastity the Celibate May 8, 2018 @ 4:19pm 
xnadu77... LOL
The Dadinator  [author] May 8, 2018 @ 4:18pm 
Enjoy! Thanks for the kind words!
Spiffing Reynard May 8, 2018 @ 1:35pm 
Henlo I came from yout planatary cannon mod and happend to see this in the description... dude this is awsome, yet another like, favorite and sub from me.
Chastity the Celibate Apr 30, 2018 @ 3:22am 
Yay
The Dadinator  [author] Apr 29, 2018 @ 9:17pm 
@xnadu27 - and the support is finally there :)
Chastity the Celibate Apr 23, 2018 @ 6:23pm 
Cool!
The Dadinator  [author] Apr 23, 2018 @ 4:48pm 
@xnadu27 - if all goes well I should have support for Imperial Routine - Starbase Admirals in a few days at most.
The Dadinator  [author] Apr 22, 2018 @ 1:07pm 
Thanks! Fixed.
Chastity the Celibate Apr 22, 2018 @ 12:36pm 
Also in the description, you were trying to italicize “Compatible with Stellaris v2.0.* (Cherryh)”, but failed (:
The Dadinator  [author] Apr 22, 2018 @ 12:22pm 
@xnadu27 I will look into it. Thanks for the suggestion!
Chastity the Celibate Apr 22, 2018 @ 12:12pm 
There is a mod, Imperial Routine- Starbase Admirals, that adds a new trait for Admirals called “Starbase Technician”, was wondering if you could support it.
Vaeringjar Apr 10, 2018 @ 10:09am 
alright, that's fair enough
The Dadinator  [author] Apr 9, 2018 @ 11:16pm 
@Vaeringjar - as to why the planetary edict, it was less likely to get lost since most planetary edicts have been removed from the game and there are a lot of empire edicts. As far as influence costs scaling, it is only for special scientists and the player should have to make a hard decision on spending it. I have no good way to allow the AI to use the feature so I think it adds some balance.
Vaeringjar Apr 9, 2018 @ 10:04pm 
Is there a reason for it to be accessible through planetary edict ratehr than global edicts?

Regarding influence cost, I don't think it should scale, since large empires don't have any more of it than small ones, in fact they're more likely to have less. Otherwise, scaling costs seem balanced in my current playthrough.
jasonft Apr 8, 2018 @ 2:53pm 
Interesting...
Chastity the Celibate Apr 7, 2018 @ 4:19pm 
This mod has gotten better already. Instead of donating to the hungry next time I get 10,000 credits, I am just going to hire a Jack of all trades leader.
The Dadinator  [author] Apr 7, 2018 @ 4:11pm 
Fixed. Make sure you get the latest. Sorry about that.
Vaeringjar Apr 7, 2018 @ 3:55pm 
hmm, something doesn't seem right, I've added the mod mid-game to check it out, but in the tooltip no energy/influence costs are shown, and no cost is applied either...