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The way I do it with AI spams the modifier list as I split the modifiers into powers of two to exponentially reduce the number of modifiers I need. So adding scaling to the player (which is a very niche application) would mean that for all people I'd either have to spam the list or have insane amount of different modifiers defined.
That wouldn't be fixed by changing the mod order. In that case the stuff that is set by whatever other mod would do that would be applied in addition to my mods bonuses. As such you should start with double civilian bonuses though.
Other than that, I have no idea what could be happening in your case. I cannot reproduce any issues you are describing. If I switch between Civilian and Grand Admiral all bonuses are correctly removed/applied.
I cannot test myself this weekend. Please give me some feedback if you still feel something is not working as intended.
It seems some patch inverted the order in which static modifiers are overwritten and thus the game was now overwriting my empty vanilla difficulty rather than the intended other way round.
Just uploaded a new mod version that now doubly overwrites from my side in both direction so it should work with any Stellaris version.
The reduced difficulty modifier affects grave_guardian, formless_event_aberrant_country, gate_builders. If any was incorrectly reduced, please tell me as I do have not played the game beyond testing for years and will not notice!
The difficulty event window is now split into two parts and should fit the screen (at least until they add even more modifiers).
I am aware of the issues with event size since the last update where they added quite a few modifiers. Still trying to figure out how to fix this in a good way. I wish they added an optional scrollbar in the events....
Also, the AI Bonuses window is too tall to fit inside my 1440p monitor screen with 1.0x UI scaling.
If that is what you were doing, I strongly recommend not to do that. By now there are so many modifiers in the vanilla difficulty that the "change all" has a bit lost its purpose and I might remove it in the future. And you should certainly not reduce all on the player as that will give you quite a few nasty things. Either increase the bonuses for AI, reduce category wise or even modifier specific.
Thanks for the info with Planetary Diversity but I need some more info to understand what goes wrong there. Can you go into some more details or ideally give me a screenshot of what is happening (can do this via discord if you want to, see the link to the Stellaris modding den where I am active as Gratak-)
Also. I had Planetary Diversity - Unique Worlds installed, had to remove it because when using this mod and adjusting ALL settings, it also adjusted the resources from that mod into the negative. Creating in game issues.
Is save-game compatible. In running games is would change the jobs resources to jobs efficiency for all entries though, despite it still being job resources for the player bonuses. Also the new resource limit increase and automatic unemployed pop movement will not be enabled in existing saves. It will be applied though if you set a predefined difficulty again. Alternatively, you can manually add them.
But I will update the modifiers in my mod to fit with the vanilla ones again.
(testing trying to go from commodore to ensign) ai kept pop efficiency, never had resources to jobs buff to start with, if i go back to commodore they gain a resources to jobs buff in addition to the efficiency.
Also removed the trade bonuses, since it seems that these no longer exists. Also updated version number to 4.x
I also just checked that no modifiers have changed, so there should also be no harder to spot bugs introduced in 4.0.
As such, no update is needed unless you should find a bug. As I have mentioned earlier times, I no longer update version numbers unless Paradox allows * in the version number again since I won't be bothered to do that all the time.
The post-endgame crisis for Gigastructures (Blokkats) deletes itself with this mod present. I'm curious if perhaps this mod can cause the fleet power to overflow, which deletes the fleet (and due to the mechanics of that crisis... it respawns itself... then deletes... then respawns... then deletes...etc.).