Stellaris

Stellaris

Denser Repeatables x5
18 Comments
Sanctions Apr 10, 2020 @ 2:59am 
The 2.6 version of the mod is in
https://steamcommunity.com/sharedfiles/filedetails/?id=2055239410
Thanks to Laffey-chan for his contribution
Aus1rathia Feb 26, 2020 @ 9:00am 
Just FYI: There is a hunch that the overflow issue will be fixed by upcoming 2.6 patch (one of leaked screenshot showed 1 Giga resource cap which is currently impossible).


Unfortunately, I found another issue that causing negative fire power of Dessanu Consonance. Because the compensations calculated for fallen empires are also applied to Dessanu Consonance, over-compensation result their fleet become weirdly weak.


Anyone who can make one's own forked version to solve this issue would be a great service for Stellaris community. (Unfortunately, my skills are not nearly good for this.)
Aus1rathia Jan 19, 2020 @ 12:48am 
Download it from http://stellaris.smods.ru/archives/23678 and load as local mod still works fine, you can use it as the last resolve.
Laffey-chan  [author] Jan 10, 2020 @ 2:07am 
No idea what is going on, I cant update this mod, but even on a separate upload it doesnt work. Clearly something changed about how mods work recently, as this thing seems completely broken now. Unfortunately I barely play this game anymore, so I dont wanna go to the effort of figuring out whats wrong. Anyone is free to create their own version and promote it here however.
Ozixi Thrill Jan 9, 2020 @ 9:22am 
So, an update to the previous problem: I'm not sure if this is explicitly a me problem or not, but for some reason, the game is treating the mod as two separate mods. One is local (using the files downloaded from here), while the other is a Steam Mod.
The Steam Mod doesn't work, while the local one does.
Ozixi Thrill Jan 9, 2020 @ 8:39am 
The game seems to be rejecting the mod for some reason. When I try to activate the mod, I get the following error displayed: "Something looks wrong with the downloaded files." and then the mod disables itself afterwards.

Any idea what could cause this? And what could solve it, most importantly.
I've already tried unsubscribing and subscribing to the mod again.
Aus1rathia Dec 30, 2019 @ 12:06am 
In my resent play at v2.5.1 (largest galaxy size with 0.25x tech cost), overflow start about at XIX (lvl 19, equivalent to vanilla lvl 95).

That causes research done everyday because cost is reset to 0, highly likely cause game crash if any AI empire reach that point (maybe possible using with many mods to enhance AI empire capability such as StarNet AI, Lots of Traditions with Reduced Tradition Costs PT, The Zenith of Fallen with ACOT OPAF setting, Gigastructural Engineering, etc...)

I think it is wise to limit every infinity repeatable tech to about lvl 15~20 (equivalent to vanilla lvl 75~100). It is better safe than sorry, and equivalent to vanilla lvl 75~100 is pretty high anyway.
Laffey-chan  [author] Jun 10, 2019 @ 10:41am 
No idea, they could have very well kept the max integer the same. If the current one is sufficient why change it and risk messing something up
Gavril Jun 10, 2019 @ 9:46am 
hmm. now that stellaris is 64 bit would that still be a problem? I'm not familiar enough with programming, but I seem to recall that using certain... dunno what they are, but some allow decimals and some only allow positive numbers, etc.... would allow this problem even on 64 bit? I dunno.
ig2wtc May 24, 2019 @ 3:21am 
Sure, makes sense. Thanks!
Laffey-chan  [author] May 24, 2019 @ 3:07am 
Damn dude... I think what happens is that since the cost for these techs is already so extreme, at a level that high it probably reaches the integer limit of the game. Nothing I can do about that, but no sane person would reach lvl 50 in a normal game anyway, so whatever
ig2wtc May 24, 2019 @ 2:29am 
After hitting level "L" in repeatables, the research cots reset. Not sure if its a probelm with your Mod or some kind of incompatibility.
Laffey-chan  [author] May 16, 2019 @ 11:55pm 
This is because you cheated out the technologies that compensate the fallen empires's starting repeatables being stronger. As you may know, fe's start with 5 levels of every repeatable tech, and I don't know of a way to make them have fewer. They have 0 chance of showing up in the tech tree.
Sphere117Gaming May 16, 2019 @ 10:11pm 
Serious glitch I’ve found is if you use the cheat “research_all_technologies” for some reason it causes all army’s default health to be set to zero, causes all planets to no longer have any defensive army’s and can also not produce any army’s because they destroy themselves as soon as their built.

This must be caused by some sort of tech that if researched breaks the health for army’s, so it’s also possible to happen mid game or something. Took a while to find this because I never thought it would be due to this mod.
ig2wtc May 15, 2019 @ 4:33am 
Thank you for your answer!
Laffey-chan  [author] May 14, 2019 @ 11:47pm 
No, just vanilla. And sorry, but making versions for other mods and then having to keep track of like 5 of them is not something I want to get into again...
ig2wtc May 14, 2019 @ 9:42am 
Sorry if my question is supid but does this "only" affect vannila repeatables or would it also work with modded techs like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=683391880
TheHalfwayXBray Apr 29, 2019 @ 1:20pm 
sweet cant wait to play with this