Stellaris

Stellaris

LLX's Mods - Race Tweaks (2.7 'Wells')
16 Comments
Willi Sänger Aug 20, 2020 @ 8:29am 
BUG REPORT: Gone are the docile and unruly traits.
Willi Sänger Aug 20, 2020 @ 7:21am 
Not compatible with species diversity, features are not displayed, could you please fix it?
nekollx  [author] Apr 25, 2020 @ 5:58am 
the graphica cultures of the new races were bugged so i set them all toi somethinjg vanilla this fixed them and get the appearace pack stuff to work
vonTannenberg Apr 25, 2020 @ 2:52am 
Indeed, now it work's for me, too.
Thank you very much!
Mr. Kitty Apr 24, 2020 @ 3:49pm 
nice it works now thanks
nekollx  [author] Apr 24, 2020 @ 2:05pm 
shound work now, i had to pull out the appearace pack merge, aparently i still need more work on that side of things
Mr. Kitty Apr 24, 2020 @ 12:09pm 
my game crashes when i open shipset on new game also only the generic determined exterminators are the only race left for some reason i have played with this mod before so i don't understand the issue
nekollx  [author] Apr 24, 2020 @ 12:06pm 
i moved humans to heir own group called humans i do know while testin that anytrhing thast changes the race screen can mess it up which is why i rebuild appearace pack and bundled it in in
vonTannenberg Apr 24, 2020 @ 10:27am 
I'm afraid I can't get your mod to run. :/
Can't find Humans in the Humanoid Screen and when I click on "Cityscape" I get a CTD.
At first I thougth it would be some incompatibility with SE - Human, but even alone it doesn't work.
Do you know of any incompatibilities or requirements?

I'm not entireley sure how to spell incompatibility atm.
nekollx  [author] Apr 23, 2020 @ 7:11pm 
it shouldnted as its jsut tweaks some traits
𝖅𝖊𝖓𝖎𝖙𝖍𝖆𝖘 Apr 23, 2020 @ 6:26pm 
I'm guessing this requires PD with the incorporated patch in there?
Mista_Majik_Moshos Apr 23, 2020 @ 9:07am 
Mammals (even though humans technically count but we'll let that slide) tend to be...strong, or at least strong willed. Worker resource output bonus for sure, and a health bonus for armies. Don't add a strength bonus to armies because that's just gonna get abused with the Strong Traits that already exist.
Chuck in governing ethics attraction to relate to the whole alpha-system that a lot of animals go by, with a very minor boost to unity that pales in comparison to what Avians get. Balance this out with a penalty to housing and empire sprawl because 1) If they encounter another animal of the same species but from a different pack there is often suspicion or territorial strife, 2) Sometimes they'll get caught up with licking their butts when they should be doing other things and 3) we need to balance them out a little so they're not OP :p
Juan Caballo Apr 22, 2020 @ 7:51am 
oh duh increase reptilian life spans, turtles, tortoises, crocodiles all live for a really long time in good conditions, they've found living turtles and alligators with bullets from the civil war still embedded in them
Juan Caballo Apr 22, 2020 @ 7:50am 
Expanding on Arthropoids, Mista's idea is good, but i would also maybe make colonization easier/cheaper in some regard, maybe more habitability, and maybe reduce their empire sprawl too? idk that seems to fit with a lot of these social species but particularly well with arthropoids
Decreased housing for molluscoids is good, maybe also increased habitability due to how resilient molluscs are? Idk how true that is but it might be good to look into
Juan Caballo Apr 22, 2020 @ 7:50am 
I like mista's Ideas, your humanoid boost to science seems too OP, and I wouldn't reduce their lifespan bc the base game is already set to the average human lifespan (80 years) For Mammalians, and consequently humans, given that they're much more social animals but have longer gestation periods due to the mother-child relationship, maybe decreased empire sprawl, and maybe increase society research specifically (idk about any species specific science buffs though), but decrease the population growth speed
Reptilians could maybe just have better armies in general, but being cold blooded would decrease their habitability
Mista_Majik_Moshos Apr 22, 2020 @ 12:49am 
Birb-people would get increased unity and reduced empire sprawl since they tend to form flocks IRL.

Arthropoids probably breed like crazy so give them a pop growth increase.

Molluscoids generally have more...flexible...biology so they wouldn't need so much housing space