Stellaris

Stellaris

Ancient Cache of Technologies: Extra Defines and Changes
237 kommentarer
Ced 9. juli kl. 20:29 
I don't know, maybe check the update log?
Plusthreemood 9. juli kl. 18:44 
Is this updated for 4.0?
Aphyxia 4. juli kl. 6:59 
Can you also reduce the diplo weight gotten from fleets? Hitting 0 diplo weight because of it on upper Phi tier already.
Oxy 2. juni kl. 8:52 
@H11DN-D4NG3R - Much appreciated, I'll try and see how it behaves.
H11DN-D4NG3R  [ophavsmand] 2. juni kl. 8:47 
@Oxy i think it's a ''shouldnt'' matter one
Oxy 2. juni kl. 8:42 
@B flat - thanks! I will try that out with the newly updated ACOT :)

Does anyone know if I should put it above or below ACOT mods?
B flat 2. juni kl. 5:34 
@Oxy vanilla does support level cap, as there are mods that increase it like https://steamcommunity.com/sharedfiles/filedetails/?id=1320158755&searchtext=level
(which work just fine)
you can even do it yourself easily with a small change in defines, but you'll lack icons for levels above 10
so does this mod up the level or not?
Exaccelerator_07 27. apr. kl. 19:14 
Thanks for quick response btw. And yes I am sure that all of my mods are still active. Good to know that everything other than level cap are still working. Maybe try experimenting with my mod load order to avoid other issues
H11DN-D4NG3R  [ophavsmand] 27. apr. kl. 9:04 
Right i just missread it.... But yes. the Define still works correctly. Just Nearly Nothing provides the relevant Buffs to increase the cap (even then. there's no icon for levels higher then 10)
Oxy 27. apr. kl. 9:00 
@Exaccelerator - I think the lvl 20 leader cap does not work and never has. I asked last year and got the answer below. My understanding from that is that ACOT supports it but the base game doesn't, i.e it does not work until either the Devs or Another mod manages to increase it. Everything else works perfectly and I never play withot it.

H11DN-D4NG3R 22 Jun, 2024 @ 3:08pm
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
H11DN-D4NG3R  [ophavsmand] 27. apr. kl. 6:02 
@Exaccelerator Is your modlist in the correct order?. (and you sure this mod is actually active?) having specific dlcs shouldnt cause issues.
Exaccelerator_07 27. apr. kl. 5:53 
Is this mod still working? I was playing subscription pass with all the DLC, with other mods along with the original ACOT, ACOT Override and this mod, which I found the max level 20 isn't working. At first, I try just using ACOT, ACOT Override and this mod to isolate any other compatibility issues with other mods, it is not working.
Paragot 28. jan. kl. 18:16 
Fleet power seems to be not working for me. It was working in a mod set, then I changed some things, and then it stopped working. Fleet power was at vanilla values at game start. So, I did some testing. I only loaded ACOT (with Overrides), AOT, and this mod, and fleet power was still at the vanilla values. Then I just loaded this mod only by itself in a mod set, and the fleet power was still at vanilla values.

Nothing has really changed from the first mod set until now where it was working. I reinstalled the game a few times, verified files. Rearranged a few mods, but still none of that should matter if I tested this mod by itself and the vanilla values were present.

For reference: vanilla values being shown with this mod and without this mod (at game start with the same empire both times, United Nations of Man):

First fleet: 161 power (vanilla will sometimes show 159 or 164)
First station: 663 power
Doviena 27. jan. kl. 20:39 
I like the repeatable cap, keeps things not only competitive to an extent, but helps with bloat
Varlun 27. jan. kl. 11:17 
I was having a look through the file and noticed you disabled the DEAD_SHIP_DRAG change. It sounds interesting to me, why is it disabled?
Varlun 19. jan. kl. 6:50 
I actually love 90% of these changes. What I mainly don't like is the people in the comments saying they're having issues with it. Maybe the repeatable cap changes are a bit eh. The graphical changes, while nice, are reeeeeally random and have no business being in this mod.
H11DN-D4NG3R  [ophavsmand] 19. jan. kl. 6:02 
@Varlum The ''Only'' Chance i see that could probly get changed is the 20 Repeatable Cap.

But nothing else seems to be wrong

Care to explain what you dont like being in this.
Varlun 19. jan. kl. 1:46 
It really is bad practice to put so many changes into one mod. The best thing would be to have a separate mod for every single change, or use a mod menu to allow toggling every change.
bryan3313s 31. dec. 2024 kl. 12:43 
I used the gigastructural engineering module and built a solarsystem battleship, but the armor value still overflowed,do I need to start a new game for this mod?
Realhollow 2. dec. 2024 kl. 9:17 
Hi is there any chance you could add a diplo overflow to this as the Phanon ships you can get make it so your diplomatic power goes to 0 also the Star Annihilator still goes to 1 fp
LegendKillerZz1 30. juli 2024 kl. 1:57 
A band-aid fix for this for now while the devs are workinf on this, change shipclass_military_hull_mult and remove shipclass_military_special_hull_mult to ship_hull_mult at the file location of "[Storage Drive that contains your steam files]\Steam\steamapps\workshop\content\281990\2288335512\common\technology\00_eng_tech_repeatable.txt"

I did try to do a little digging within the tech research files and localisation files for the new shipclass_military_hull_mult equivalent, but i couldn't find it, either because im looking in the wrong place or they simply faded it out all together
兽王的克星 12. juli 2024 kl. 12:10 
I'm sorry to report that there's a small bug in acot_scripted_triggers_buildings,for the categories for upgraded capitals lacks the hab_system_capital. In this file the major upgraded capital for habitats are "hab_major_capital" but in the vanilla files it is "hab_system_capital".
Szara 1. juli 2024 kl. 14:41 
It looks like the shipclass_military_hull_mult and shipclass_military_special_hull_mult were changed in vanilla, so the localisation for tech_repeatable_improved_ship_health (Hull Integrity), which is re-enabled by this mod, is now broken. However the effect still seems to work (at least it did increase the hp of the one cruiser I looked at).
Sazapahiel 23. juni 2024 kl. 15:07 
Would be great of the repeatable cap had a toggle or something.
Oxy 22. juni 2024 kl. 8:25 
Ok, so I shouldn´t worry about it and just enjoy the game :steamhappy:.

Thanks for the quick reply!
H11DN-D4NG3R  [ophavsmand] 22. juni 2024 kl. 6:08 
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
Oxy 22. juni 2024 kl. 6:03 
I should mention that acot reports all 3 submods as active and I see some other signs that extra defines is active such as increased naval cap at start. Its the same irregardless if I play gestalt or normal - not sure that would make a difference but i figured Id mention it.
Oxy 22. juni 2024 kl. 6:00 
Love the collection of mods and i use acot, override, secrets beyond the gates and extra defines. It says in the description that leader cap is set to 20 but I have never seen that. Is that something that should be visible because my leaders are all X out of 10 as normal.

Thanks again for a superb collection - I never play without acot these days :)
H11DN-D4NG3R  [ophavsmand] 17. juni 2024 kl. 23:58 
Well acot just updated
Grzesio 17. juni 2024 kl. 11:39 
no fwkin way an update meaning acot is close.
H11DN-D4NG3R  [ophavsmand] 5. juni 2024 kl. 15:33 
@Paradrake, Specify
No mod can actually "fix" the overflows, only slow it down, i dont think acot defines adds That much of changes(other then helpful ones)
Paradrake uwu 5. juni 2024 kl. 13:21 
is there a version that just fixes the overflow without all the other changes
H11DN-D4NG3R  [ophavsmand] 27. maj 2024 kl. 1:12 
@Water2Lava, acot defines set the "Max leader Level cap" to 20
but did not add any tech/effects to increase the Leader cap from its default amount
water2lava 26. maj 2024 kl. 17:46 
does this still increase leader level cap because it doesn't appear to for me.
H11DN-D4NG3R  [ophavsmand] 8. maj 2024 kl. 2:24 
@Nick according to Chiru. its because of the Overwrite mod. so you have to disable that untill acot is updated
nickbouyounes 7. maj 2024 kl. 17:27 
Ships aren't doing any damage in 3.12 update. Any help would be greatly appreciated
samsockeater 12. mar. 2024 kl. 14:09 
right, cheers
H11DN-D4NG3R  [ophavsmand] 12. mar. 2024 kl. 11:45 
It should work as intended.
samsockeater 12. mar. 2024 kl. 10:05 
does this still work for keeping the numbers from breaking?
H11DN-D4NG3R  [ophavsmand] 6. mar. 2024 kl. 23:47 
Do you have edicts active, i know some give hull regen and stuff
CushionSpud 6. mar. 2024 kl. 23:10 
Ok i just rechecked and i only have the tier about alpha (the p-word one) shields and armor on it with some armor that buff evasion by 5. Non by percentage based. All of the A slots are hardening, speed, and weapon buffs. The armor and shields are there but still no hull points. Is there a certain value that shouldn't be crossed?
CushionSpud 6. mar. 2024 kl. 22:58 
but most late game thing have that, even stuff from the mother mod of this one. So just put default (base game) armor and shields on it?
Slayer 6. mar. 2024 kl. 21:24 
Don´t put percentage regeneration things on it.
CushionSpud 6. mar. 2024 kl. 19:24 
I too have the herculean 0 hull bug. Even with this downloaded and i tried moving it around the load order. Is there anything i can do to fix it. Like should i not put certain things on it?
Rhorbarius 27. feb. 2024 kl. 12:27 
Oh okay, so this mod doesn't itself give you ways to level past 10. Thanks!
H11DN-D4NG3R  [ophavsmand] 26. feb. 2024 kl. 15:13 
@Rhorbarius, Leader max cap is 20 with defines
Base cap is 10, you would need other mods that add "Increase leader max level"
Rhorbarius 26. feb. 2024 kl. 14:53 
Are there any easy ways to check if this mod is working and not overwritten entirely by something else? Leader and skill levels seem unchanged, my leaders are still capped at 10 (other comments suggest I need to unlock something for that, NBD), and fleet power isn't adjusted yet
Gazingus Dingle Bordaviq VI 16. feb. 2024 kl. 9:25 
herculean still disappearing due to the 0 hull bug, regardless of regeneration removal.
John™ 9. feb. 2024 kl. 0:29 
I unsubscribed and then resubscribed to this and now suddenly my 6k power army suddenly doubled and became 14k
Sarrufian 22. dec. 2023 kl. 7:51 
@Giocio This also keeps happening to me even when I remove all the armor/shield components from the Herculean design, I haven't found a solution so far