Stellaris

Stellaris

[Deprecated] Leader Traits: Enhanced Randomisation
23 Comments
Winter Nov 20, 2023 @ 10:43pm 
Thank you for the mod & thanks for adding the deprecated tag as it makes life just a little easier for returning players.
corsairmarks  [author] May 10, 2023 @ 1:25pm 
@Hagamablabla Thanks! This one is all done - since we choose leader traits now.
Hagamablabla May 10, 2023 @ 5:39am 
Thank you for your work on this mod for these past few years.
corsairmarks  [author] Apr 25, 2023 @ 11:54pm 
With the upcoming new DLC "Galactic Paragons" as part of patch 3.8 "Gemini," I anticipate this mod will need significant adjustments.
Westrian Mar 6, 2023 @ 6:39am 
thanks for the update, one of the things that was annoying me the most was the sheer amount of leaders that got the trait when i rarely do it
corsairmarks  [author] Dec 15, 2022 @ 4:53am 
All updated for 3.6 "Orion" - just a minor tweaks to randomise the new scientist trait Mindful. Also i did some code cleanup and refactoring but the functionality otherwise stayed the same.
corsairmarks  [author] Dec 11, 2022 @ 5:44pm 
@aanikron Not yet, but I am working on updates to all my mods for 3.5/3.6
aanikron Dec 10, 2022 @ 8:37am 
Heya, does this mod need an update for the current version?
Peter34 May 4, 2022 @ 2:33am 
Okay.
corsairmarks  [author] May 3, 2022 @ 12:13pm 
@Peter34 - This mod does not alter Agendas, so it's not from this mod. I've had that happen before myself - I believe it's an oversight in the Agenda's code.
Peter34 Apr 30, 2022 @ 12:41am 
I just started using this mod, playing as Xenophile/Spiritualist/Pacifist. In Policies, Slavery is outlawed automatically, which I think is caused by the Xenophile Ethos.

Yet in spite of this, my random-generated starting Ruler got the Agenda Slave Optiizations +10% Slave output. Is that due to this mod?
corsairmarks  [author] Jan 15, 2022 @ 10:00pm 
Via script, it is possible to add traits to leaders that aren't "allowed" to have them. I'll look through it again tomorrow - it seems possible that some of my script is executing when it is not intended.
Syrius Jan 15, 2022 @ 9:46pm 
I unsubscribed, resubscribed, started a vanilla, then restarted it with just your mod and still all leaders get the trait. Quite strange. I have all dlcs except Nemessis, if that helps.

But anyway, since I play it modded and I managed to edit it on my end there's no big deal. It works fine with the modifiers I added on your mod. But it's still strange since the trait it's supposed to be just for admirals in the 1st place in the common/traits folder - leader_class = { admiral }
Syrius Jan 15, 2022 @ 9:34pm 
I will. I also unsubscribed all other mods before I tested it. But I will again.
corsairmarks  [author] Jan 15, 2022 @ 9:29pm 
@Syrius I just tested a fresh Clone Army game with only this mod active and I got clone traits only on my Admirals. I hired a few of each class just to make sure. It's possible you don't have the updated code - try unsubscribing and resubscribing.
Syrius Jan 15, 2022 @ 9:21pm 
No problem! Great mod btw. And if I get into something else I will update you. Cheers!
corsairmarks  [author] Jan 15, 2022 @ 9:19pm 
Thanks for the heads up. I thought I had fixed that after running into it myself, but I guess not!
Syrius Jan 15, 2022 @ 9:17pm 
Edit:
I added these to the scripted_effects, for all three clone admiral traits:
NOT = { leader_class = ruler }
NOT = { leader_class = governor }
NOT = { leader_class = scientist }
NOT = { leader_class = general }

Now all seems to work fine.
Syrius Jan 15, 2022 @ 9:09pm 
Hey, I think I spotted a small oversight: with the Clone Army Origin, all the leaders get Clone Admiral trait, not just the Admirals themselves. Even if in the vanilla common\traits\00_admirals they have a leader_class = { admiral } modifier, the trait still gets inherited by all the leaders.
corsairmarks  [author] Sep 15, 2021 @ 11:27pm 
Updated for 3.1.1
corsairmarks  [author] Sep 14, 2021 @ 10:50pm 
@SBlack I re-imagined the text for the military traits for just this reason. I wanted them to make sense for any leader to gain, rather than just new ones.

I haven't finished verifying this mod for 3.1 but expect a comment soon.
SBlack Sep 14, 2021 @ 4:28pm 
Nice work with the robot traits.

Is the issue with the military veteran traits that they could suddenly appear on existing characters? Because they those traits fit very well on brand new characters. Maybe they could be limited to new ones instead
macelharen Jul 25, 2021 @ 11:22pm 
hot damn, nifty mod. good thing i checked popular this week