Stellaris

Stellaris

Godly Traits Redux 4.0
139 Comments
Kestoren Nov 1 @ 7:37am 
Big unfortunate, not sure if this mod is causing issues for me or if it's another. But not loving the change to 4.0
Dotakiin  [author] Nov 1 @ 3:18am 
@Kestoren I don't have that version any more. I am not aware of anything that would cause a crash in 3.14, but some modifiers might not work right.
Kestoren Oct 31 @ 4:04pm 
Do you have a Legacy version for 3.14 or is this backwards compatible?
Dotakiin  [author] Oct 29 @ 6:12pm 
Can you share anything about the crash or when it occurs? I haven't actually played since 3.14, but did launch the game to test the demigod official bug and was able to do so without crashing.
Fodderson Anoligost Oct 29 @ 5:56pm 
It seems this entire mod causes Lyra to crash for my system. Is anyone else experiencing this bug?
Dotakiin  [author] Oct 29 @ 6:19am 
@MoonEyes2k There was a typo when assigning the demigod official trait, it has been fixed.
MoonEyes2k Oct 28 @ 2:09pm 
There does seem to be some sort of a bug, in that the "Demigod trait"(at least) is only applied to Commanders and Scientists, but not to Officials.
Ced Sep 27 @ 8:32am 
I've not seen anything that should change pop stuff from 4.0? At least, not in a way that would break this.
Dotakiin  [author] Sep 27 @ 6:01am 
I haven't played Stellaris in a while, where there any changes in 4.1 that broke the mod?
Rogueone Sep 27 @ 1:21am 
?
Rogueone Sep 13 @ 10:46pm 
Update?
Ced Jul 29 @ 11:34pm 
I'm going to second that.
Empire Size is bs.
jasonft Jul 29 @ 5:19pm 
To be truly OP the Great Leader needs an Empire size reducer.
Dotakiin  [author] Jun 14 @ 5:46am 
There were penalties to try and make them work similar to the original mod, where higher strata pops had larger bonuses. I've now removed the penalties entirely though, since there is no such thing as too OP for a mod like this.
46Sora Jun 14 @ 2:53am 
I think it might be just a display bug?
46Sora Jun 14 @ 1:53am 
Is it supposed to be that godly species and neffalim give -50/-100% (respectively) job efficiency for specialists and -25%/-150% workers which means they produce less resources per pop?
beahmont Jun 9 @ 2:15pm 
I'm still having issues with the event script to give the leaders their demigod or godly traits not firing or not working when fired.
Ced Jun 5 @ 12:06am 
No chance of AI getting them by choice, only way is if you force spawn an empire that has them.
Helljumper27 Jun 4 @ 11:19pm 
can ai use this? is there a chance the ai in a game will pick one of these?
Dotakiin  [author] Jun 4 @ 2:42pm 
@jasonft It turned out to be an easy regex fix, so leaders should have the traits now.
Dotakiin  [author] Jun 4 @ 2:28pm 
They removed the command this mod used to add the traits. I should have it fixed in the next couple hours.
jasonft Jun 4 @ 9:27am 
Possible change in last patch affecting your mod - Leaders in Recruit pool no longer showing Godly (Admiral in this case). Leaders I already had unaffected. Thought you should be made aware.
Dotakiin  [author] Jun 4 @ 5:01am 
From the latest patch notes:
"Fix Robot species with negative traits costs sum declining"
Iirc, all positive multipliers are additive and negative are multiplicative.
jasonft May 29 @ 9:58am 
I mean their % bonuses. I forget the actual numbers, but if they both hypothetically gave +75% to something does putting them together get you +75% or +150%?
Dotakiin  [author] May 29 @ 5:11am 
The civic increases the trait picks, giving you the room to spend your trait points.
jasonft May 29 @ 2:53am 
If you have both the racial pick and the civic do the bonuses stack if you want epic overkill?
Dotakiin  [author] May 27 @ 8:47pm 
There is a known issue in vanilla stellaris with robot pop growth that is likely causing these issues. The point traits are just empty traits with a negative cost, with the 4 point here as an example:
trait_4_point = {
icon = "gfx/interface/icons/traits/trait_4_extra.dds"
cost = -4
initial = yes
modification = yes
randomized = no
advanced_trait = no
allowed_archetypes = { BIOLOGICAL LITHOID PLANTOID ROBOT MACHINE }
ai_weight = {
weight = 0
}
}

Through a bit of testing, it looks like this occurs when there are too many unspent trait points, so stick with the one that gives you just enough points until it gets patched.
jasonft May 27 @ 8:25pm 
I eventually realized this, yes. Curious that point boosters from other mods worked fine.

That first week of 4 I was incredibly frustrated until I went down the list of mods turning them off one at a time.
ShadowVoyd May 27 @ 7:56pm 
Extra civics points selections don't work from this mod for some reason. playing the latest version
jasonft May 27 @ 5:32pm 
Trying to track down which specific thing causes a glitch, bear with me.

Used +32 points and Deus Machina race pick for my Machine Gestalt as a test. I start with declining population on my homeworld.

Used Machina civic no problem. Normal start.

Used Deus Machina race pick without +32 points. Normal start.

Used Deus Machina race pick with +16 points. Declining start.

If this plays out like it did back when 4.0 first came out I eventually die out no matter what I do. Back then nothing I did let me grow my population. Thought you should be made aware. Used to play using this mod all the time but I left the game for a while only to come back just in time for the cluster-crunch that was the week of the initial release of 4.

Keep up the good work.
DJ BONER May 25 @ 5:14am 
Version for 3.14?
Dotakiin  [author] May 24 @ 1:15pm 
It should apply to all leaders of the species.
Dizze May 24 @ 8:59am 
It says for some of the Traits "This Leader - Lifespan: Immortal"
Does that mean only the Ruler or all leaders are immortal?
Thank you bro
Dotakiin  [author] May 23 @ 7:30pm 
Yeah, I removed the civic point refund. I can add it back if there is demand for it.
thryllth May 23 @ 7:18pm 
Are the extra trait pick civics intended to no longer give a civic back on game start?
Dotakiin  [author] May 23 @ 2:22pm 
All of the traits have always had 0 AI weight, so the AI should not take them.
Nihilism May 23 @ 8:23am 
does the AI have access to these traits?
Dotakiin  [author] May 23 @ 7:18am 
@Syn Yes. The original mod had bonuses that reduced for lower class pops, and I couldn't find the bonus for just the highest tier. I instead gave them a general bonus to all tiers at the highest level, which is then reduced for the lower tiers.
Syn May 22 @ 11:18am 
Is it intentional for there to be a job efficiency penalty for Specialists(50%) and Workers(25%)?
Frostie May 21 @ 3:19pm 
@dotakiin Fair enough. I was just going by what was posted in the modding discord as the replacements for the values~ Didn't really look into the nuance. Thanks for letting me know and for the update!
Dotakiin  [author] May 21 @ 2:54pm 
@Frostie, I used the modifier logistic_growth_mult instead, as that is what the growth traits in 4.0 use now.
Dotakiin  [author] May 21 @ 2:53pm 
Updated to 4.0, let me know if you find any bugs.
bascott83 May 19 @ 7:12am 
looking forward to a update to 4.0
Frostie May 18 @ 7:02pm 
If the only thing that is really broken is the pop_growth_speed multipliers, you can quickly fix those by changing them to "founder_species_growth_mult" instead
XavierMace May 13 @ 7:43am 
The extra point traits still work. A good chunk of the others don't work do to the changes in pops. IE none of the pop growth modifiers work because 4.0 changed the variable name for pop growth.
victoriousdread07 (private) May 10 @ 11:48am 
@El Jefe Do the extra points not work?
El Jefe Generalisimo May 8 @ 1:50am 
i can attest these traits dont work. but i only use everlasting and ancient species which add immortality and those work fine.
Dotakiin  [author] May 7 @ 6:33pm 
I haven;t played it or done any tests, I would expect a number of the traits to not work with the new manpower system.
GANK May 7 @ 4:23pm 
Can it be used now?
Ced May 6 @ 9:24am 
What's wrong with the performance? Are you referring to the pop thing?