Stellaris

Stellaris

Awakening
62 Comments
Merku  [author] Jun 10, 2017 @ 6:28pm 
If anyone is familiar with Stellaris code then feel free to help out. Tearing my hair out. :P
Sonst Jun 10, 2017 @ 9:31am 
Cant wait to see the mod back in action. We really appreciate it.
Merku  [author] Jun 9, 2017 @ 7:50pm 
Just peeling back the layers of CtD errors. The error log isn't particularly helpful with this one, unfortunately. Still looking into it, though. :)
ZerglingMaster Jun 9, 2017 @ 7:05pm 
thx for the work, any progress updates or still running into CtD on load?
Merku  [author] Jun 2, 2017 @ 8:36am 
I'm attempting to update the mod but am running into technical issues. Hard crashes on load for no apparent reason. Looking into it.
Sonst May 26, 2017 @ 4:45pm 
Seriously love your stuff man. Please update!
Merku  [author] May 26, 2017 @ 8:44am 
Leaving this in Chalk's court. I'm not the coder, so I can't help out, here. :\ I've left him a message. That's the best I can do at the moment.
ZerglingMaster May 25, 2017 @ 10:23pm 
You guys going to bring this back to life for 1.6? Already miss having more traits and that T.T
Sonst Apr 21, 2017 @ 9:55pm 
I really love your guys mod and hope you will update it to 1.5 I love using this in my campaigns so please dont let it die!
DanteLeo24 Jan 16, 2017 @ 8:59pm 
Yeah, I dunno why it isn't.
darkknight99 Jan 15, 2017 @ 5:55pm 
Will this be compatible with ethics and government rebuild
Merku  [author] Oct 26, 2016 @ 10:01am 
@Patrick2160 - We're looking into what to do now that Heinlein is out. The fundamentals of our mod were basically done by this update and by the new DLC. Awakening of Fallen Empires was our primary goal. That's done now by Paradox. There are some other aspects of the design that haven't been touched, and we're debating how we want to adapt our other designs, pre-Heinlein, in the post-Heinlein environment... especially given the bugs that were introduced in this last patch.
Railgunner2160 Oct 25, 2016 @ 7:13pm 
So any news regarding the direction the mod is heading now that Heinlein is out?
Merku  [author] Sep 9, 2016 @ 6:04pm 
@SparraNova - that's a new one. I'll have Chalk look into it. Still shows in my list. :\
SparraNova Sep 9, 2016 @ 4:37pm 
This mod has vanished from my Mod List on the launcher, I've already tried unsubscribing and resubscribing and it hasn't worked, help please?
Merku  [author] Aug 28, 2016 @ 9:07am 
There's a lot of internal debate on that since many changes in Heinlein are directly relevant to our initial design goals. The Awakening of fallen empires, for example, being much more easily dealt with sinc Paradox will be doing that themselves. Essentially the debate is how much to release pre-Heinlein given the likelihood that it will be incompatible.
FilipinoSlayer Aug 28, 2016 @ 6:13am 
Any updates on whats going on? Will a new update be coming soon?
Knaughts Aug 14, 2016 @ 12:01pm 
+1 To @Alex's idea!
Merku  [author] Aug 4, 2016 @ 11:20am 
We know that 1.2.3 broke a lot of mods; as far as I can tell, ours isn't one of them.
Merku  [author] Aug 2, 2016 @ 9:22am 
@Alex: We'll play around with the idea and see if it works out. :)
GreatDevourer69 Aug 2, 2016 @ 8:59am 
I am aware that you can conquer worlds, but then again, that's still a lot harder than colonizing. Besides, if you're doing a One World Challenge, it would make it doable. Maybe have a second version that gives 32 points, no colonisation, -200% habitability, and + 200% homeworld habitability.
Merku  [author] Aug 1, 2016 @ 1:28pm 
@Stiched_Anthropophage The total points, costs, etc. are still being balanced, but the point of the mod with regards to traits is to create situations where there are more extreme differences between the empires. I'm curious as to what your uber build is, for testing/balancing purposes. :)
Rudeus (Deceased) Aug 1, 2016 @ 12:16pm 
customize_species_editors.gui is breaking it.
Once deleted they work fine together.
Pronautica Aug 1, 2016 @ 11:39am 
I have just those two on and they crash when together, it is not any other mod.
Artanis Aug 1, 2016 @ 11:31am 
Species traits "back" and "apply_and_close" button sections have been removed in Awakening, maybe that's why?
Them8 Aug 1, 2016 @ 11:27am 
This and Ethic and Government Rebuild from Petruxa clashes somewhy...
Im gona post this to both places and see if a person in comunity can fix it so we can play both of them at the same time because they are both awesome.
ComradeKatya_ Aug 1, 2016 @ 11:26am 
While I like this mod, It just feels like I have too many traits. I can easily build an empire with no negatives and (Personally) I find it a little OP. Good work on the mod, I haven't had any problems running it and it's a good concept.
Chalk  [author] Aug 1, 2016 @ 6:21am 
@Aton what other mods do you have installed? Anything that edits the empire creator user interface will clash with Awakening.
Pronautica Jul 31, 2016 @ 10:24pm 
Going off of what Petruxa said, your mod makes the game crash when going into the government tab in the empire creator. Could you please somehow fix this.
Merku  [author] Jul 31, 2016 @ 6:18pm 
Alex, are you referring to using the homeworld bound trait? If so, there are ways around only having a single world to start. ;)
GreatDevourer69 Jul 30, 2016 @ 7:01am 
16 points is nowhere near enough for being stuck on a single awful 16 tile planet. Make it at least 32,please.
Merku  [author] Jul 29, 2016 @ 7:41am 
Species creation was altered due to the description section not being large enough to accommodate the new traits and descriptions; in essence, the box is expanded.
petruxa Jul 29, 2016 @ 5:54am 
What are you doing with customize_species_editors.gui ?? Seems not be working with my own mod(

http://steamcommunity.com/sharedfiles/filedetails/?id=724943755
Demiurge Jul 28, 2016 @ 5:18pm 
which files (if any) does this mod change? Just to know for compatibility reasons
Merku  [author] Jul 28, 2016 @ 11:31am 
Also forgot to add: cybernetic and genetic engineering tech trees, with events, etc.
Merku  [author] Jul 28, 2016 @ 11:30am 
Alpha 3 is finished with fixes from Alpha 2; it'll be released as soon as RL interference is gone. This could be a day, it could be through the weekend.

The changelog is as follows:
- Finished ruler traits
- Added governor traits
- Fixed 'positive traits' bug
- Other trait-related fixes (some not working as intended, etc.)

Plans for Alpha 4 & 5:
- Added 'dietary preferences' traits (for diplomacy & war, in particular)
- Adjustments for plants DLC (see dietary preferences)
- New end-game crises

Future releases:
- Mid-game crises (designed, not implemented)
- Early-game crises (designed, not implemented)
- More events
- Sector-Empire alterations (extensive; designed, not implemented)

Hold onto your butts!
Rudeus (Deceased) Jul 27, 2016 @ 8:47am 
customize_species_editors.gui is breaking it.
Once deleted they work fine together.
Merku  [author] Jul 26, 2016 @ 8:36am 
No plans for scientific traits at this time. This may change. Slavery and robotics are addressed in some way due to two new tech trees, cybernetics and genetic engineering (more than vanilla). That said, I'm also toying with the idea of something having to do with synthetics and androids; perhaps mod compatible with the fixed robotics mod, for example. Future is bright, regardless. ;)
Artanis Jul 26, 2016 @ 12:39am 
Any plans for more variety in Scientist traits? And perhaps something related to slavery and robotics?
Merku  [author] Jul 25, 2016 @ 2:30pm 
Thanks for the support, gtosh4. We intend to release a traits-only version of the mod soon, but the exact timing is TBD given some unexpected RL circumstances with one of the team members.
gtosh4 Jul 25, 2016 @ 11:53am 
As previously requested, would it be possible to get the traits as a stand-alone? I'm currently supporting your traits in my "Playable Robots (fixed)" mod and don't want to have to necessarily add the new crises.
Merku  [author] Jul 23, 2016 @ 10:39am 
There are three new categories of crises; they have been designed but not implemented yet. The first release that includes crises will add new end-game crises. There are 6 new crises there, and the only one I'm willing to tease at this point is the 'Awakening' Crisis, which is where the mod gets its name. Fallen Empires are being tweaked to be much more interesting. The three categories I mentioned are: end-game, mid-game, and early game. The early and mid-game crises are meant not to crush an empire or anything, such as end-game, but just to mix up the game and keep it a bit more unpredictable.
Speed demon Jul 23, 2016 @ 8:43am 
what are the new crises if I may ask?
Chalk  [author] Jul 20, 2016 @ 11:34am 
It might, if that is the problem. The interface might look a little bad on some resolutions if you do delete it, but it isn't anything game-breaking.
FilipinoSlayer Jul 20, 2016 @ 10:50am 
So, should deleting the Interface folder fix the problem?
Chalk  [author] Jul 20, 2016 @ 10:42am 
Appareson we haven't touched the ethos and governments yet, so it can't be a conflict with us. We do, however, edit the User Interface for the Species Creation, so if their mod edits the interface for the Species Creation then that's probably where the conflict lies.
FilipinoSlayer Jul 20, 2016 @ 10:41am 
Traits are working fine, so far I have seen anything affecting traits. The Incompatibility is basically, clicking on the ethos and government section, make it crash. I'll ask the mod author if it changes traits.
Chalk  [author] Jul 20, 2016 @ 9:36am 
@Appareson if those mods edit vanilla species traits, or the amount of trait points/leader trait points you have, it won't be compatible. It also replaces every single vanilla trait icon in the game, so if the mod replaces any of those it won't be compatible either.
FilipinoSlayer Jul 20, 2016 @ 6:47am 
For some reason this isnt compatible with the Ethos and Government rebuild mod. Could you explain why could this happen.