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Trait Upgrader and Better AI Trait Modding for 3.x
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0.303 MB
Apr 17 @ 1:59am
Sep 25 @ 5:20pm
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Trait Upgrader and Better AI Trait Modding for 3.x

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Volcary Sep 26 @ 1:22pm 
@kuyan-judith Can you include description on this mod?
kuyan-judith  [author] Sep 25 @ 5:21pm 
Also lower priority on Industrious.
kuyan-judith  [author] Sep 25 @ 5:21pm 
Good idea! They do now.
Volcary Sep 25 @ 12:32pm 
Do catalytic empires have priority on food trait?
kuyan-judith  [author] Sep 23 @ 9:48pm 
Now updated for 3.1
Volcary Sep 22 @ 11:55am 
update please
kuyan-judith  [author] Aug 13 @ 11:37pm 
Dragatus Aug 4 @ 4:48am 
Playing around some more it seems like a modify_species block can only remove one trait from the species and it will be the last one listed. It can also add one trait and it will again be the last one listed.

Or at least that's how my game behaves on my computer.

The obvious, if somewhat clunky, solution is to use two modify_species blocks.
Dragatus Aug 4 @ 4:21am 
For some bizarre reason the mod is failing to remove Adaptive and Strong whenever I upgrade them to Extremely Adaptive or Very Strong, so that my new species ends up having both the basic and upgraded trait.

The strangest thing is that the temporary upgrade trait is successfully replaced with the base game trait (so it will remove trait_extremely_adaptive_upgrade and add trait_extremely_adaptive). The upgrade event is clearly triggering, it's just the line that removes Adaptive/Strong that somehow isn't working.
kuyan-judith  [author] Apr 21 @ 2:55am 
@Peter34: the AI will probably very rarely add traits from the Xenology mod since it will usually have a boosted priority for at least several vanilla traits and will never have a boosted priority for Xenology traits. That will be the only regard in which there are compatibility issues, however.