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Chalkcs

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Mar 19, 2013
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AwakeningStellarisMod.png


Download from Steam Workshop here

Stellaris - Awakening is an ambitious content and balance mod. The purpose of the mod is to expand on or tweak existing features, or add new features (including new events, traits, edicts, crisis, etc).

Current version: v0.0.2 (Alpha 2)

Current features:
  • ALL traits were scaled up and all positive traits were recoloured from green-blue to green to support tiering system
  • 19 completely new traits with custom icons
  • 36 unique new Ruler traits, complete with custom icons
  • 11 traits were expanded into being 44 traits with a new tiered trait system that scales exponentially. This allows empires to specialise a lot more with more radical buffs and debuffs
  • Increased total number of allowed traits from 4 to 8, and increased trait points from 2 to 20 to support the tiering system

Planned features:
  • Enhance core gameplay by adding greater diversity in traits, ethos, and general game depth.
  • Add more event chains, especially for mid and late game
  • Development government-based politics
  • Development of sector politics (interplay between empire and sector control)
  • More flavor for characters; rulers in particular
  • More end game crises
  • Racial dispositions; mammalians generally pro-mammalian, anti-arthropod, for example
  • Planetary yield diversity (more diversity; tailored to type)
  • Expanded economy
  • Spaceports defense specializations to make them more effective defensive tools; balanced by upkeep
  • Expanded and reworked technologies
  • Custom empires and races (both Fallen and otherwise)
  • New race portraits for all categories
  • More diverse backgrounds
  • More flag emblems and patterns
__________
Current Team:
Merku: Creative leader, writer, PR
Chalk: Coding, Art
Zak: Coding
__________
Information about specific features:
The tiered trait system: The tiering system was added to add more depth and specialisation to empires by exponentially increasing the bonuses/drawbacks and cost from level 1 to level 2, level 2 to level 3, and level 3 to level 4. E.g. Intelligent level 1 costs 2 points and grants 10% bonus to all research, while level 2 costs 4 and grants a 20% bonus, and so forth.

The tiers follow generic MMO rarity colours - green is common, blue is rare, purple is epic, and yellow/gold is legendary.
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Changelog
v.0.0.2 (Alpha 2)
  • Fixed trait Opinion modifiers now working
  • Added 36 all new unique ruler traits, complete with custom icons
Known bugs:
  • Charismatic opinion modifier is not called "Positive Traits" like it should be
  • Back and Continue buttons are still not implemented on the trait picker screen when creating a new empire/species
_____

v0.0.1b (Alpha 1 hotfix 2):
  • Fixed all opinion-modifiers for traits. Repugnant and Charismatic opinion modifiers are now used as catch-all modifiers that stacks with each negative/positive trait.
  • Fixed all broken traits (Logistics Experts, Cyborgs, Natural Diplomats, etc)
  • All traits are now properly implemented.

Known bugs:
  • Charismatic opinion modifier is not called "Positive Traits" like it should be
  • Back and Continue buttons are still not implemented on the trait picker screen when creating a new empire/species
_____

v.0.0.1a (Alpha 1 hotfix 1):
  • Fixed Homeworld Bound
  • Altered some traits
_____

v0.0.1 (Alpha 1):
  • Added 19 unique traits with custom icons
  • Reworked 11 traits and expanded them into 44 traits
  • Scaled up ALL trait icons
  • Reworked colours of traits
  • Altered trait menu interface in empire creation to accomodate larger description space

TODO for next version
v0.0.3 (Alpha 3):
  • Implement early game crisis and events
__________
Please report any bugs, typos, or mistakes, and feedback is highly encouraged!

Compatibility:
As of v0.0.1 (Alpha 1), it should be compatible with basically everything - including mods that add new traits. However, it is not compatible with mods that change or otherwise alter vanilla traits (it edits 00_species_traits.txt), vanilla trait icons (it replaces the majority vanilla icons), or the empire/species creation interface (it edits customize_species_editors.gui). It will also conflict with mods that change the amount of trait points, or the number of traits you can choose (defines problem). As of v.0.0.2 (Alpha 2) it is no longer compatible with mods that edit 00_opinion_modifiers.txt
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Images
all_new_traits.png
new_traits.png
new_traits2.png
new_traits3.png
new_traits4.png
tiered_traits.png
 
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Bugs: Cyborg and multiple traits don't apply all there effects. This is on a pop by pop basis so things like ship upkeep or influence do nothing here. You should look at the extra trait mod code for how they implemented these.

But what happens if the AI accidentally rolls debtors and start wasting slots with energy credit buildings? Multiple heavily -trait point all have this problem where they overly handicap people. Have you considered removing them to make minmaxing not a possibility. Multiple traits like expert seem massively OP giving player created nations a massive edge.

Could you use a coder to help implement traits into things like elections and technologies? I can already implement some of your listed features.
 
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Thanks, I'll take a look at those traits!

If you'd like to help out, we'd gladly accept your help! You can go to the Workshop page and add me (Chalk) as a friend and we can talk about it a bit more.

Regarding the AI picking the traits, I could change the AI weight so they pick the traits more logically and don't end up crippling themselves. I'm going to be releasing v0.0.1a today or tomorrow to fix some of the most pressing bugs (like the Cyborg, Homeworld Bound, etc).
 
All technical stuff should be directed at UrZoid/Chalk. If it's creative in nature, such as effects of traits, direct debate at me. :p - As for min-maxing and such, the point of the mod is to allow for min-maxing of certain playstyles, but not create some kind of uber build. This allows, for example, to create a great agrarian species, but at the expense of some other aspect of the game. This makes initial creation more important; admittedly this is currently more useful for player created empires.

I also tend to create all of my opponents and force-spawn them into the game, so I'm guilty of one-tracked thinking there.

As for random empire creation, if there's a way to make it 'smarter' for empires from a coding perspective, then that's something we should definitely look into. :)
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EDIT
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In addition, even WITH uber builds, we'll be incorporating mid and early game crises to shake up what someone may believe is their most uber empire ever. Additions forthcoming. :)
 
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Newest version was just uploaded to Steam, and there's much more to come. Currently we've expanded: Species traits, ruler traits, and governor traits. Moving on to more end-game crises and new mid-game crises. :)
 
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News Flash:

Alpha 3 was released!

Awakening is looking for 1-3 bug testers and, if possible, another coder familiar with event creation.

Awakening has a lot of moving parts, and the mechanics themselves are taking a lot of technical time. With additional team members to help locate bugs, as well as those who can pick up the slack in other areas, we can develop quicker. If anyone is interested, please PM me here or contact me @Merku on Steam.