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DukeOfValois1

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The sectors in the new patch are just beyond stupid (bordering on retarded) and I'm wondering if anything in the workshop or elsewhere has attempted to fix or get rid of them.

Preferably save compatible.
 

hessuu

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The sectors in the new patch are just beyond stupid (bordering on retarded) and I'm wondering if anything in the workshop or elsewhere has attempted to fix or get rid of them.

Preferably save compatible.
You can already get rid of them with in-game tools. Turn off sectors mapmode to hide them on the galactic map, and go to Outliner Options (the little cog button in the top of the outliner), and disable "Sectors" and enable "Planets". You will get a straightforward list of planets in your outliner with no mention of sectors. With these two steps sectors will no longer affect your game in any way anymore. They will not build anything or mess with your jobs as long as you don't give them resources or enable their AI. You'll probably still want to assign governors to them to get their resource bonuses though, but that is optional.

As for improving them, Glavius' AI mod is the only thing that improves their AI, but assigning resources to them is still a pain in the ass. With the limited UI modding tools at our disposal, it really seems that Paradox has to be the one to improve sectors.
 

Mitchz95

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Two requests.

First, can the homeworld = effect for civics be made accessible for traits as well?

Second, can we have a condition that checks to see whether the player has a particular mod enabled? Something like host_has_mod = 1249001485 (the number being the mod's Steam ID).
 

GrandAdmiralFox

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First request: a Battletech shipset... there are various FTL ships that would make things interesting for Stellaris, and the basic design philosophy (basically a cylinder and bits for the most part) could make an interesting setup.

Second Request: an engine mod that replaces the current lineup of engines with things like fission drives with methane propellant, fusion drives spewing hydrogen everywhere, or even something similar to Nexus: The Jupiter Incident's 'Lightrider' STL drive...

Third Request: an ISO Human ship design shipset with rotating sections. I always loved ships like the Omega class in B5 or the many Sol-bound ships in Nexus: the Jupiter Incident. Felt so real... as it were.
 

Orion88

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Anyone working on a Babylon 5 mod anymore? Currently in the Steam Workshop there seems to be a few race conversion mods for Babylon 5 races, but no ship mods at all. :(
 

FiddleSticks96

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Whenever a subject empire splinters and forms a rebel empire, that rebel gets ALL of the technology of the overlord empire instead of the parent empire. I like the rebellion mechanic, but I can't stand this insanity anymore, so here is my mod request.

A mod that disables rebellions all together, or, if it is possible, make it so rebels get the techs of their parent empire instead of the overlord of their parent empire.
 

Atoombom007

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As I maintain a localization mod, it would be very helpful if PDX would mention which localization files were changed (i.e horizon_signal_[etcetera]/modifiers_[etcetera]/modifiers_2_[etcetera]), should there be any changes. Now I need to manually check the 43 files to know whether something has been added, which is quite time-consuming. :(
 

FleetingRain

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I'd like to ask for xjob_per_pop and xjob_per_crime to be merged into xjob_per_yplanetresource. Right now I don't think there's any way to check trade value in a planet and use it for, say, add 1 crime per every 10 TV. Similarly, we can check Amenities and Housing but not use them.
 

Snoipah

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I can't enjoy stellaris anymore because it's too easy, I miss games pre 2.2 where the AI can still remain a threat even to the year 2600. Now it's way too easy and by 2400 I'm superior to everyone and can just take over the galaxy. I want there to be AI empires that are legit scary to fight post 2500 while I war with smaller empires.

Maybe a situation where the galaxy enters a stalemate, where it's a big bad, myself, another big bad, and a federation that are in constant war but can never really achieve much, even well into 2600.

I tried Grand Admiral vanilla, no threat by 2400. I tried Grand Admiral with Glavius, no threat by 2400.

Once I get my matter decompressor or dyson sphere fully powered, I can wipe the floor with the galaxy.

I recently saw two mods on the steam workshop:
Starnet AI
ultimate difficulty

I read a suggestion where I should run Ultimate Difficulty with Glavius? Would that give me what I want?

Opinions on these two?
 

HumanToast

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+1 'ing the effectButtonType scope suggestion. On the reddit thread it was said "But the idea is that, as you said, buttons in the planet view will get a planet scope etc" - but that doesn't seem to be the case yet. Would make my life tons easier if I could scope a button to a planet.
 

Mitchz95

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Would it be possible to make events serve as a trigger? For instance, if I make a planet event with trigger = { planet_event = colony.1 } and it takes place immediately after that event with the same scope. This would make compatibility patches much easier, as it would allow us to add stuff without overwriting vanilla content as often.
 

Omniscient

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Would it be possible to make events serve as a trigger? For instance, if I make a planet event with trigger = { planet_event = colony.1 } and it takes place immediately after that event with the same scope. This would make compatibility patches much easier, as it would allow us to add stuff without overwriting vanilla content as often.
I'm not sure what you're trying to ask here. Could you please rephrase?
 

Mitchz95

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I'm not sure what you're trying to ask here. Could you please rephrase?

By using a planet event as a trigger for another planet event, one could add additional effects that happen to the planet after it's completed its vanilla event.
 

Ultimuh

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Not sure if this is the right place to ask, but I sure hope it is..
I have a mod request because I have no idea how to mod it myself.
(If anyone can explain how to do to do it myself however, it'll be good enough for me.)

I am currently trying to play as the only space faring civ in existence, with the possibility to uplift/enlighten various primitive civs/species in order to combat any inevitable crisis that might pop up.
I have however encountered a snag in this plan, I see no sliders for enclaves/caravaneers.

I have considered two options:
A) Eliminate the probability for enclaves/caravaneers to ever spawn.
B) Force them to have Machine portraits, as it would somewhat make sense to me.

I am not sure if either is even remotely possible, but I take whatever help I can get.
 

Mitchz95

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Ringworlds and Dyson Spheres can't currently be built in binary/trinary systems and that's fine. But the way this is scripted in the code is a bit limiting at the moment.

For reference, this is how it's currently scripted:
Code:
       custom_tooltip = {
           fail_text = "requires_no_binary_trinary"
           NOR = {
               is_star_class = sc_binary_1
               is_star_class = sc_binary_2
               is_star_class = sc_binary_3
               is_star_class = sc_binary_4
               is_star_class = sc_binary_5
               is_star_class = sc_binary_6
               is_star_class = sc_binary_7
               is_star_class = sc_binary_8
               is_star_class = sc_binary_9
               is_star_class = sc_binary_10
               is_star_class = sc_trinary_1
               is_star_class = sc_trinary_2
               is_star_class = sc_trinary_3
               is_star_class = sc_trinary_4
           }
       }

Basically, this checks whether the system is one of those fourteen classes, and won't let players use them if so. That's fine in vanilla, but if players mod in new binary/trinary types, those systems won't be exempt.

Here is my proposal for a better script:
Code:
       custom_tooltip = {
           fail_text = "requires_no_binary_trinary"
           count_planets = {
                 limit = { is_star = yes }
                 count = 1
           }
       }

Not only is this cleaner and uses fewer lines of code, it resolves the issue of modding compatibility by checking the number of stars rather than the system class. This means that modders can write all kinds of crazy binary/trinary systems and it'll all play nice with the megastructures.
 
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