• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Verenti

Lord Protector
154 Badges
Jul 8, 2003
1.677
1.243
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Hearts of Iron III
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Sengoku
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Hearts of Iron 4: Arms Against Tyranny
  • Deus Vult
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Cities in Motion
  • Diplomacy
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
So, certain things in Stellaris are... not as I would have done them. So I will fix some of them. Each item listed is its own mod.
edit: here's the collection.
edit2: here's the direct download version. Please use the workshop versions if you can.

List of fixes:
1) Genetic Traits
a) The tech the gives +5 leader years now gives, in addition to +5 years, +1 traits
b) Planned mod to make all trait gains +2

- Some times you just need to live in a biologicist's vision of the future.

2) Non-restricted governments : Individualist and Collectivist ethics no longer limit your government choice.

- Because, as a political scientist, that was a really dumb choice.

3) Designable Transports : You can now design and upgrade troop transports

- For some reason "broken" was WAD.

4) Prethoryan Scourge fix

- Because they were unbeatable.

5) Carrier Range Fix

- Now, your strike craft will fly out to engage the enemy when battle begins

6) Fighter Buff

- +2 to all strike craft range, gave fighters autocannon animation and bombers energy torpedo animations

7) Projectile Weapons Buff

- People have been saying projectile weapons are underpowered, so I gave them all 50% shield penetration. WIP. Feedback welcome.

8) Individualism Changes

- Made some small adjustments to Individualisms. A small buff to give leader xp gain, no happiness malus for selective breeding policy and changes to democratic crusaders to allow for other individualist/militarist regimes to take it.

More to come.

Also, I want to give a big **** you to whomever decided to use the supported version system again. I know people would complain at paradox for mods that aren't working with the current version, but making them complain at your modding community instead, isn't a solution. It's just highly, highly selfish.
 
Last edited:
  • 3
  • 2
Reactions:
Uploader is fixed again. Uploaded mods. I'm presently working on some rebalances (colonise any planet, home world starts degraded, replicants and grouping all human species together in a way that they recognise one another), but as of yet, I have no success to post.
 
Brilliant work on the fixes. Much obliged.

Pray tell, are the mods save game compatible?
 
  • 1
Reactions:
oh so they are meant to actually return to barren to be able to rot them out? Thats why I maybe am not progressing with them

When their fortifications turn to 0 they're supposed to become barren again, but the trigger is broken.
 
  • 2
Reactions:
Brilliant work on the fixes. Much obliged.

Pray tell, are the mods save game compatible?

Yes, if you load a save game, the mods will function as normal. You'll even get all the trait points for times you took that tech.
 
  • 1
Reactions:
Is it really as a simple as multiplying their out-of-formation-distance range by 10?
Yes and no. It's not perfect. If your carriers get stuck behind longer range ships, they'll not fire, and therefore they won't send fighters out, and targetting seems to confuse the fighters a bit.

But otherwise, yeah, that's all it took.
 
  • 1
Reactions:
If anyone has any requests, I'll happily take a swing at them.

Right now I'm toying with a few ideas, but they're bigger than these fixes and require a lot more legwork. So, sometimes its easy for me to crack out a mod or two.
 
Hah. I don't know how useful this is to anyone, but I made a mod to play MOO2 music when you go into diplomacy. I think it's limited per species group, and it goes away if you enter the deal menu, but it's a working prototype.
 
If you're taking requests I have a simple one: a mod that greatly increases the chances of finding primitive/pre-space species. If you can also influence the odds of such--or of another spacefaring race--in the player's home system (only the player), that would be grand.

Basically if you set out with your race to play a benefactor to the galaxy, it may very well RNG you out of hours of play before you realize there is no one around to benefit... I think a mod to address this, for the games someone needs it for, would be very helpful.

Thanks,
--Khanwulf
 
Oh my god, thanks for the Transport, Scourge and Carrier fixes. This will make my game so much more enjoyable.

As far as suggestions, all I got is Genetic Modification not making the species into a different one (doubt this is easily fixed without tampering with source code) and a buff to Mass Drivers since they really should do more damage if they're less accurate than Lasers and Missiles.
 
Great work, I have two requests! :)
Removal of arbitrary 1000 max navy capacity limit.
Fix (fanatical) xenophobe so that they don't hate eachother and their "Alien overlords" when you have genetically modified your own species.