Stellaris
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Psionics Tri-Expanded 3.12
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26 авг. 2024 в 13:19
20 ноем. 2024 в 8:15
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Psionics Tri-Expanded 3.12

Описание
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This mod does not overwrite any vanilla files!
This mod does not, require you to go down the Psionic Ascension
Should also work with things post 3.12 until paradox changes something. If you encounter an issue let me know :D

I would change the name to remove the 3.12 but that causes issues with uploading mods for me.
I have been working on this on and off for a year and it has undergone at least 2 major reworks during that time. If you encounter any bugs please let me know! And I hope you enjoy!

Not currently compatible with mods that add new ethics. Once I have more time and once any potential bugs are more ironed out here, I will work on that.

If you enjoy the mod, a thumbs up would be appreciated!

Updated version of Psionics Tri-Expanded for 3.12 with a rather large rewrite to many parts of it.
Every civic has been reworked in some way and there are more stages to acquire.
While they can start off seeming weaker than they where before, each civic has new modifiers that I think makes up for this. And they can become more powerful by the end game than they originally could in the previous version.
Civic Stats go from 5%-60% over the course of the game.

For more detailed information see the Discussion: So What Does This Do?

Friendly Reminders!
1: This mod does not overwrite any vanilla files! As such it should be completely compatible with any other mods that effect anything related to psionics.

2: This mod does not, require you to go down the Psionic Ascension Path.

3: This mod does not have a conflict with PD's Shrouded Planets.

4: Machines and Hive can also utilize this mod!

5:This mod plays just fine with Psionic Species Expanded.

Accessing Psiocracy Projects
First research a new technology called Escoteric Energy Studies.
This tech can be drawn on game start but gets more common as the years pass.

A couple of years after researching it, you will get a Special Project.
Completing the project will give you 1 of 3 special civics based on your ethic/civic choices and 1 Empire Modifier based on your authority.

Next Psionic Theory, or the Machine/Hive versions the mod adds that requires Self Aware Logic/Epigenetic Triggers.
Soon after that, a new Special Project will be possible.
Completion of this project will upgrade your Civic/Modifier stats as well as grant you the 2nd of the civic set.

After that, you can take the Psionic Ascension AP, this does not require the Psionic Traditions.
This Perk grants you instant access to the Ascension Special Project. Completing your set of 3 civics and pushing you to the newer content the mod adds.

After that you will have a choice. I wanted to try something different, so the default choice is a story featuring an NPC and an archaeological site. There is even potential for a large scale battle. If you encounter this battle and loose, do not worry. It is not permanent and you will get your system back.

But for anyone who does not want to do story fluff, there is an alternate path available that proceeds as the first 2 projects worked. Research a tech, do a project ect.


To Do
New Techs
Balance Tweaks
Getting customizable districts to work on other shrouded worlds
New Traits

Credits
A continuation of Psionic Re-Expanded created by MightNight & Disafae.
Using the base of Psionics Re-Re-Expanded done by Sumrex in their continuation of the mod.
I present my take on it with Psionics Tri-Expanded V2 by me.
Популярни дискусии Всички (2)
1
27 септ. 2024 в 13:16
So What Does This Add?
Cephalon Sithalo
0
31 авг. 2024 в 8:52
Tier 1 Civic Stats
Cephalon Sithalo
169 коментара
Cephalon Sithalo  [автор] 30 ян. в 12:33 
1/2 I removed the authority and changed it to a mostly civic based system for compatibility reasons.
There are events in game that force authority shifts or require certain authorities to take effect. And there are some mods that also make use of specific authorities.

The authority technically still exists just not as an authority. I made authority based civics (that I have since converted to empire modifiers) that kept most of if not all the stats of the original authority (albeit tweaked) and included some different effects per authority that way players could have access to a variety of psonized authorities.
Cephalon Sithalo  [автор] 30 ян. в 12:33 
2/2 As for help, idk it is a huge mess atm. I admit I overstretched some things with the story content and suffereing for it. I have been working to make sure the civics for non vanilla ethics from a couple other mods work and get applied correctly and that everything functions correctly. It felt like looking at an eldritch mess. There was sometimes where I had to re-read an segment of an event multiple times before I finally put together what it was supposed to do.

My last tests I did on it a few days ago before my eyes made it to hard to work currently seemed to be good. As far as I could tell, everything was applying, changing, operating as it should. But I still have other things I wanna include in the update before I consider it ready.

I am hoping to get the update out sometime next month (eye irritation permitting) And then when 4.0 comes out I'll update a new version of the mod.
alankraskow 30 ян. в 1:18 
Hey I was working on this mod around version 3.9, was reworking it alongside some other people who took over the mod on their own. I kept the Authority in it, from the original mod and I see you removed it. Was wondering was there like an issue with it? Or just your personal choice? Also if you need help with this mod hit me up, I will gladly contribute to help you bring it back to it's fullest potential. (Would love to bring the authority back, but no pressure lol)
Cephalon Sithalo  [автор] 23 ян. в 22:29 
This update for the extra ethics is just wrecking my brain. I am trying though.
Cephalon Sithalo  [автор] 19 ян. в 18:52 
It is something I want to add but I have not gotten around to it yet.
I have been working on stuff to make it compatible with a couple other mods that add extra ethics.

After I finish and bug test that I will see about potentially adding something that gives them shields and jump.
Glory 19 ян. в 18:42 
Will this mod allow a machine hive mind to use psi tech like the shields and psi jump drive?
Cephalon Sithalo  [автор] 7 дек. 2024 в 19:17 
Oh thats where the Dark Matter weapons are coming from.
I wouldnt likely balance the weapons around being as powerful as those. I try not to balance around other mods because there are just to many of those. If I was to do that then id risk making something too powerful for some people or not fair for others.

I do have some ideas for how I want Psionic weapons to be and have had them since before working on this so I will probably try to incorporate that into it.

This extra ethic addon patch has just been a lot of rework and I've had to take some breaks between the dullness. Maybe if I had a Kofi or Cashapp thing I would be more invested in finish the project or maybe I would be more stressed that the project will break lol
Fay'hlen Nokctra 7 дек. 2024 в 18:20 
ye that mod does add stuff which is nice but unfortunately the psionic gear is somewhat weaker then the psionic missiles from teh anicent cache of technologies mod in which the psionic weapons are as good as dark matter weapons
Cephalon Sithalo  [автор] 7 дек. 2024 в 17:28 
Extra Ship Components NEXT This one adds a plethora of new components including Psi weapons.

Are Dark Matter weapons a thing in vanilla? I know there are reactors and shields. I rarely ever get any of them.

I do wanna add components. I dont want all the techs to just be modifiers or building unlocks. It is just a lot.

After this addon stuff for the Ethic mods is done I will see about readding shipsets and making some components :LotusFlower:
Fay'hlen Nokctra 7 дек. 2024 в 14:32 
well if you do im all for it psionic weapons are awsome a nice alternative to dark matter and i dont know any mods that add psionic weapons i only have 1 that idk which one its from that add 2 explosive weapons which are so fun to use