Stellaris

Stellaris

[4.0] Empires Expanded
798 Comments
MadeinCanada  [author] 9 Jul @ 3:27am 
Oh lol I see, weird that they're not that receptive about mod compat. I'll see if I *can* do anything for it. Bug Branch is probably the number 1 mod that I want to be compatible since they work well with EMEX, so defo expect an update soon! Thanks for the support
eqN 8 Jul @ 9:00pm 
As odd as it is, that string of text is a single mod name haha. The mod seemed plenty compatible at first, but digging into the files it looks like they've made some sporadic, sweeping changes. I've asked them about their own compatibility with Bug Branch recently and they were not particularly receptive, unfortunately, due to such changes. The mod is more commonly known as "MECR" I believe. To be honest, I'm probably gonna give up on the mod if there is no compatibility wiggle room on their end.

Thanks for the reply! Bug Branch and EMEX are both real must-haves for myself and many others. It's greatly appreciated you're willing to take another peek at making it compatible.
MadeinCanada  [author] 8 Jul @ 7:18pm 
Bug Branch has probably been updated recently to the point where the inbuilt compatibility isn't up to date, been meaning to have a look to update it, but afaik it should still run fine apart from a few policies/factions acting a bit strange.

Will look at those other mods you sent, if they;re only GC/resolutions then I don't see why they would be incompatible, in fact I'd guess they are for 90% of the content, but there may be some changes.
eqN 8 Jul @ 7:12pm 
I guess while I'm at it, I see a lot of the same with "More Emperor & Custodian Resolutions, and Galactic Unification". I know that's not listed as compatible, though curious if you're familiar with the mod and/or know of any incompatibilities? Thank you. ^^
eqN 8 Jul @ 6:56pm 
I'm combing through Irony conflicts on my mod list just to make sure I'm not breaking anything. I know this mod is described as being compatible with Bug Branch, but I am seeing a lot of conflicts. (Seems bug branch has a lot of its civics and some of its ethics labeled as "bugged_x"). Just wanted to check if that is still the case as of 4.0? Thanks!
MadeinCanada  [author] 1 Jul @ 9:08am 
@Autumn I do want to make a bunch of new variants of civics for megacorps and gestalts, so yes do expect that at some point!
Autumn 28 Jun @ 9:09pm 
Any chance of Megacorps getting a version of Bureau of Transportation? I yearn to pave highways all around the universe but I was hoping to be a megacorp while I did it.
MadeinCanada  [author] 25 Jun @ 10:01am 
@Cheddbuzz It does, but they're all related to civics/origins/APs
Cheddbuzz 25 Jun @ 5:53am 
hello i was just wondering if this mod adds empire modifiers as i have gotten a permanent one that id like to get rid of.
MadeinCanada  [author] 24 Jun @ 6:03pm 
will have a look, thanks!
24 Jun @ 10:15am 
genetic manipulators is broken it currently disables biomorphisis
MadeinCanada  [author] 23 Jun @ 3:31pm 
@🌙𝓛𝓾𝓷𝓮🌙 yeah haven't had the time to look at fixing all the compatibility problems, but I'm hoping to get some or most of those done in another patch tomorrow, thanks for the report!
🌙𝓛𝓾𝓷𝓮🌙 23 Jun @ 2:27pm 
Hey man, appreciate you taking the time to send out an update!

Wanted to report an issue I am still having - the bug where "economic policy" from Ethics and Civics Classic is starting off automatically set to "criminal market" and then disappears with no policy set at all.

I narrowed it down, for my game at least, to those two mods; appreciate the update just wanted to give a quick heads up as soon as I could, been tracking this for a little while as I am eager to dive back in.
MadeinCanada  [author] 23 Jun @ 12:01pm 
Patch was sent out early today, most bugs should have been fixed! Let me know if anything comes up
MadeinCanada  [author] 19 Jun @ 9:26am 
Will have a look, been pretty busy but my schedule is clearing up so expect stuff soon
MegaPro1921 18 Jun @ 11:01am 
Acot and This mod still conflict with eachother
MadeinCanada  [author] 14 Jun @ 12:26pm 
Ah right, I assume then that it doesn't work for empires in a federation. I'll have a look at that then, thanks!
Zeratoth 14 Jun @ 12:24pm 
yeah they were 2 out of 3 of those, still wasn't appearing. Doing some testing, it appeared once the target was removed from its federation (a different fed from mine).
MadeinCanada  [author] 14 Jun @ 2:23am 
@Zeratoth The target must be either militarist, supremacist/belligerent diplo stance, or in a war that isn't a liberation war.
Zeratoth 13 Jun @ 4:43pm 
What are the conditions for the Peacekeeping (Federation version) casus belli? cause it's not appearing on some civs that I'm pretty sure it should (barbaric despoilers?)
MadeinCanada  [author] 13 Jun @ 12:46pm 
@TotalCarnage No worries, glad you found the problem!
TotalCarnage 13 Jun @ 11:01am 
@MadeinCanada well I found out that mod was ACOT sorry for the long message that had nothing to do with this mod. I just for the life of me couldn't figure out which mod did it :cleandino:
MadeinCanada  [author] 13 Jun @ 1:51am 
Welp, I suppose it's now fine then? Weird, let me know if anything else comes up!
johnson.zachary0427 12 Jun @ 5:23pm 
Newest update seems to have fixed the issue.
kahvipensas 12 Jun @ 4:23am 
Paradox changed some things in district specialization code in the latest patch, it's broken several mods.
MadeinCanada  [author] 12 Jun @ 3:54am 
I'll investigate today, weird though, haven't touched them at all. Maybe the 4.0.17 patch broke something. Thanks!
johnson.zachary0427 12 Jun @ 3:18am 
Currently unable to build district specializations. When this mod is disabled the specializations are available to build again.
MadeinCanada  [author] 12 Jun @ 1:33am 
@TotalCarnage That origin is not from this mod, it might be a case of compatibility issues but it might also just be a bug with that specific origin or the mod that adds it. Hope you find the problem!
TotalCarnage 11 Jun @ 4:26pm 
So I have a lot of mods downloaded. So I'm not entirely sure if its this one but when i installed this mod I noticed new origins. I'm currently using one that make my empire start with most tier 5 tech. (Again not sure if that is this mod) and for whatever reason I cannot build district specializations. I have many other big mods like ACOT, NSC, ESC to name a few. Again sorry if thats not even from this mod but I assumed it was since they appeared after I added this one
MadeinCanada  [author] 7 Jun @ 4:51am 
Thanks, will have a look!
de Grizz 7 Jun @ 2:17am 
civic machinarchy stop work after last patch, robot ruler not spawn
MadeinCanada  [author] 5 Jun @ 2:36am 
Thanks! Will patch that
Celador 4 Jun @ 6:51pm 
Small issue - when selecting nihilistic cult civic, traditionalist faction is missing the string for the robotic pursuit support, its replaced with TRADITIONALIST_NO_ADVANCED_PURSUIT_MACHINE_DESC line, but at least it doesn't give any negative opinion, as intended.
MadeinCanada  [author] 4 Jun @ 9:24am 
weird, thanks for letting me know i'll investigate ASAP
Proud Lemming 4 Jun @ 6:04am 
Not compatible with bug branch, causes CTD a few decades in due to faction issues.
MadeinCanada  [author] 1 Jun @ 3:20pm 
@🌙𝓛𝓾𝓷𝓮🌙 Thanks for letting me know! I will investigate. And thanks for the support!

@The Galator (Croatoan) Will send out a patch soon, thanks for the report!

@Autumn Don't have the exact info, but it's a specialist subject type focused on producing unity/influence, and also improving diplomatic weight. You get tiers with scaling modifiers, techs, and special things like unique trade actions similar to the other specialist subjects.
🌙𝓛𝓾𝓷𝓮🌙 1 Jun @ 3:01pm 
Hey friend, love the mod and greatly appreciate your work; I wanted to report a potential incompatibility I found. With Ethics and Civics Classic running, this mod causes a policy implemented by E&CC, Economic Policy, to not work properly and does not allow the player to select any of the policies (they are all greyed out as unavailable)
1 Jun @ 11:16am 
fortification Protocols is bugged. it gives -5% unity when set to irrelevance instead of +20% like it says in the tool tip. making it a civic that just gives you a straight malus
Autumn 30 May @ 8:58pm 
Can't find any explanation of it anywhere, what does a "Senate Dependency" subject do?
ケイデンスKeiNodens 26 May @ 8:57am 
Thank you soooo much, letting me know. I would really love a compatibility patch. For now, I'll try both mods together, enjoy the game.
Thanks again for your hard work on this mod!
MadeinCanada  [author] 26 May @ 2:08am 
@ケイデンスKeiNodens Just had a look at NGS, it touches some policies like this mod, so that means that some civics from this mod that change existing policies (like bombardment or AI policy) won't work fully. I can make a compatibility patch so they work together though!

But currently, they'd still work mostly fine, with only minor issues, so if you want to play with both before the compatibility patch is out, then that should be all good, apart from a few policies every now and then
ケイデンスKeiNodens 26 May @ 1:50am 
Hi!
Thank you for your hard work on this mod.

I was wondering if this mod is compatible with NGS.
If you’re not sure, that’s perfectly fine. I'll try myself.

Thanks in advance!
MadeinCanada  [author] 23 May @ 1:18pm 
@Raven Might do, will touch up on most civics anyway so I'll look
Raven 23 May @ 8:52am 
any chance for splintered hive civic to always spawn the same amount of stuff a bit annoying that the best option is to restart till u get the most out of it
chrischung369 20 May @ 3:54pm 
I still cheese to make the origin playable by trade Civilian and seasonal dormancy anyway. LOL
MadeinCanada  [author] 20 May @ 3:35pm 
Makes sense, there's probably an issue because that civic changes the planetary setup process, so changes to 4.0 might not have translated properly. Will fix!
chrischung369 20 May @ 3:33pm 
@madeinCanada It also does not has any specialization on the planet (Archive, and Mix industry if that's the intended for the origin).
MadeinCanada  [author] 20 May @ 3:22pm 
@chrischung369 Very likely bugged, I will investigate! Thanks for letting me know
chrischung369 20 May @ 1:12pm 
Is it normal that the Dwinding Arcologies origin start without a planetary administration? Or is it bc it is bugged from 4.0?
MadeinCanada  [author] 12 May @ 4:27pm 
Ah good that you fixed it! No problem, glad it's working!