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Antera Faction Trait Mod

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11 years ago
Jan 28, 2014, 9:18:20 PM
I totally missed the trade route trait.



Regarding headhunter traits, I've tried using headhunter before but the results have been mixed, it doesn't seem to actually guarantee a particular specialization. It may increase the chance of getting the spec but its not obvious to me how effective it is. I can tinker around a bit and see if there's any meaningful effect.
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11 years ago
Sep 14, 2013, 4:34:52 PM
Hi all, I got tired of waiting for a new ES patch so I'm releasing the next update for AFTM (ver 1.1.18.0). It adds quite a lot of new traits, I hope you all enjoy.



Note that I'm changing the way I assign mod version numbers. It's still in sequential order (higher number is newer) but I'm going to increment the 3rd digit by 1 at a time instead of matching the stock version number. Compatibility for the latest version is now listed at the very top of the first post. Let me know if something turns out to not be compatible.
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11 years ago
Sep 28, 2013, 9:34:05 PM
cool stuff, downloaded and installed.



E: thanks for making this mod, well, modular -- was trivial to combine it with alternate galaxy generator, help the harmony and the stuff i've changed personally.
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11 years ago
Oct 5, 2013, 6:11:55 PM
Love your Mod.



I've never modded anything before and I have no programming experience. I also like the SuperNova mod. I tried to merge them using the information provided here ( /#/endless-space/forum/37-modding/thread/16331-super-nova-disharmony ) but I had no success. The game started, but upon trying to create a race it gave a dialog box of errors. Something about character creation....



Has anyone ever gotten these two mods to work together?
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11 years ago
Oct 5, 2013, 8:18:40 PM
What's the error?



Can you post the index file you're using for the merged mod?
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11 years ago
Oct 18, 2013, 4:13:01 AM
I would also think it'd be cool if this mod and the Supernova mod were merged! Unfortunately I have no experience with modding whatsoever so I'd be completely lost if I tried..

There's an updated version of Supernova as of last night too, if you are so inclined as to try to merge them.. smiley: wink
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11 years ago
Oct 19, 2013, 3:25:54 PM
You guys really need to learn how to splice mods. It's really not that hard. I'm only going to do this for you once. I need to focus my time on Hectic Combat. Use the instructions/files here together with the mod tutorial to figure out how I modified the index file to perform the splice.



Step 1) Take all the files from AFTM and throw them into SuperNova directory in the equivalent places

Step 2) Take this index.zip file and extract the index.xml file inside into the SuperNova directory, over-ride the index.xml file in there.
Index.zip
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11 years ago
Jan 19, 2014, 5:40:07 AM
Ahh... I forgot about this... been working on Hectic Combat or just plain not working...



Got any requests for new traits?



Last I check the mod works with Auriga, the only thing I got left to implement are a few faction-specific traits.
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11 years ago
Jan 20, 2014, 10:19:18 PM
It's the faction bits I'm interested in. FI(D?)S ships from the new patch from Harmony. Defence/science buildings and portal structures from the Vaulters (transport and disharmony removal possibly as separate traits). Dreadnaught CP reduction and inescapable combat from Sheredyn.



I'd love to say add Tiaxium's planet size mod as racial traits, maybe with the asteroids to barren terraform (from Imperium Aterna by Evil Tactition). I've already pooled some of their work with:-

/#/endless-space/forum/37-modding/thread/16197-endless-planets-rework-of-existing-mods

But that's reaching a bit far I guess as your busy with Hectic Combat. I guess I should do it myself, but I'm a little lazy and it's way easier to have an idea than to implement it. Maybe I'll get around to it sometime and made an addon for your mod.



Finally thank you for your work and your time.
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11 years ago
Jan 26, 2014, 8:50:58 PM
v1.1.19 is out. I've combed through the existing factions, minus Vaulter, and have located all the traits that are both implementable and interesting. It appears the following faction specialties involve hard-code and cannot be brought out using only xml files:



Hissho bushido mechanics

Sheredyn anti-retreat net

Horatio cloning

Pilgrim evacuation ships



Note Sheredyn dreadnaught CP reduction is do-able but kind of a pain, its simpler to just use the trait that raise CP. I still need to look more closely at how vaulter works. But other than that this mod is pretty complete. Let me know if anyone have new trait ideas.
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11 years ago
Jan 27, 2014, 2:36:40 PM
Thank you for the update. Some more ideas:-



Number of trade routes per system +/-

Headhunter dual specialisation (e.g. administrator and corporate)
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11 years ago
Jul 11, 2013, 3:16:29 AM
Trait List as of v1.1.20.0



(* indicate newly added traits)



Affinity traits:



Decelerate/Accelerated Locustation (Craver only, modify locust rate)

Deepbore Exploitation (Craver only, modify locust magnitude)

Resource Assimilation (Craver only, reverse locust effect)

Accelerated Assimilation (Craver only, speed up reversed locust effect)

Master/Novice Stackers (Automaton only, +/- stack capacity)

Stack Breeders (Automaton only, + stack interest)

Harmony/Discord (Harmony only, +/- empire and system approval)

Amplified/Damped Resonance (Harmony only, +/- % Resonance Vessels bonus)

Portal Guru (Vaulter only, -% gate movement cost)



Resource Conversion traits:



Cibarfuel Organ (convert % food to industry)

Dusty Food (convert % food to dust)

Food for Thought (convert % food to science)

Lithovore (convert % industry to food)

Dust Magnetism (convert % industry to dust)

Obsessed Tinkerer (convert % industry to science)

Dustivore (convert % dust to food)

Miracle Fab (convert % dust to industry)

Philosophic (convert % dust to science)

Psychovore (convert % science to food)

Telekinetic Builders (convert % science to industry)

Materialistic (convert % science to dust)



Government traits:



Expansionism/Isolationism (-/+ % overcolonization malus)



Economy traits:



Tycoons/Rustics (+/- % dust)

Dust Broker/Waster (+/- dust/pop)

Dust Windfall/Shortfall (+/- initial dust)

Competent/Inept Traders (+/- trade route)

Mineral Memory (Unveil Strat Res)

Efficient Stock (FIS Bonus per strat res)

Resourceful/Wasteful Luxury (Luxury bonus/malus)

King of Mineral (+% fids from strat res monopolies)

King of Luxury (+% fids from lux res monopolies)

Mineral/Luxury Tycoon (- deposit needed for monopolies)



Population traits:



Talented/Pathetic Chef (+/- % food)

Expert/Clumsy Farmers (+/- food/pop)

Efficient/Inefficient Housing (+/- pop on all planet)

Efficient/Inefficient Metabolism (-/+ % food consumption)

Virile/Impotent (+/- % growth rate)

Positive/Negative Outlook (+/- approval)

Calm/Emotional (-/+ sensitivity to approval changing effects)

Genetic Engineering

Genetic Engineering II

Genetic Engineering III

Genetic Engineering IV



Science traits:



Ingenious/Superstitious (+/- % science)

Smart/Dumb Scientists (+/- science/pop)

Superior/Inferior Recordkeeping (-/+ % research cost)

Adaptive Constitution (tolerant)



Building traits:



Hard/Lazy Workers (+/- % Industry)

Expert/Clumsy Miners (+/- ind/pop)

Master/Bungling Builders (-/+ % improvement construction cost)

Master/Bungling Shipwrights (-/+ % ship construction cost)

Miracle/Greedy Builders (-/+ % buyout cost)

Clever/Idiotic Architects (-/+ % system upkeep cost)

Meta-D Engineers (activate industry stacking, + stack interest)

Weapon System Experts (-% weapon module cost)

Defense System Experts (-% defense module cost)

Support System Experts (-% support module cost)

Civilian Ship Specialists (-% unarmed ship cost)



Fleet traits:



Propulsion Expert/Amateur (+/- ship move points)

Hyper-Dimensional (-% starlane speed, + warp speed, +% warp speed)

*Stargate/Celestial Gate (Lv 1 allow construction of stargate, which act like a Vaulter portal; Lv 2 automatically attach gate to every owned system)

*Integrated Gate Network (Gated systems do not contribute to over-expansion penalty)

Superior/Inferior C3 Systems (+/- CP)

Solid/Flimsy Hull (+/- % Ship HP)

Compact/Bulky Equipments (+/- % Tonnage)

Superior/Inferior Sensors (+sensor range)

Expert/Amateur Engineers (-% ship maintenace)

Elite Crew (+initial ship XP)

Regenerating/Decaying Hull (+/- ship regeneration)

Modular/Integrated Components (-/+ % retrofit cost)

Compact Weapons (-% weapon module tonnage)

Compact Defenses (-% defense module tonnage)

Compact Support Systems (-% support module tonnage(exclude invasion modules))

Compact Strikecraft Bay (-% fighter/bomber module tonnage)

Compact Invasion Gear (-% invasion/bomb/troop module tonnage)



Space Battle traits



Enhanced Weapons (+% weapon damage)

Enhanced Defenses (+% ship defense)

High/Low Caliber Guns (+/- % kinetic dmg)

Intense/Dull Beams (+/- % beam dmg)

Deadly/Wimpy Explosives (+/- % missile dmg)

Sturdy/Flimsy Deflectors (+/- % kinetic def)

Steady/Jittery Shields (+/- % beam defense)

Portals/Faith-based Missile Defense (+/- % missile defense)

Superior/Inferior Targetting (+/- accuracy)

Dust Scavengers/Excessive Victory Parties (+/- dust per destroyed CP)

Meticulous Salvagers (+ research points per destroyed CP)

Superior Fighters (boost fighter)

Superior Bombers (boost bombers)

Angry PD (boost point defense)



Control (Defense) traits



Super/Weak Soldiers (+/- def/pop)

Strong/Weak Influence (+/- influence)

Fanatiscism (+ ownership gain speed, - ownership loss speed)

Strong/Weak Invaders (+/- % invasion MP)

Ancient Map (reveal galaxy at start)



Diplomacy traits



Expert/Poor Negotiators (+/- % trade route bonus)

Expert Dealer (+% trade route bonus per coop)

Inter-Faction Economics (+% fids per coop and ally)

*Expert/Poor Logisticians (+/- trade route number)

Honorable (Sheredyn Integrity)

Eternal War



Hero traits



League of Heroes (+hero slots/arrival rate) (Inspired by Crymson's Genetics Lab mod)

Veteran Heroes (+ initial hero XP, - hero upkeep)

Super Heroes (+free ability points)

Dust Masters/Amateurs (-/+ % hero ability cost)

Rapid/Slow Regeneration (-/+ % hero healing cost)

Fast/Slow Learners (+/- hero XP gain speed)

Death Before Dishonor

Skillful Theif (+% dust leech)

Skillful Spy (+% science leech)

Tireless Heroes (-reassignment delay)



Anomaly traits



One trait for each of the 54 anomalies

One trait for each of the 9 natural wonders

One trait for each of 8 restored endless wonders





Changelog:





[v1.1.20.0]

*Added the following traits:

*Expert/Poor Logisticians (+/- trade route number)

*Stargate/Celestial Gate (Lv 1 allow construction of stargate, which act like a Vaulter portal; Lv 2 automatically attach gate to every owned system)

*Integrated Gate Network (Gated systems do not contribute to over-expansion penalty)





[v1.1.19.0]

*Cost of mineral memory reduced to 5 to match v1.1.27 of stock game

*Added the following traits:

*Meta-D Engineers (activate industry stacking, + stack interest)

*Master/Novice Stackers (Automaton only, +/- stack capacity)

*Stack Breeders (Automaton only, + stack interest)

*Harmony/Discord (Harmony only, +/- empire and system approval)

*Amplified/Damped Resonance (Harmony only, +/- % Resonance Vessels bonus)

*Portal Guru (Vaulter only, -% gate movement cost)





[v1.1.18.0]

*Fixed an issue where Adaptive Constitution (tolerant) Lv3 was not reducing approval malus for Sower

*Enhanced Weapons now also increase fighter/bomber damage

*Enhanced Defenses now also increase point defense module damage

*Enhanced Weapons/Defenses have been re-balanced and extended to 10 levels

*Rebalanced Superior Fighter/Bomber bonuses; they now give both accuracy and evade bonuses

*Rebalanced Expert Negotiator; effect increased, number of levels decreased from 10 to 8

*Ultra Heroes has been renamed to Veteran Heroes

*The tag of Fast/Slow Learners is changed to He06

*Added the following traits:

*One trait for each of eight restored endless wonders

*Angry PD (boost point defense)

*Compact Invasion Gear (-% invasion/bomb/troop module tonnage)

*Strong/Weak Invaders (+/- % invasion MP)

*Expert Dealer (+% trade route bonus per coop)

*Inter-Faction Economics (+% fids per coop and ally)

*Modular/Integrated Components (-/+ % retrofit cost)

*Honorable (Sheredyn Integrity)

*Eternal War

*Death Before Dishonor

*Skillful Theif (+% dust leech)

*Skillful Spy (+% science leech)

*Super Heroes (+free ability points)

*Tireless Heroes (-reassignment delay)

*Calm/Emotional (-/+ sensitivity to approval changing effects)

*Ancient Map (Reveal galaxy at start)

*Cibarfuel Organ (convert % food to industry)

*Dusty Food (convert % food to dust)

*Food for Thought (convert % food to science)

*Dustivore (convert % dust to food)

*Miracle Fab (convert % dust to industry)

*Philosophic (convert % dust to science)

*Psychovore (convert % science to food)

*Telekinetic Builders (convert % science to industry)

*Materialistic (convert % science to dust)

*Decelerate/Accelerated Locustation (Craver only, modify locust rate)

*Deepbore Exploitation (Craver only, modify locust magnitude)

*Resource Assimilation (Craver only, reverse locust effect)

*Accelerated Assimilation (Craver only, speed up reversed locust effect)





[v1.1.17.0]

*Tested for compatibility with v1.1.17.3 of stock game

*Added Hyper-Dimensional (-% starlane speed, + warp speed, +% warp speed)

*Completed color-coding of remaining traits





[v1.1.15.0]

*Removed the fix for 10-trait limit as that limit had been removed from the stock game in this patch

*Added the following traits:

*Regenerating/Decaying Hull (+/- ship regeneration)

*Dust Magnetism (convert % industry to dust)

*Obsessed Tinkerer (convert % industry to science)





[v1.1.14.0]

*Added defense bonus to Enhanced Defenses

*Removed the 10-trait limit imposed by v1.1.14.3 of the stock game

*Extended Adaptive Constitution (Tolerant) to level 3 (colonize all planet, no malus)

*Added the following traits:

*Genetic Engineering IV

*Expansionism/Isolationism (-/+ % overcolonization malus)

*Mineral/Luxury Tycoon (- deposit needed for monopolies)





[v1.1.9.1]

*Slightly increased the magnitude of trait points for anomaly traits and Compact/Bulky Equipments trait (positive values are more positive, negative values are more negative)

*Added colors to trait tags for some traits as an experiment

*Added traits for natural wonders

*Added the following traits:

*Compact Weapons (-% weapon module tonnage);

*Compact Defenses (-% defense module tonnage);

*Compact Support Systems (-% support module tonnage(exclude invasion modules));

*Weapon System Experts (-% weapon module cost);

*Defense System Experts (-% defense module cost)

*Virile/Impotent (+/- % growth rate)

*Lithovore (convert % industry to food)





[v1.1.9.0]

*Checked compatibility with game version 1.1.9

*Re-wrote the anomaly trait system





[v1.1.4.0]

*Added new traits from Disharmony. See forum for complete list.

*Genetic Engineering broken up into three traits worth varying amount of trait points.

*Changed names of traits to make the trait window more organized.

*Changed names of traits to make them shorter and more fitting.

*Added many trait titles so that the name of the trait causing the effect is more clearly shown with the effect in the Empire Factors screen and various FIDS breakdown lists.

*Re-balanced trait point values based on Stock game trait point values





[v1.1.0.0]

*Used Endless Genetics v1.10 by ZZGashi as a template to create Disharmony compatible faction traits mod
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11 years ago
Feb 6, 2014, 1:04:59 PM
They seem to be working better recently, one trait usually gives 2 of said trait with 2 traits giving one with both and one random of each. I'm guessing that they have coded for 3 traits requested.
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11 years ago
Feb 11, 2014, 6:09:05 AM
v1.1.20.0 is up, which introduces gate mechanics as traits. I believe it will still work even if you don't have the Vaulter faction but I can't really check it. In any case, you can now try Portal Harmony and Portal Craver, or whatever crazy combination you come up with.



Gonna check into those headhunter traits next.
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11 years ago
Mar 13, 2014, 4:50:20 PM
I've been loving 1.1.20.0 been playing with the fleet hull regeneration, have I misunderstood? It seems to be a bonus applied to existing regen not applied to each ship's max HP is that right?
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11 years ago
Mar 15, 2014, 8:00:20 PM
DreamSmith wrote:
I've been loving 1.1.20.0 been playing with the fleet hull regeneration, have I misunderstood? It seems to be a bonus applied to existing regen not applied to each ship's max HP is that right?




I believe you're talking about "Regenerating Hull", there is a built-in HP regeneration rate of 5% per turn for all factions, the trait adds to that at low level; at high level, the trait also adds regeneration per combat phase (just like what a repair module gives), so you can end up with ships that incredibly hard to kill since they're healing in the middle of combat.



There's also Decaying Hull which actually takes away % health per turn. Decaying hull makes your ship kinda like zombie ships, so you have to either equip repair modules to fight the decay or use them quickly.
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