Stellaris

Stellaris

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Admiral Level Skills
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17.203 MB
23. Jun. 2017 um 22:59
22. Sep. um 6:50
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Admiral Level Skills

Beschreibung
ALS makes your 6-6-6-6 Admiral dream come true!
For Stellaris version 4.0+
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[paypal.me]



[discord.gg]
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As you may know in 3.10, admirals are now part of the commander group. That literally function the same way like we know.
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Compatibility
Standalone, no vanilla files altered.
namespace = als
global_flag = als_started


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This mod
Savegame Compatible.

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Why this mod appear?

In EU4, we can have 6-6-6-6 stats legendary General.

In Stellaris, we have max skills Admiral that +30% Fire rate, with additional leader traits.








...feeling that Admiral could be more than that, I made this mod.
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What is this?

First, this mod adds the base-4-stats for every Admiral in game:
  • Accuracy - The higher status is, the better they are at aiming and tracking for their fleet.
    *It can level up by destroying&disengaging hostile ships.

  • Flexibility - Higher status means such Admiral is good at sublight and FTL.
    *Can level up every time go FTL with a number of ships.

  • Shock - Fleet that Admiral assigned has chances to disengage or fight to the last ship, based on their Shock levels.
    *Can level up during battle.

  • Siege - Increase the damage the fleet gives toward the planet.
    *Can level up in times of war and bombarding the planet.

    Only Admiral who is assigned in a fleet can gain the traits.
Strategy, Tactic traits also available for every Admiral to use:
  • Strategy - Give stable bonus that never expires. It also provide ally of the same system bonus.

  • Tactic - Time-limit and situational, and can gives a battle advantage when using well.
    *There are 25 tactic traits for admiral to use, some of them are exclusive by empire & species traits.

Once the Admiral level up to skill level 5, they can learn with Tactical traits. To do that, command their fleet to dock one of your colony orbit to change their power.
You can always change their abilities, as long as you have a viable colony, and enough Influence for it.


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Current Localisation
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Special Thanks to

Legendary 6-6-6-6 General from EU4
6-6-6 Heir with Strong claim from EU4
0-0-0 Potato Ruler from EU4

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Check out my other mods!










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If you noticed grammar error or typo, please let me know and point it out, thank you!
204 Kommentare
Xherdos 20. Aug. um 8:00 
It was a great Mod, a bit sad that Big Updates often break beautiful mods like these.
1000-7 ZXC Dead Inside 13. Jul. um 17:09 
not work
Can"t find the selection menu.
AT 21. Jun. um 17:34 
Every "level system" mod is deadly broken in 4.0.21.
Vlad_1492 18. Jun. um 14:02 
Same here, as of 4.0.21 commander perks like bonus damage don't seem to work, leader perks like ship regeneration of hull/armor also do not seem to work. Was a lot of fun in the previous version, hope is is an easy fix.
orozab 17. Jun. um 7:49 
It doesn't work for me with the latest version of the game, I've tried installing the merged version and leaving it as the only mod and it doesn't work either.
joshuajrutt 12. Mrz. um 1:28 
Hey Jasonpepes, just wanted to mention that I love this mod and your recent updates to it!
Roland 3. Feb. um 11:38 
Looks very tasty! Thank you, and good work, More please?
perl 15. Jan. um 23:14 
good mod
joshuajrutt 19. Dez. 2024 um 23:18 
Great mods, thank you!

How do they stack? For example,
1) the +10% fire rate from triggerfinger, does it apply to the attached fleet and then when it triggers for all fleets in the system does that count as a different buff that applies to the attached fleet as well, making it +20% for the fleet with the admiral and +10% to everyone else?
2) If I have 2 admirals in a system with triggerfinger, do they stack with each other or overwrite?
3) If they trigger at the beginning of the month but last 90 days, does that mean they get stronger and max after 3 months, or just refresh and overwrite?

Thanks again Jasonpepes!
Tizferatu 13. Nov. 2024 um 20:21 
There's a but in ALS onactions. calling events in on_jump_drive assumes fleet scope, but it's actually ship scope for that on_action.

Not 100%, but I think it can be fixed by wrapping events = in this.fleet {}