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I made this 1.9 versions so people could finish their 1.9 games :)
* Increased colony event spawn chances
* Rewrote localisation files so they are easier to add stuff in the future.
* A ton of text/descriptions/reward names/events have been updated. As a result the spanish and german translations of some of these are lost duo to being severly outdated. Will need new translations (as well as any new stuff).
* Fixed some bugs with modifier spawning requirements
* Implemented machine world modifiers; they spawn on machine worlds, borg worlds (for star trek mod), and the computer planet (from that mod)
* Some improved icons for modifiers
https://i.imgur.com/ayjV52I.png
https://i.imgur.com/AOZ2960.png
while = {
limit = {
planet_size < 25
}
change_planet_size = 1
}
It continues to effect any text after the name
So either you or the AI needs to sent a science ship to survey the world for it to change colour and get an icon
Is that normal? Do they generate after a while?
- All base game precursor event chains have been incorporated into the mod: When you complete the event chain and you get a homeworld/ringworld they will all spawn with precursor modifiers and have a blue name and icon
- precursor world name colour changed from teal to blue
- added more debug events (see list in discussions) - use with the console command "event pm_debug.#"
- added in the compatibility for real space (but real space needs to update their file first so it wont work yet)
Most of this will only start showing up in new games though unless you use the debug commands to respawn some stuff (like shield graphics)
- Fallen empire worlds will now spawn with more fallen empire modifiers
- Fallen empire planet shield graphics have received a new colour to make them stand out from other planetary shield graphics
- Changed and fixed some issues with Wondrous worlds name colour and icon not being removed when the world gets destroyed (I think this was the issue you were having @alexanderyou)
- Wondrous worlds that get destroyed (turned into barren/molten/frozen/nuked) will be renamed to star name + "ruined world" in order to correctly clear the planet name colour and icon (no other way to do it :< )
- Adjusted some planet modifier rarities
- adjusted some colony event script numbers so I have room to expand them into event chains later
It's probable that my mod will support vanilla planets in the tarraform menu and if people need other mod planets someone's going to have to make a patch. But we'll see first if 1.8 of the game brings any back-end changes to the scripts/mod files for terraforming. Who knows they might have fixed that particular issue
But seriously i think if reworked planetary diversity says his mod have an inbuilt compatbility patch in it, the fixes should be on his side.
Does the terraforming tooltip look different to you than this:?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128463336
Are you sure you are not running any other mods that change terraforming, or add planets?
Are you running any mod that add terraforming? I can run some tests and see if something weird is going on between that mod and mine
Is this a temporary fix? Also do the modifiers "valuable world" and the "terraforming candidate" do the same after terraforming? (modifiers applied after, ressources...) thanks :)
regards.
Do you think you can help with this matter ?
As always Thank you for your awesome work, it just make stellaris much more worth playing!
regards
The precursor spawn rates aren't final though, it's hard to balance before 1.8 as dead worlds don't show up on the expansion planner (as "observer mode" I can see all planets in the galaxy, but only the habitable ones. With 1.8 of the game I'll be able to see any planet I want, so I can finally count the precursor modifiers on dead worlds and see if there's too many ^^
I am keeping a close eye on balance :)
I have a question though: Are precourser discoveries and their resulting bonuses generated with the universe at game setup, or are they randomized for each survey? Can the AI get those bonuses? If I get bonuses from the precourser events, I'd just like it if the AI had some kind of equivalent so I don't have an unfair advantage. (Though I do realize it's never really fair between a human player and an AI - just that if I get a bonus I want the AI to be able to get an equivalent bonus or greater if on a higher difficulty). Just my thoughts. God forbid you actually were to do that word-for-word. What I would propose would definately need some refinement before actually implementing anything of substance.
- barren/cold barren worlds should now always get a terraforming candidate modifier rather than a valuable modifier whenever they need one.
- fixed some debug scripts
- Atempted to solve a bug where the planet names weren't going back to white after a colony on a wondrous planet is destroyed by unbidden/swarm/other events. Bug still not fixed but it should show "ruins" behind the planet name for now. Still atempting to fix, it's a hard bug
I'm giving barren/cold_barren worlds the regular teraforming candidate modifiers instead of valuable world for now. So if a mod "overwrites" my terraforming code for barren/cold barren worlds you'll still be able to terraform them.
I might be able to "switch" the tooltips around using some script stuff so it shows as a valuable world modifier (but is actually the terraforming candidate one behind the scenes). That would fix the issue and make it more emersive as well. I'll need to see how much time I have to experiment/test with that before the patch