Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's barely an issue, I just don't build this buildings there. But would be more elegant solution to disable such buildings on habitats. Would be nice to have specialised habitats on asteroids instead (maybe there are already, just started this game).
One question. What are requirements to unlock habitats? Still Voidborn and Star Fortress?
Am happy to publish this to the workshop (is currently in git), nodrogj have sent you a friend request so we can chat.
Of course, all that might be fixed by a modifier on the habitat itself. If you give the habitat a modifier that zeroes out society yields on a star, that would have the same effect.
As the below poster implied.
Is there a way to add parameters to habitats so they could produce specifc sciences?
For instance, if you could/were to build a science habitat attached to say an observation post setup over another culture. The science tribute could add society + engineering bonuses. Where as the habitats setup as science labs over your own worlds/colonies would produce physics + engineering.
Also on the note of habitats being built/attached to observation posts. Could be a wide range of ideas and buildable modules that could affect primitive cultures based on researched tech an ideologies, especially assimilation concepts.
Just a few other issues I remembered, some balance thoughts.
1: Some of the non-habitat/planet buildings can still be built on the habitats from this mod, such as the planetary administration, mineral and energy hubs, paradise dome, etc.
2: The science output on solar habitats is insane with a science optimized pop lead to those five tiles giving ~100-100 of each science type, making each one half as good as a science nexus. My only thought to fix this, if any, is that it also seems... sort of wierd that such laboraties on and in a star produce society research (at least to that degree). The physics and engineering research in such environments makes sense though.
Otherwise this mod has been pretty great, wish the models could repressent more habitat swarms rather than one large station, but I understand that takes a bit of work. Mineral production on orbital stations are insane (~300) which makes the StarForge (Stellar lifting driver and collector solar habitats), asteroid habitats, and gas giant habitats rather lacking. Don't suppose the rings and orbital elevator could give bonuses to ship construction speed from the planet rather than a large bonus to mineral production from the station.
I can't help but feel like way too much of the content in this mod gets locked behind Voidborne or the Engineering Lab II and III techs, rather than having their own dedicated techs for you to research.
Do they require the voidborne perk to be built even though they can be reasearched without it?
Kind of like the Gundam franchise, where there are "fields" of space colonies in relatively convenient proximity to one another. Like clusters of cities. Separate, but related.
Also, I too am seeing a lot of conventional planetary buildings that are available in the habitat build list when they shouldn't be.
There is a mod called Advanced Sol which offers habitat ring at starting planet with disabled ability to build a spaceport on it, but allows usual spaceport to build at the planet. It is aligned to species creation by choosing 'advanced sol' as starting planet, but probably some parts of this code may be useful to you. Just an idea, don't know if it is possible.
@kgptzac: I suspect it would, yes.
surely there is a way to make it not affect your habitat tiles
This also brings up my question: can you make AI who are walled off by stronger empires to utilize these habitats so they can stand a chance?
1 - Change it so all mod habitats can have spaceports. This ensures the game doesn't end if you end up stuck only on habitats, and ensures you can always build at least 1 spaceport around each planet. However, it means there might be 2 spaceports around a single planet, and it might be somewhat overpowered.
2 - Change it so building a colony habitat requires there to be no spaceport on the planet, and make only colony habitats able to build spaceports. This means you will have at most 1 spaceport per planet, the same as vanilla. However, it also means you'll loose any development in existing spaceports, and make it even more difficult to have an early game habitat race.
@Stahlseele: If you build the Spaceport on the planet before the habitat, it will stick around, though if it is destroyed you can't rebuild. If you build the habitat first, you can't build a spaceport on the planet, but the habitat can, and it can be rebuilt if destroyed.
@Pokiekla: Honestly that's kinda hilarious, if unintended.