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@In_sanity If you can get permission it would be great if you picked up where the author left off; however, 2.2 is drastically changing strategic resources. I'm not sure how it will affect this mode but it may need a complete overhaul.
Invalid variable name [t3.5]. Variable names must start with a letter and only contain letters, numbers, or under scores. file: common/technology/sf_tech.txt line: 23
which prevents further loading of the technologies.
I'll try to rename it for myself using a submod as patch. Waiting for update.
Back to this mod:
IMHO, the prerequisites are too high. Currently, if I reach the point where I can use the content of this mod, I'm already at a point where I won this round (and performance is degrading and I stop the game :D ). I'd love to use the first stages somewhere in mid-game.
How did you do that? Thanks.
Galaxy generation is quite a problem when it comes to balance, sometimes you have cluster of 10 within 5 jumps and sometimes there is almost none in the whole galaxy.
How was the living metal rarity? since i've not played for a while, got no idea how rare it is
- If it is possible to provide some feedback on on how much SR you managed to get, that could help
- I'm getting close to a alpha for the new version, if anyone is interested to test and help with suggestions if is welcome
if the ai's do pick it, they should build the facilities correctly
everything is much cleaner in the rework. when it is done i'll look to make an addon that makes the ai more eager and relentless to conquer more SR
- if you find any problem you can signal it
- installing it manually with the link below in the comments
-are you playing in 2.0.2?
otherwise I don't know, the last thing i could do is check your error log and what mod you're using to try to figuring out
@TheFirstPaige : thanks for the feedback, i'm working on 2.0 and integrating it without perk at all. But perhaps indeed the highest ones should require the perk
Uninstall / reinstall the mod & test again.
You need to have the previous building active plus an extra of that specific resource. Something you have to wait until the first of the next month, since it is how stellaris updates.
@Craftato : sorry about your crashes, could be something wrong with your save, I don't know. I could look into your error.log.
This mod doesnt overwrite anything, there shouldn't be any problems unless you have an other mod that changes the whole game like Star Trek, but even then it didnt crash
I took a quick look at the "sf_buildings.txt" file in this mod and it looks like the Engos and Satramene buildings that I can't build don't actually exist within that text file with the exception of the final Engos building...which I can't build anyway since the prerequisite buildings don't actually exist. I can't figure out why I can't build the other Orrilium buildings though. Correct me if I'm wrong about this, but that's just my two cents.
The offending buildings so far are the Advanced/Optimized Orillium buildings, The Improved/Advanced/Optimized Stramene buildings, and ALL of the Engos AND Satramene buildings. These buildings are not an option to build at all, not even a greyed out option, even after meeting all requirements.
I haven't tested every strategic resource building chain yet, but those are the 3 broken chains I have found so far.