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(For example, if triggered modifiers are functioning as intended again I can revert the starbase modules back to their intended forms)
I'm going to hold off on updating the main mod until Overlord drops, as there'll probably be a handful of bugs to fix. Longer term I'd love to make use of the new features in both Exigency and my Overpowered Civics mods: might prove to be beyond my skills, but the new Situations system could make for interesting interactions, e.g., finally having a proper event chain for the Supercomputer relic with Sapient Intervention instead of listing the options on the edict menu
What I'm thinking: you'll have more Manufactured Species pops, and start with the ability to (very slowly) assemble them, but the Manufactured Species *can't* reproduce naturally, like the clones from the Clone Army Origin
lyra_tcm: Yeah that's a possibility, although it wouldn't work on any mods that rename the stages outright. I could potentially add lots of alernate entries for the more popular mods but I'm still leaning towards the ascension perk route: it was always intended to be an ascension path and requiring a Dyson Sphere was just an easy janky way of delaying the event until later in the game
There is a typo in tinker job ressources bracket : category = planet_researcher
The "s" at researchers is missing which disable any production modifiers.
I can probably make compatibility patches but going forward I reckon a good route to take would be to rework the Sapient Intervention upgrades and gate things behind something other than a Dyson Sphere (maybe an ascension perk?) and try and make it function as a proper ascension path, possibly right down to the extent that it locks you out of other ascensions (although maybe it'd allow you to pick the first perk of one, just for variety's sake)
So a few questions:
- Is there an event waiting time?
- Could there be a problem with multiple mods ( I am using a couple, gigastruciral engineer, ACOT, Guilly world modifiers.)
Last upgrade is not available, i do have completed (repaired) Dyson sphere but there is no option to upgrade within the edict screen.
Update highlights include:
-Compatibility fix for Data Liberators and Galactic Conglomerate (...again)
-Fixed Data Liberators being available to Authoritarians, which wasn't intended behaviour, and fixed an issue where a Data Liberators empire would really hate another Data Liberators empire
-Tweaks to Planetary Senate
-Decadent Conglomerate becoming Nightmare Conglomerate
-With the right techs you can now build a Fantasia Resort building on your Resort World and a Panopticon building on your Penal Colony
At one point saving and reloading seemed to fix the problem but that's not the case for me right now, so not entirely sure how to address this one. I might change the buildings to a flat bonus or something as a stopgap measure but I'd rather not have to do that
flyons_gary: just per anchorage/shipyard on that specific starbase
Rynjobulous Rex: not sure but it's possible, my code checks for dyson_sphere_5 (or whatever the final version is called) so if Gigastructures changes base megastructures in some way, perhaps that's preventing the mod from realising you built one? At some point I'd like to flesh out the Sapient Intervention event change so it's made up of actual events rather than options you click in the edict list, but it should work a bit more smoothly now
I'm looking forward to using ENGINEERING WORLD, but I think you need to adjust your jobs thanks to the 2.0 patch. There's a line of code that needs to be changed for the jobs to work
In other news someone approached me re: some kind of crash bug that may or may not be linked to this mod, I'll try to look into that as soon as I can
Inside these are just copies of the various mod's descriptor.mod file, renamed with the mod's workshop number in the file name (as in what i quoted up there).
I made a copy of your descriptor.mod from the steamaps/workshop/content/281990/16100207081 folder and just renamed it and it worked, the error went away, and the mod can now be activated in the launcher and used.
Don't know why it was missing, its probably supposed to be automatically generated by the launcher and it isnt for some reason but there you go.
Error in common\technology\00_ex_tech.txt: Ln: 773 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: char ", '\\' or '\\"'
Error in events\exigencycivics.txt: Ln: 256 Col: 3
#}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("events\\exigencycivics.txt", Ln: 184, Col: 17) was not
closed.
Error in common\exigency credits.txt: Ln: 2 Col: 45
fa for the neutral trait colour scheme (it looks a hell of a lot better than th
^
Expecting: end of input or statement
Doesn't seem to break anything but just thought I would post it in case it helps.