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
*** THIS MOD IS OFFICIALLY ABANDONED
NEW MOD: AESTHETIC CINEMATIC GAMEPLAY RELEASED ***
**************************************************************************************************************
IMPORTANT: LOAD ORDER
the new launcher has messed up the load order of mods. In order for ACG to work as intended make sure to use the following load order system by dragging mods into the right position :
1. Z Other mods from workshop
2. Y Other mods from workshop
3. X Other mods from workshop
4. .. W-A Other mods from workshop
5. Aesthetic Cinematic Graphics
6. !Aesthetic Cinematic Graphics Expansion
7. !ACG ... Compatibility Patches and Submods
8. !!ACG AI
=> ACG and ACG Submods should be at the lowest mod position of your launcher's mod list!
*********
1. which shields (ethics) did you use? and at which "name" shield are you stuck?
2. was it auto design or did you really not be able to research the next shield tech (i.e. tier 7)?
3. did you switch ethics in between?
4. can you probably provide a sav. file (save game) and tell me which mods you used? (that's in order to recreate the game/bug)
thank you in advance :)
1. go to Documents/Paradox Interactive/Stellaris
2. delete everything in this folder except "save games"
3. restart stellaris
=> you will have to reactivate your mods again but the game and mods should work properly again***
We will try to improve this in the future but it's no easy task because we think it's no error in the code of our files (otherwise it should also not work for ships + defense stations) but more likely an error that is caused by the way vanilla stellaris works for autoupgrading starbases. And it's a little bit like fishing in the dark for a solution that works better in stellaris. So we will try our best, please be patient :)
We are aware that some people are experiencing issues with starbase autoupgrading to higher tier components generally, which tends to happen also in vanilla. But it seems T6 shields of this mod in particular are for some people not quickly showing up with auto-upgrade for starbases, while they are working mostly fine with ships/defense stations.
Most of the time one of those things help:
1. sometimes it only needs more time for starbases to adjust to the new upgrades (can take up to some months/years)
2. enable and disable auto-design (sometimes this works like a "refresh" button)
3. Downgrade/Upgrade your starbase
1. rebalanced some costs and other stats for Reactors and Thrusters
2. rebalanced crews
3. improved compatibility with At War: Planetary Defense Force (Patrol Craft will now be able to equip the additional thrusters, reactors, crews etc. provided by ACG Expansion) ***
Regarding the "At War: Planetary Defense Force" mod's "Patrol Craft I & II":
1. they don't have the reactors from the NSC2 mod because NSC2 authors and At War author did not include compatibility or create reactors for those ships
2. and i just realized i did not provide reactors for the Patrol Craft I & II as well when i published ACG Expansion mod
3. As a result right now Patrol Craft I & II don't show any additional reactors (only the vanilla ones) at the moment
So what am i going to do about it?
i will create new reactors for Patrol Craft I & II that are consistent with the reactors provided with the ACG Expansion mod. But i will not provide additional reactors that are based on the NSC2 reactors because a) in my opinion it's unnecessary because both reactor sets are quite similar anyway and b) that would be the "job" of the NSC2 or At War authors
I hope that helps :)
thank you very much for mentioning the reactors for AT War: Planetary Defense Force Patrol Craft I&II. It's a little bit complicated, so let me try to explain:
1. ACG Expansion adds new reactors and NSC2 also adds new reactors to ships
2. Those two reactor sets are not completely identical but they are very similar regarding the power and stats
3. When creating the compatibility patch (ACG Expansion NSC2) i had to choose if i want to replace one set of reactors or if i want to make both sets available => i decided to make both reactor sets available despite the similarity and not replace one with the other. Hence users will be free to choose which reactors they want to use in game (NSC2 or ACG Expansion) for NSC2 ships.
Because:
1. ACG and ACG Expansion (both mods) do not change ship sections.
=> If i turn off all my mods and run vanilla stellaris i only see 3 titan sections:
1. Titan Bow (T Weapon, 6L Util)
2. Titan Core (4L Weap, 6L Util)
3. Titan Stern (L2 Weap, A3 Util)
=> if i turn ON only ACG + ACG Expansion i still only see those 3 titan sections
2. If you want to have more ship sections i highly recommend and i also use this mod together with ACG + ACG Expansion mod:
At War: Advanced Ship Sections
I hope that helps :)
Thank you! Youre mod is brilliant masterpiece!!
Thank you very much @Value 86 who pointed this critical bug out and let me know about it!***
So maybe you are using an AI mod that's not working or you are using other mods that are probably incompatible. I am not sure. What i can offer is: send me a list of the mods you are using and i will check them for compatibility (via PM or in a discussion thread) :)
This situation appears often when AI looses all its ships in the war.
@Sorypsi i am not sure if i understood you correctly. Did you mean you can't use auxiliary addons: hangar bays with your defense stations?
1. I did not change the technology requirements for Guillis Hangar Bays compared to his original mod
2. I just tested that in game and i was able to use them for ships and defense stations like intended once i did the proper research
3. If you can use the hangar bays with your ships like intended but you encounter problems with your defense stations by not being able to use the hangar bays with your defense stations => then it is very likely a mod conflict with another mod that adjusts defense stations/platforms => you can tell me the mods you use at one of the discussion threads or write me a PM (i added you) if you want and i check them for compatibility.
I hope that helps :)
Please read the mod's description! ***
Note: From now on ACG also has built-in compatibility with Realistic Ships => no more comp. patch needed ***
thanks @Cranky for providing the necessary compatibility file ***
1. balanced speed of new thrusters
2. (SCX) fixed SCX issue that did not let you see some ship components with Carriers + Dreadnoughts
3. (SCX) balanced some stats of reactors + thrusters for Carriers + Dreadnoughts***
The Expansion mod is a reworked Guillis ship component mod that is optimized for ACG and will be used as base mod for further content additions to ACG. So you don't need and should not use guillis ship component mod with ACG because guillis ship component mod is not compatible with ACG.
If you only activate ACG + this ACG Expansion mod, you will basically get all the content from guillis ship component mod - but optimized and reworked for ACG + more of our own content additions in the future :)
Thank you
@Redfoxx if you want to make sure you have the best possible experience, yes i would start a new game :)