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(and it has the GPM compatibility)
This will mean that I will have a good compatibility for Guilli's PM ready (with some integrated content) that should be worth waiting an extra day, as I manually have to write the tooltips for over a hundert planet modifiers...
The release will either be on wednesday evening or on thursday.
My goal is to release DO2 tomorrow, when I have finished the description and the images for the mod.
As for DO2, your doing great!
For example barren habitat looks like: habitation district, leisure district, city district, mining district.
Without mod habibats districts work fine and look like: habitation district, leisure district, mining district, research district.
Same thing happens with gas, molten, frozen habitats. I tried to change load order of mods, but it didnt help.
screenshot [imgur.com]
Hopefully you can pull that out for the next release?
just tired of fighting with mods atm lol got to walk away
With an in-progress game using DO2 with many Secondary Districts built, including a few Tier II districts, after the update the tech for each type of district came up as research options. I went ahead and researched them, but nothing seems to be effected.
I assume it has to do with something / somehow you changed the way districts & tech work. I'm not saying it's a problem or bug, just pointing it out that's what happened in my current playthrough.
@CB|Torlo, yes I intend to use the AI plans for the districts.
So a big update for this mod just came out. Lot's of compatibilites (for the Event Horizon Mod a compatibility will come soon) and some more content for ringworld.
Have you ever heard of mastery of districts? I think you could use your district code for all the land based "decision" districts from that mod.
For districts this would definitely make sense as well… but I will have to create some kind of "Districttree", which would determine what you would be able to swap. If this terraforming would be homeworld only, you could simply say that each of the vanilla districts gets upgraded to a better version (e.g. from farms to nature farms).
This definitely is a very interesting that will be added to my ToDo and these aspects will probably be the first new content post release.
I think I will add government ethic dependent secondary districts (probably rework some of the current ones to represent an ethic (but this will have to be pushed back, after the 2.6 update).
With the levels it might be possible to say, you can build any tier 1, if you have the ethic, upgrade to tier 2 and if you have that ethic "fanatic" then you get access to tier 3. These districts would then also affect the planets ethics.
For what districts too unlock... mainly the three basic resources variation districts? And if the planet is capable of having a housing type of district that one as well, maybe with a percentage chance for the housing?
An alternative is to make techs for all the various districts, which would bloat the mod, and make it a pain to maintain I bet.
For the Tempel District for spirtualists, that sounds like an secondary decision district too me. But it would be cool if all the various ethics had a unique district to unlock! (An idea could be that only certain ethics can get an unique level to the secondary districts? Like maybe a materialist gets a third level of the logistics hub or something?)
Yes I was thinking about adding something similar to this, but I am just not sure yet what kind of districts should be added, any suggestions? Maybe a government ethic related district (e.g. Tempel District for spiritualists,…). Just not sure whether terraforming is the right "time" to unlock it. My idea would be: that it is a homeworld & has more then 40 pops.
Also a feature suggestion. For Primative and Capital Worlds, maybe you could implement a solution like this:
Add a descision that is unlocked when you unlock terraforming, that generates a random amount of planet specific districts to your capital.
Anyway, thanks for the awesome mod, and good luck with 2.6!
This is not intentional (from my point) as I would like to add some mechanics to the primitiv worlds.
What is the intended functionality for primative worlds? From what I'm seeing they also lack your districts, but that may be beacuse of other mods.
Yes the districts are random now (but there are spawn weights, so that e.g. Ocean farms will spawn nearly on every ocean world, on some continental worlds and won't on desert planets).