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I really love the idea of this mod and hope you'll find the time to fix it so I (and I'm sure many others) could give it a go.
Thanks for your work!
Again, gave myself all tech via console and then a bunch of unity.
Picked Technological Ascendancy then had all first tier ascension perks available (Engineered Evolution, Mind over Matter and The Flesh is Weak).
Picked Engineered Evolution and then had Mind over Matter and The Flesh is Weak in addition to Evolution Mastery.
Picked Mind over Matter and had The Flesh is Weak, Evolution Mastery and Transcendence to choose from.
I then picked Transcendence and Evolution Mastery is now gone. Completely gone. It's not even in the unavailable list. I can still pick The Flesh is Weak.
This will also happen if I choose Evolution Mastery. In this case Transcendence will be completely gone.
The mod is last in the list of mods and is enabled.
@Cactus Juice let me know once you're done, I can add it as a submod
@all sorry for disappearing, I'm working on a totally new species archetype with unique origins/ascension paths/country types/authority/civics etc called Primordials
@CactusJuice the species classes with the current commands available need to be explicitly delineated. You can add species classes by going into events 0-11 in the biogenetic_synthesis_events file and adding in the option as you see the rest done, then by localizing it.
So with that in mind, do you have to add the new species classes manually, or does CaE detect them automatically if they're still part of biological archetypes? If I have to add them manually, what file would I edit?
Also is the AI weighted to use biogenetic synthesis or is it player only?
@CactusJuice from what I've read it does not seem possible to dynamically create species archetypes in-game, but I could be wrong. However, if I understand your question correctly and you're looking to apply it to the linked mod, that'll require a compatibility patch (consolidate species archetype file in common, adjust traits/modifiers to new archetypes, etc). You're welcome to work on it if you want. I can take a look at getting around to it.
@Lasovikk: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2081614279
There are probably way too many mods that add all kinds of archetypes to make patches for all of them, but as long as I can copy the default format for the vanilla archetypes and edit them to include the new archetypes/species, that would be perfectly fine.
@No Name: Ofc! Don't forget to thank the giants whose shoulders I stood on to get this far. I'll be updating the description bc some new features are in the works.
@CactusJuice: can you point me toward a mod that I can examine? So far it only has vanilla archetypes but I could look into that, I really like the idea and would be willing to take a deep dive to allow the creation of new species archetypes.
@Flash2: I can, the BDA mod I linked in the Special Thanks section has some features you may want to look into.
@aformofmotion: Thanks! I can look into it. As I understand it, this was changed from what you're asking about to the current situation during one of the patches but I can see if the mod can do what you're asking, I've been thinking about it.
I know nothing about modding for this game, so I don't know if it's feasible, but one feature that I'd really like that I think would fit this mod would be the ability to "uplift" pre-sapients into primitive races when you find them, instead of having to colonize their planet and Uplift them directly into citizenship. Like a tech that requires Epigenetic Triggers and then adds the option directly to the pre-sapient discovery anomaly?
But does this work with mods that add new species archetypes, or only vanilla archetypes? If it's only vanilla, is it possible to add the new archetypes myself?
@Lesovikk, yes I can look at doing that
another question i have. would using this with another mod that adds a bunch of traditions cause major issues or should it in theory be fine?