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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3255092802
If there are any issues I am sorry, I am in no way a professional modder. I just always play with this mod and took it into my own hands to fix it. This mod has worked perfectly on my end but I have not tested it with others.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2298526795
@Gamerhell Your issue is strange, while testing how my mod works with this mod i haven't any issues when forcespawned AI with portrait, trait and civics from this mod.
I think someday I'll pick this up again, for now I'm working on other things
power feels like breaking that spirit. Anyway your thing works, my thing works, and that's all that really matters.
There's something I've been wanting to do for a while now, if it proves to be possible I think this mod is going to get a lot more of my attention, but don't count on it. If it does work out, it'll be kinda exciting so I'm gonna keep it secret.
I'll see if I can bring myself to pay some attention to this mod again, I do still like it, I'm just not playing a lot of Stellaris anymore.
"mod_planet_pops_food_upkeep_mult:"
Really immersion breaking.
Didn't occur to me to check gene modding menu, that's my bad, I should be more thorough when checking for bugs. If the problem keeps happening after updating, let me know.
https://media.discordapp.net/attachments/349626085345984512/981979549141200907/IMG_20220602_195426.jpg?width=351&height=467
https://media.discordapp.net/attachments/349626085345984512/981979549371879484/IMG_20220602_195438.jpg?width=351&height=467
same problem.
no matter what mods i am using i am still able to get dragon trait on different species - other than dragon
i even tried to turn off all mods but universal modifier and another dragon mod and i am still able to add that trait via species modification to my syncretic evolution species.
it can be accesed right at the start of the game with gene tailoring tech.
If you're uncertain, check the dragon civic called "hyper-efficient design"
It should reduce megastructure cost, but that function will only work if modifiers patch is also working.
It's unfortunate, but the civic points can't be added during empire creation, however you should still get the extra civic points after you've started a game.
Think of it kinda like the technologies that give extra civic points, you'll have to reform your empire for it to work, which is annoying, I know, but it's all I could do really.
For the purpose of testing, Attempted with both the modifier patch above and below this mod in the load order.
I had planned to make some hive mind exclusive civics but never got to it. Guess I'll work on that while I ponder some other plans. In the meantime I'll try to throw together a patch that gives hive minds access to the neutral civics. Unfortunately I need to go to bed as of writing this so it'll have to wait a bit.
Besides that, it's a cool mod and I've been having fun with it.
It's finally done, update released.
Check the change log if you're interested in what's new.
Progress hasn't stopped, it's just been really slow, and I'm sorry for that.
Next update is almost ready, unfortunately I have to work on graphics now and that part takes a while as I'm not much of an artist.
Hopefully the next update will be done soon, but no promises.
Genuinely sorry that it's taking so long, health complications getting more complicated. I'll do my best to update soon, but social obligations and life in general are keeping me busy.
As I said before it is compatible with the latest version so long as you have the required modifier patch mod. The launcher may disagree but it's lying don't worry about it. So if you just want to play on the current version you can do so.
If you're waiting for the new features then I'm sorry but you will need to be patient with me. At the very least I can promise that the next feature drop is likely to be the biggest one since I first posted the mod.