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[excruciating pain during uninstall]
Here's hoping for an update.
This is especially true considering the little extras (unity, society, etc) they give you, and also considering when you're likely to get access to the buildings.
By the time I get them, I'm swimming usually in both energy and alloys.
Remember, these are more than just alloy foundries or farms.
I also now end up swimming in strategic resources when at tier III buildings.
TL/DR - I think they're a little bit overpowered.
Love the mod though all the same.
Personally, I think the psionic buildings should cost even less zro for upkeep (0.5 instead of 1) but I can't make that change without causing incompatibility.
As discussed before in this comment section, there really is no way around this for my mod. If I don't do it this way, the planet limit will not be applied correctly.
For my own feedback; first of all I wanted to say, thanks for making this mod! While I love the idea behind it, I do think it might be overpowered to upgrade the basic "mine" buildings by so much.
If you'd be open to tweaks, what I would suggest is tying the technologies to the "refinery" techs (synthetic crystals, exotic gas refineries and chemical plants) instead, providing tier 2 mines (crystal mines, gas wells and mote traps) with one extra job each, then have later techs provide tier 2 and 3 refineries similar to the alloy planets, since these will have the trade off of consuming more minerals to balance out the extra rare resources they are able to produce.
I know that there's a similar issue with jobs where apparently you have to modify the vanilla jobs files in order to change anything there, but I'm not sure why that is or whether the two issues are related at all. This does seem like a weird edge case.
Anyway I bet you're right, and I appreciate all the help in trying to figure it out :)
Replacing the building itself actually does work. If I load a save that has the tier 1 gas well building already built, the building is there and can be upgraded to the buildings that this mod provides.
However, when I demolish the building and try to rebuild it, the building will not show up in the build list. Furthermore, starting a new save, getting a planet with the planetary feature and trying to build the building has the same problem. Doesn't show up in the build list.
I suspect that this is occurring because of some bug with the planet limit. This is the only difference between my mod and the other mod. The other mod buildings don't have a planet limit determined by how many planetary features are available.
Today I installed the mod through the steam workshop and tested it on both vanilla and modded versions of the game. I can confirm that the buildings are buildable and upgradable. If you're able to get the techs, then it should be working.
The only other possibility is that you have a conflicting mod. You could try moving the mod to the bottom or top of the list to see if it helps.
The AI should treat the building like any other base game building.