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There was a bug that caused my Envoy who got elected down the line to be cloned into my First Ruler's chosen job class after their removal from office, giving me an Admiral and an Envoy with the same name and portrait. I believe I fixed this with a silent update a week ago, but the change I made to make this 3.0.1 compatible might make that happen again. If anyone encounters this, do comment.
Contemplating a no-menu version as a separate mod.
A random assignment would take about 5 minutes to make, so it should be up soon. Ethics/Government based assignment is also possible, but the main difficulty of that is how to actually determine which classes are most relevant to which ethics.
I'm thinking in order of priority:
Militarist - Admiral
Egalitarian - Governor
Materialist - Scientist
Xenophobe - General
So if you don't care about your Ruler's first set of Ruler traits, this should work entirely as intended again.
An update to this is in the works.
Removing the ruler traits from the new class and replacing them in their Ruler set in case they get re-elected. This part's already done.
As for their new class traits, I'm just going to randomly generate 2 or 3 of them after carrying over race-related ones like Synthetic. This is going to take time. Trying to base this on level, but for the most part, I'm not really worried about balancing their traits given the game doesn't add more after 3 anyway.
Feel like your initial Ruler should be pretty solid of all people.
The MIA mod has a very thorough process for switching out all of the clone's Ruler traits with Governor traits one-by-one. I was wondering why, and yeah, it turns out that forcefully cloning the Ruler right before they're removed from the position keeps their Ruler traits.
The exacts to this are confusing though. Every leader, if you look in the saves, has traits for all five roles. They swap them when they move to and from Ruler. So there should be a method to force that process.
For now, it's uncertain as to whether this clone's traits are simply not displaying the correct ones or if they're actually inactive . If it's the latter, this is at least up for the RP enthusiasts.
I'm still looking into making this work correctly.
I'll put this on hold until 3.0 then and just make it a mod to change the class from governor.
To explain why this no longer works, the value that initial Rulers are missing is 'pre_ruler_class'. This mod simply tries to assign it to your ruler in a very simple manner.
What's stopped it working is that 'pre_ruler_class' also defaults to 'pre_ruler_leader_class' which is a conditional. Everything I've tried to correct this hasn't stopped the script from still trying to read this as a conditional, so instead, you just get an error in the error.log.
'pre_ruler_class' isn't simply a blank value. It just doesn't exist on them. So it defaults to the above, I guess.
I still have no idea why it worked originally since I didn't make any changes to it before uploading.
Here's hoping initial Rulers having this value at the start of the game will help me solve this in 3.0.
For now, sorry for the inconvenience.
just disappears no matter what option is picked
thank you very much for this invaluable service