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There is another version I made that has less edited packs, which should be fine without DLCs:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2746874108
The difference between these two is that in this version here, I also edited the Landmarks and minor settlements - some of them being from DLCs.
Now, I have never tested what actually happens if you try to use the mod without having the DLCs ... ^^
From what I noticed it is caused when you have units(in a squad/army) from different factions and try to interact with a sector with multi faction army, you get like 'found colony' of 4-5 different factions in a row and you scroll down to reach annex sector/build forward base.
Then when you interact with singular faction game remembers how far you scrolled last time and keeps the scroll despite the fact that there are only 2-3 entries on the list, resulting with you not being able to annex/build forward base, since you can't click the button.
By the way, it would be great to have a simple mod that just let building residentials on water and mountains and nothing else.
Thanks again)
I think i'll try to test this mod a couple of days later on a separate save, when I have some free time.
Anyway, thank you very much for the mod and for the answer.
Can you continue regardless? Often, it merely tells you that the savegame _may_ become unstable, wiithout it actually happening. I am pretty sure, my mod, for example, should be easily compatible with a normal savegame without this mod.
Another question, did you use an older version of the Adventure Mod for that savegame? There recently was an update IIRC. If so, it can be savely ignored as well.
Seeing I did mention having edited the ColonyUpgrade_Strategic, though, there may be problems there.
I would need to look at what I actually changed. Though it should be easily seen - if you can't build a secret tech building in your city (as in, it isn't displayed as an upgrade), then there is a conflict.
If you want the background - basically, the entity has multiple properties that are linked to it (including stuff like the amount of spaces for pops, producion values, costs and a lot more stuff). One of those is the 'annex range' and 'annex count', basically. I just duplicated these two properties and gave them to the sector (so that each sector by itself increases the annex range and count, without needing them to be specialized).
The increase cap is something else altogether, and was added with ... DLC3? It was introduced with orbital sectors and is a seperate property that overrides the 'base' value defined somewhere else. This property can also specify the type that is affected (orbital, residental, prod, ...) and didn't need to be bound into anything - just needed to be present.
The previous linked sister-mod increases the amount of each spec, including oribal relays, to 999. Is that good enough for your purpose? I rather not change the limit in this mod for those who do not want this feature.
Even with vanilla cities i think 1 is not enough.
Mod is uploaded and be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2752166910
Sorry for the late reply.
Yeah, I mentioned it prior. Don't know how to make them compatibile, and may need the action of the author of the BUILD_STRUCTURE mod...
Also it's a shame that your residential effects are not applied to the landmarks that are spawned in via operations with the BUILD_STRUCTURE mod.
If they were applied some how then these 2 mods along with the Terraforming Spells mod would be three PERFECT companion mods together for having your cities how you want them!
This is indeed possible. Would you mind a version with basically unlimited sectors specializations instead? I think that would garner more interest as an additional version, and some would prefer staying on 2 specializations...
I uploaded a version that removed (hopefully) all changes in the DLC packs. If there are still problems, let me know (that would mean that there are still obsolete artifacts of earlier testings).
NOTE: for consistency, I removed the ability from all Dwellings and Landmarks. If you really want a version that includes those, tell me.
Can you test whetever it has been fixed or if there are still some conflicts? Thanks
If there are residential sectors without DLCs (which I think there are?) then yes. There just needs to be some packages removed that change landmarks from the DLCs.
I will look around in a week, still not at home
Second set of mods contain your mod ofc and new races/playable factions from Wolfie with Expanded Arsenal and those works fine.
Now after I tested it myself do I realize what you were refering to. I assume that it is a conflict because of the 'more colonist' changing the colony core, and thus disabling any additional buildings that adventure mod adds (including the ones that let you play secret tech units).
I am currently not at the PC where I have my mod files, as such I can't fix it yet. I will update it without it, to iincrease compatibility when I return (can take anything between one or 3 weeks, probably)
Well, I have no clue how exactly it is done in that mod (it is not exactly described), but from the comments it seems to have been bugs regarding 'spawned' landmarks to 'not work correctly' (not unlocking stuff).
As such I wager that the operation actually spawns copies of landmarks, instead of the landmarks itself (I can be wrong, though). As such, there is literally no way for me to actually adapt my mod to it (from what I know anyway), since I would need to edit these cloned landmarks and give them the requisites that let them increase the annex range and number.
Maybe I could look into a way to increase the number of spawned landmarks. This could be a compatible mod to my own, and while you still wouldn't be able to control which landmark to spawn where, it would make cities more interesting.
Mabe also adding a version that remove the limits of specializations in that case, so that multiple industrial specialization landmarks leave you with no sector to annex, etc.
Either my mod takes priority, which means you loose the ability to build other Secret Tech units in your colony, or the Adventure mod takes precedence, which would basically turn this mod just like I would have made a reduced version to avoid the clash.
As such, the question merely is: How much do you WANT the feature to build off-tech units after annexing a Silver Landmark?
I suppose I could also extend the amount of 'natural' sectors you can annex, but the extension would still be off the table. So, you wouldn't be able to annex from these landmarks.
How exactly do you envision it? Just the mod without any landmarks edited at all?
Both mods are changing the landmarks. I do for extending the reach (basically giving them the properties of residential sectors) and Der Mentat adds an ability to build units from other secret techs to the silver landmarks.
I THINK that is the only conflict, but I am not too sure tbh.
But how much it is compatible with Adventure mod?
Or, look at the avaible number of residential sectors to easily see if its enabled: if its 0/2, it is not, since this mod increases the limit to 0/999
I don't know if that is the same bug you are referring in your known issues list.
So, I don't even need to change the relay. It just works by having that attribute somewhere in some pack that is used o.O Well, at least it does!
I dont really see any problem with double orbital relays, though.
It is overpowered, but so is what this mod is aiming for and even so, you could just adjust it so it only give half the reward.
See, I may have found a way to make the residential sectors basically unlimited (you will never reach 999), but I have not yet understood how I ccan reproduce it - I can only change it. And as you may have guessed, this is linked to the 'relay base' spec.
So, I can revert the Residential Sector to what it was (while still having a higher limit than normally), but in return the relay base can be constructed twice in a single settlement. Is it worth it?
I am looking for the place where that attribute is linked to, and once I find it, I can do it without changing the number of relay specs, but for now I would need to replace the effect and change it to residentials....
Any thought regarding that?