Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Instead of the vanilla jump drive, how about giving a jump drive that requires Quantanium as a resource to build on ships?
And would speed up the crisis progression.
:)
Thank you for your patience. I finally have a reprieve in personal matters and can look to update the mod within the next week.
Thanks again and stay tuned!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
Besides that, the mod is great, and the Father crisis itself is just a masterpiece. Bravo
Hmm, that does seem a bit strange. They are a couple of opinion penalties that can apply, but that ones that make the galaxy really hate you should only apply if you side with The Father.
I will have a look and see if anything is going wrong. Thanks for reaching out!
Excellent, curious it only works temporarily though.
@Fresk:
Thanks for reaching out! That sounds like a scripting issue. If you could locate and open your error.log file for me using notepad (on windows it is located here: C:\Users\<user>\Documents\Paradox Interactive\Stellaris\logs) and then use ctrl-F to search for anything related to SSAB_origin_relic_effect and let me know if anything pops up.
In the meantime, you can could try to manually force the correct behaviour by selecting the star you want to collapse, and then using the command:
effect SSAB_origin_relic_effect=yes
Thanks again!
@Seti:
I hope it doesn't crash/break your game (I have fixed a few bugs that could do that), but I have only done partial testing, so no guarantees! If you want a stable playthrough, then avoid it for now.
It do try it out and run into any issues, then please let me know!
Thanks.
Thank you very much for the feedback, and for your personal anecdote!
Yes, that version of the crisis is... buggy and inconsistent, not my finest work.
To manually fix this issue, you could try using the following command (make sure you have nothing selected when executing it):
effect event_target:abyssal_host_invader_country = { set_faction_hostility = { target = prev set_hostile = no set_neutral = no set_friendly = yes } }
If you enjoyed the OG version, then you could try the reworked version, make sure to turn on the 'experimental features' button at menu that appears at the beginning of the game.
Thanks again!
Also. the series of events aren't consistent when approached from an earlier save. Sometimes I'm not able to join the crisis at all when I should be able to.
What makes this hard for me to bug test is that i'm running a large mod-list (Tinkerers Shop) and there may be more than one slight conflict.
Really impressive mod. I had such an enjoyable time with it. Especially that I organically got bushed into taking that devil's bargain. I was running fanatic purifiers, and was being invaded from all sides. And out of desperation, my people gained a black hole time daddy that also wanted to wipe the slate clean. (yus!)
It was a good experience. Thanks for that.
I have a recurring problem that I can't quite find the root of.
I set it up so that the Crisis could fire if anyone gets the tech. And I just happened to fulfill the requirements without the ascension perk.
The events seem to be inconsistently fine, The fleets spawn, The popups with choices on whether to join or not happen, But the fleets of the Father remain hostile when I join. And the popup to join always happens after those fleets destroy a few of my outposts and star-bases.
I'm able to talk to the Father, Get fleets, resources, ect, And the friendly envoy fleet in the eye is friendly. But all the other spawned fleets in the crisis are hostile and proceed to scour me from the game.
If the mod hasn't updated, you could use the following command instead (just copy-paste it into the console):
effect every_country = { limit = { NOT = { has_origin = origin_ss_abyssal_children } } every_owned_species = { limit = { has_trait = trait_SSAB_origin } change_species_characteristics = { remove_trait = trait_SSAB_origin } } }
Oh no! I apologise dearly for this problem.
I have updated the mod to hopefully prevent this issue from happening in future, but to save your current save game, make sure you have nothing selected (planets, fleets, etc.) then use the following console command:
event SSAB.801
That should remove the offending trait from any species that shouldn't have it.
Thank you again for your kindness and patience!
The quantantanium trait "higher dimensional" - which causes pops to require it for upkeep - can roll on pops from outside your empire, and then if they arrive via migration treaty, you can't get it at the market, buy it, trade it. if you don't have a xenophobic governing ethics, you can't get rid of the pop and it has an -40% resource production. This pretty much broke our save, is there a fix for this?
Resources are distributed randomly as orbital deposits when a galaxy is generated. Take note, they are quite rare!
Secondly, by default, the crisis can trigger when you take the 'Abyssal Secrets' ascension perk and then research the dangerous technology.
Hope that helps!
PS. Thanks heaps @ [E] Z_THETA_Z for tending to these comments :)
experimental features will give you access to some, well, experimental features that may not be balanced or fully functioning
turning the mod on mid-save will work, but you will miss out on said gamestart menu, as well as the unique resources the mod adds
Thank you for your patience, the mod is now good to go for Stellaris 3.9.
@xdTechniker25:
Yes absolutely! It was one of the reasons I am reworking it. The new version will work with gestalts without being janky. Thanks for the feedback!
@shabbyrabby:
[E] Z_THETA_Z is correct here, the ship components are currently locked behind the 'experimental features' option in the menu at the start of the game, it is opt-in only. As for the resources and the associated buildings, they unfortunately can't be disabled due to how the galaxy gen works (I am pretty sure). Truth is, I am not very happy with that part of the mod either, but I am not sure what do with it. Simply removing it will break many save games. Thanks for getting in touch!