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
1-Another mod that overwrites that file.
2-Steam didnt download the workshop files correctly.
Heres the small thing I was working on if anyone is interested.
Save Game Compat, Uses a random list to apply 1 of 2 modifiers.
First modifier makes Habitats slightly more costly for the empire that has the modifier to build
Second modifier makes Habitats completely to costly for the empire that has the modifier to build.
Its weighted so that there are much fewer empires that can build them than can. This helps prevent Habitat spam while still allowing at least some empires to use habitats and does not overwrite any vanilla files.
you can find every modifier in game by going into
Documents/Paradox Interactive/Stellaris/Logs/script_documentation
I dont see anything relating to time like that for the GC but it is a big list and I may have overlooked it. But again, since there isnt really a vanilla way to do GC stuff I suggested its very likely that the modifier doesnt exist.
I vaugly remember them saying we can create our own modifiers but idk if it could be applied here and dont plan on trying to attempt stuff because I dont think it was counting for something like the GCs ability to speed up or slow down and more on custom resources getting their own custom modifiers by the game.
I'm working on a couple projects to hopefully help with lag late game but Idk when I will be finished or how well they will actually work.
I'm sorry to hear about the delay etc though. :< Glad you've been able to learn from it and growed as a whole, though! You're SUPER helpful and that's so appreciated.
And aw I appreciate that! It is a massive issue, isn't it? The late game late, that is. It's really why I wanted to do the mod as it's just a grind in the end. A slow, unfun grind.
That would be -so- immersive though, if we could make that happen. I'm very curious... I know in Hearts of Iron IV you can do time ideas, maybe edicts can work that way somehow? But that goes per Empire, not the entire Senate I think.
Idk if it is possible to alter the time of things in game but that would be something to look into.
I like the idea that at the start the GC is slow and inefficient as its a new thing with various races trying to learn how to work together.
But as the game goes on the process becomes more efficient. Passing certain policy choices decreasing the time it takes to do certain things.
Idk if there is a modifier to allow such to be set in game. Probably not as I know no vanilla way to reduce the time stuff in the GC. Would be more immersive though.
But the other 2 should work. That is unnerving... The only thing mine does different is get rid of the tutorial text on the top of the file. But the vanilla file includes that and it works just fine. I have no idea why they wouldnt work.
I dont like that... But my first major mod got delayed because one of the new planets caused a crash when selected. I had selected the planet multiple times before and I was doing a final check and it caused a crash.
Changed the name of the sky file to Zeta instead of Ceta and the game ran just fine. No idea why. There was no mod conflict, there was no vanilla conflict. Even if there was it shouldnt have resulted in the game crashing. Just whichever sky was loaded last would be the one chosen to represent the sky.
Eventually long time later I reverted the name back to Ceta and it worked as if it was never broken in the first place...
As to the other mods, it's...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1655124827
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682078857&searchtext=trait+picks
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688287998&searchtext=trait+picks
Some of these I believe!
That is curious and now I am too. Can you link back to a couple of them so I can look into them.
Im not sure any diplomacy changes. Most mods work between versions as stelly usually adds instead of changes or removes. There has been a few times where they have renamed or changed modifiers for reasons.
If your diplomatic mod isnt to far behind then it should work just fine if not perfectly. Even if its several game versions behind it would probably still work mostly fine.
Ive just looked over your mod and I dont see anything that I imagined have changed in any major way where it wouldnt work. Time and resource based things like you have done should still work afaik.
I am curious though- I went over around 10 mods that do similar things, when I looked at the code they're all about the 'same' (I don't mean this as a diss at all!) yet only your work with very similar code. That's so weird. I even tried to replicate it with the non-functioning mods and it had no effect. Very odd, honestly!
As a sidenote, if you ARE aware, has anything with the senate (old code) changed? I have a diplomatic mod and I'm curious if I need to look into it to update it or not.
I can think of some work arounds but they are not great. Like if you have a single trait that adds 15 trait picks then having an event fire where if a pop does not have the extra trait picks trait it gets a new trait that cost 15 trait points.
Technically a work around but a very bad one.
You could make a trait and an empire modifier.
Have an event that triggers on game start and checks for empires that have said trait.
If an empire has the trait then the empire gets the empire modifier.
The empire modifier would have 1 or more of the previously mentioned modifiers which would give you pops however many trait picks that you wanted.
Issues are:
This doesnt work before game start. So you cant use it to add any trait picks before game start.
This will apply the modifier to any species in your empire. Which is ok for Gestalts or Single Species civs.
But if you are playing a game where you get multiple species in your civ then every one of them will have +n trait picks and not just the ones with the traits.
There are 4 modifiers:
BIOLOGICAL_species_trait_picks_add
ROBOT_species_trait_picks_add
MACHINE_species_trait_picks_add
LITHOID_species_trait_picks_add
These are responsible for adding or removing trait picks for species type. You can add them to a species trait and in game you will see the modifier in the description of the trait suggesting the trait gives your species +n trait picks.
But in the same window you will see your choice of picks drop down by however much the trait cost and not increase as would be expected and once the game has started and once you research gene modding you will find your species has no extra trait picks and is instead still at whatever the number would be.
I'm trying to make a mod where you get extra picks if you take a specific trait. Any advice on how I'd go about that? :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=719213458&searchtext=
Paste the link to the mod and I'll see what I can do about including it
When I use the Cybermen to build a species it resets back to the default number of trait picks and I was wondering if I could please get you to add a compatibility patch?
I also wanted to thank you for making this mod and let you know that you are very much appreciated.
But now Ive renamed the mod (so that A-Z order places it on the bottom) and added in the species archtype file for Eevees
Of course! They're also working on getting more animated portraits for the race in, which is always nice.
I havnt been on my pc much lately but I'm expecting to be back soon. And I'm thankful you let me know of such an interesting mod
This mod doesn't work on their race..
If the ai puts as many traits as possible on then the only way I know to prevent them from doing that is to make a complicated event that adds a trait that cost like 95 trait points and then adds random traits.
Course then id have to include multiple checks for specific traits to make sure everything is working properly and I would likely mess up something major.
No this is just a simple mod that just gives players and ai 99 trait picks. Will the ai use as much of it as they can? I dont know, you will probably see ai with more traits than usual but I dont think they use all the trait points. But idk how ai trait selection works
There might have been another one in there too but I do not remember but at least this one
If the mod is in your playset and is not giving you 99 trait selections then that is not the fault of the mod. That is Steam/Paradox workshop/launcher issues.
The mod does still work. I just tested it and it gave me my 99 trait selections. I've had issues with mods before and I've done all the related things to try to get it to work and nothing fixed it. Then later randomly the background systems worked themselfs out and managed to get the mod to work.
Idk why it seems to happen so much with this mod. But it does work.
Unsub/Resub
Restart Steam
Restart PC
But the mod works still
The red triangle means nothing other than the mod was updated for an earlier version. But that doesnt mean the mod doesnt work anymore.
Mods are read after dlcs else mods wouldnt be able to work with dlcs.
If you have another mod that overwrites the same file and is in an order that would overwrite it then that would cause an issue. But you are saying it doesnt work even with just this mod enabled.