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However i wanted to know whether the use of extra trait picks can be disabled for AI empires, its disrupting my rp. Thanks
In common/on_actions/rpp_on_actions, line 331 :
crisis.23005
is the same id for the synth queen in ACOT
in ACOT mod : events/acot_machine_age_cetana_overwrite.txt line 443 :
# Final Speech
country_event = {
id = crisis.23005
I've been able to play but simply putting a # before crisis.23005 in rpp_on_actions
Basically, it's in a playable state but there are some very rough edges.
I may push the current changes to the mod into the experimental branch very soon. Still debating on that. If I do, it'll be missing a few minor things but will mostly work.
No. RPP disables access to all vanilla species traits.
I am not experiencing whatever you are going through. Running just RPP has no issues pop up on my end. It may be a mod conflict or outright another mod at fault.
I don't know of any right now. If you have ideas for civics, feel free to present them.
Good chance it's because of a mod conflict. Try loading RPP lower in the mod order.
Thanks for letting me know. I'll look into that sometime in the future, if I manage to remember.
Different ascension paths give different trait maximums for different archetypes. You'll need synthetic (or cybernetic, i THINK) ascension if you want to go past Intermediate for robots.
Is the normal unlock for all Advanced and Grand, just to complete an Ascension path? By the time I start gene-modding I notice I always have the full selection. Although my Robots are only stuck at Intermediate level since I can't find the next level up still
AI empires are not allowed to use RPP traits, because the AI is too dumb to use traits correctly.
@xkuripuri
That's odd. Those traits are supposed to be pretty universal. I'll look into it...eventually.
All other species in my game have the slave gene and nothing else
I don't know why, it just happens. For me, it happens when any mod that affects a custom empire is removed. I recommend backing up your custom species files, so you can restore them easily.
@Matahias
I'll look into that, thank you.
@thelynx01
Thank you for notifying me, I'll try to get a fix out shortly.
ai_weight = {
weight = 0
}
This goes in the same scope as "randomized = no"
In my experience, that seems to stop the AI from starting with or picking a certain trait or civic.
Anyways, your mod looks quite interesting, can't wait to give it a go.
It would seem the push from 3.9 to 3.10 has broken the leader lifespan traits.
I did a bit of digging since I've done modding before, and figured out the root issue.
Paradox has changed the relevant variable from 'leader_age =' to 'leader_lifespan_add ='
More than likely they just did this to clean up their own backend, but it had the side effect of breaking the lifespan traits.
Thanks again for keeping up with the Mod.
AI isn't supposed to be able to use traits. I suggest loading RPP close to the bottom of your modlist to make sure it overrides any other mods. Let me know if it still doesn't work; I've been trying to get that fixed for a long while.
@Timoruz
Yeah, I'm not the best artist. I also had to make the trait icons aliased (without transparency) due to how I made and merged the icons, and how .dds files like to save themselves.
@torn1147
I completely forgot about that feature, to be honest. I'll add it to the roadmap so fallen empires get pre-generated traits sometime in the future.
@[MCF] JR Galura
I will make an official update to v3.9 eventually. I anticipate most things should work with the mod just fine for the current version, though.