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Changes:
- The AI has no access to the ATT class any longer.
(Not that it seems to be saving them to AIs that are building actual fleets, surprisingly)
To answer your question and comment:
1. Correct.
2. I have no problem with the destroyer sections on my side. None is missing.
The mod is not causing it. See my comment @Anonymoose and check your mod set-up.
I have tested it with and without NSC.
1. The AI can't build any KSE or KGE ships as the use of them is blocked for it in general.
2. The AI does not build any of those ships.
Are you running "AI Use Custom Shipsets"? If so disable it. The mod is not compatible with my ship-sets and causes havoc.
Honestly no clue but I'm not using NSC any more. I'll try a test run tomorrow.
However, had an issue with my third campaign (with NSC on) where the AI empires were only building the ATT and Conquistador ships and bankrupting themselves.
The only difference between this game and my other two (which did not have this problem) was that NSC was active.
A small and elegant UI-Mod that adds more and scrollable building slots to zones I can highly recommend.
- No cluttered and overloaded planet view.
- 100 % compatible with UI-Overhaul Dynamic.
- Save game compatible.
Get it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486446795&tscn=1748073656
Interesting.
My current playthrough does not show that at all . I remember that another KSE or VSE user reported that in the past but KSE / VSE were not the culprit but a 3rd party mod. Unfortunately I don’t remember which mod it was that caused the issue.
Are you running “AI Use Custom Shipsets”? If so please don’t. The mod does not work with my ship mods and causes havoc.
Just one remark.
Please don’t run Kurogane 2.0 + KSE and Vengeance + VSE in the same mod set. This causes unwanted side effects too.
I would post a screenshot from my current playthrough that shows the AI fleets but Steam does not allow that here.
- Small maintenance update.
New:
- Upated to Stellaris 4.06.*
No problem at all. Hope you have fun with the mod again.
I'll agree with you about the UI, I'm hoping UI overhaul is updated soon. Also I found the problem I tried adding to an ongoing game . My apologies!
It's working nicely on my side. Besides the overleaps caused by the shitty PDX ship-designer UI.
New:
- Upated to Stellaris 4.0
Sorry to hear but I'm currently in hospital and can't check or do anything about it. I hope to be back on deck in 3 weeks.
This is a little strange as it works without any problems on my side. The ATTs do show in vanilla and NSC with the other mods active as shown in the load order above.
Question: Do you have the Vengeance shipset and VSE active in the sane playset as KGE and KSE?
If so please disable VSE in the set. KSE and VSE are "twins" in many ways. Having them both active will cause some unwanted side effects.
The AI is able use the Reapers for balancing reasons. This is the default. Please check the comments below.
I have described how to disable the Reapers some post below.
This is a bit strange but there is a more easy way.
Design your own Conquistador and ATT at game start or later. Save your design under a different name than the default. Done.
The "problem" is the ship-designer logic that needs an autogenerated basic ship of each class to work.
I am having an issue with the Conquistador and ATT. I have deactivated automatic design generation, but I still get Conquistador and ATT automatic designs. The problem is that when I create a land army, their transport is the automatic ATT design. Even if I delete the automatic ATT design I cannot update them afterwards to my custom design, because the upgrade button is greyed out.
Have you heard of any issues like that?
My load order follows your instructions. There might be other mods in between but the mods you mention are in that sequence.
Fixes:
- Disabled the cap removal for influence.
Thanks to Noobazzah for the heads-up.
First of all you are right. I simply overlooked that. Thanks for the heads-up.
I did some tests and the results are very interesting so to say. Seems the issue is a bit more complex than I thought it is.
I think it's just good practice to disclose outright if your mod does significant changes outside of it's immediate purview, and in general terms people simply are not going to navigate to their Workshop folder or even know where to look for it, change logs on here are usually what you can access in the Change Notes. It's literally just a folder with a jumble of numbers on it.
Just a suggestion I guess, but I do recommend checking if the issue happens in your own game as well with this mod. People don't usually pay all that much attention to their Influence which is why the issue sneaks past people most of the time.
Thanks for the suggestion.
I will think about it but if you have a look at the "Feature Description" above it is stated that there comes a changelog with the mod that contains all changes and added features since Vers. 1.0 of the mod.
I’m curious. What was the “annoyance”?
You can remove the shipset you are not using as a player. The AI can't use KGE or VSE.
It's a ship class provided by this mod.
Nice but you should really add a titlecard. It will help the visibility and creditability of it big time.
Many thanks for your kind words and same to you and your family.
Feel free to contact me under the Discord ID below.
I got the same problem as @youtubitz, when using this mod. Did you guys figure it out..maybe its just a load order problem, I tested it a bit but sofar i had no luck