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I haven't updated the mod for about a year unfortunately. I just haven't had the time... The cost of research was designed to be expensive, since in reality it would take a great deal of effort to expand planets and the likes, and I wanted to reflect that in the mod initially. However, if it is too expensive, I can look into it when I have the time and give it an update. No idea when that'll be though.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
If it feels a little too late into the game to initially unlock the QSE tech, I may bump the pre-requirements down somewhat to make it a little more consistent with mid-game or late-early-game. Please let me know, I actually haven't looked at the code for quite a while to verify, and if so, I'll add it to the bucket list.
So if I understand you correctly, I don't need the adaptability tradition? Only the tech and the building QSE Satellite to create cavernous regions? Because I haven't discovered them yet, even though I surveyed almost a third of the galaxy. The rest seems to work just fine, as far I can tell.
I'm glad you like the mod! Though I haven't updated it in a while, and for the fans of the mod, I apologise, I've been too busy. I may try to get something done but I can't guarantee when...
To answer your question though mate, you should be able to prospect planets through decisions, if there is at least a Cavernous region discovered/created through expansion. There are unlockables through traditions, but they are entirely optional, and the ULTIMATE is also exclusive to balance out. They generally help with prospecting rarities and expansion max sizes. It's possible the mod it majorly outdated in most parts, and that I may need to implement changes to that end to fix the issues, but I don't know when I might be able to get to it yet.
In recent weeks, I've witnessed means to increase the planet size beyond 75 in vanilla. If you guys do want, I could implement the ability to expand further. Please let me know if that is what you want.
I hope you still work on this mod, because I think it is awesome.
Maybe I'm stupid, but how can I do the planetary prospecting? I have all the adaptability traditions, but I can't prospect any of my planets. Do I need additional traditions or a specific tech?
I know I could do it on older save games, so maybe it's a game version issue?
Thanks in advance.
In the meantime, the mod should still work (theoretically). Are there any issues outside of it not being updated to game version?
Please inform me of any issues so I can iron them out when I return. o7
All major situations have been resolved on my end. I can now focus my attention on modding once more. I have a brand new project lined up as it is, so I may not make any additions to this mod until after its completion.
With an exception. I will immediately update CE and its addon to the latest game version. I feel bad enough delaying it constantly, so let's sort this one out first. I'll keep everyone updated with what I intend to do with the mod for the future. Please let me know of any bugs or issues that'll impact the mod, the game, or other mods. Cheers!
Delays may persist, as I was expecting a fix to a major problem IRL today, and could not. I presently do not know when this issue may be resolved, however I will update again when there is something new.
I know I was meant to make an upload to current game version recently, and I apologise for the delay on that front. I'll see what I can do tomorrow, however I cannot guarantee anything new presently.
My PC will be back to normal soon, and I plan to make an update before then end of next month. Furthermore, I haven't completely resolved my IRL issues as yet and I'm not certain as yet to whether I will have the time for further updates to the mod after i release the upcoming one.
In the meantime, if anyone has suggestions, bugs to report, or recommendations to put forth, please list them in Suggestions or Bug Reports respectively.
That said, there is an issue I have noticed, that seems to affect the font used in my mod somehow. I need to look into what the problem is and make a change so it'll work with other mods. This may take a while, while I update other mods I've made.
Theoretically there should't be any problems, however if there are any issues, I would like a bug report.
Unfortunately I won't be able to update the mod(s) since I am very busy dealing with real life presently. The next update will be delayed, but not postponed or abandoned. I shall keep you all informed to when the next update for the mod will release.
No you do not need to colonise the asteroid to uplift them. All you need to do is install a QSE starbase module, and that will allow for you to uplift any planet or asteroid without colonizing it.
You will have the first technology become available after you unlock the 5th Starbase tier. There is an information window in the Edicts page which will enable you to check what you need to do to unlock the next tiers of the mod.
Once you unlock the first tech Asteroid Expansion I , you should have the building QSE Satellite Control Centre become available, which also in turn will open the decisions for you to uplift your planets as you continue. After that point, everything else will slowly become available to you.
In order to expand your planets, you need one of two buildings.
1 - The control facility that is found on your planet. It'll be coloured pink as seen in the screenshots above.
2 - The building module for the Starbase, though it's more expensive, it allows for all planets in the system to be uplifted
Of course you will require the research to be able to use them. If they aren't unlocked in any capacity, there could be a conflict. Such as a removed or renamed ID for a technology, quite possibly due to a mod altering them.
With either of these constructs, it'll give you the decision(s) to begin expanding your planets though Decisions
If you cant see the technology or the buildings/modules, I'm going to want to know what mods you have so I can see about working on a patch ASAP - I'd recommend posting the mod list into 'Bug Reports' - the pinned discussion
Anyway, I did indeed miss out a closing bracket. I'll make a small patch update to fix this issue immediately. Thank you for reporting this Zabi! :D
Thank you and I'm glad you're enjoying the mod.
I shall look into this right away, thank you for reporting it!
I haven't seen something wrong so far, but I got this message from Irony Mod Manager:
Error message says:
Error in interface\ce_topbar_traditions_view.gui: Ln: 105 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("interface\\ce_topbar_traditions_view.gui", Ln: 49,
Col: 12) was not closed.
As far as I could tell, there were no issues with compatibility with this mod and everything else. If there are any issues as a result of this game update and the mod, please let me know so I can fix it right away.
Thanks for playing with CE!
Same will be done with the Submod
I realise I haven't posted anything new regarding 1.3 update for the mod as yet. Presently I am caught up with other tasks however I shall return to continue developing and updating CE as time goes by. Please feel free to post any ideas you would like to see in the Suggestions discussions page.
The compatibility mod only modifies the resource requirements for upscaling planets through decisions and through the event window when prospecting, only found as part of the CE mod.. If there is a an error when in conjunction with ACOT or ZOFE, it most likely could be a problem elsewhere unless they have matching IDs with CE. But then I would need a log to verify first and sift through the mods and make adjustments accordingly. Either way, the sub-mod should work without issue
Apologies for the late response, in order to view the Ascension perks and the Stellarium traditions, you must progress through the Celestial traditions, roughly mid-way to see the first perk. To your question regarding playing with more tradition slots, I'd certainly recommend it depending on your playthroughs, whether or not you intend to use a mod like More Traditions for example, in which case definitely with a mod that adds upto if nor more than 12 slots, if not then i'd recommend it still, with perhaps a specific amount of slots, presumably a mod of similar design, only it's +2 / +5 slots instead.
I do have Gigastructures but not the compatibility mod since I'm not sure how to give myself planetary mass for testing and I couldn't find much information on it. I can't imagine this messing with other mods but I do have ACOT and ZOFE enabled too.
As mentioned from my last post, please inform me of any errors/issues/bugs that is being generated from the mod so that I can execute a fix as quickly as possible.
Thank you for playing with CE!
Game Version 3.3.* has been released. A quick notice that the current Mod Version should still work fine, with maybe the exception of the Edict(?) as that has been changed substantially.
And officially, I will be uploading Mod Version 1.2 this Saturday! (26th February 2022)
When it is released, please report any bugs or issues onto the Bug Reports discussion page.
Unfortunately, I have nothing new to update regarding the performance drops, as I don't understand what the cause is. I've looked into it thoroughly, and have found 1 potential reason, though how to fix/correct it, has proven more difficult than I anticipated, hence the long wait for the next update.
To Coders/Programmers
I would appreciate any help in regards to any insight with the code you might have. It's strongly believed that the IF chains might be the cause of the drops however implementing a new and streamlined set of code isn't working. Thanks in advance
In order to use the QSEs, you must build either the QSE Control Centre on the planet, or Facility on the local starbase. The building on the planet will allow for you to use the QSE functions on that one planet, while the Facility on the station allows for you to uplift any object in the star-system. Please be sure to check what you've unlocked and can use through the mod-specific statistics menu to know the limit to which you can uplift to!
I hope this clears things up for you. Please let me know if you have any other questions or issues with the mod. Thanks!
I'm in the process of working on v1.2 while looking into what could be causing the performance drops. Presently I'm unsure as to what it might be, I'll be keeping you all informed as to what the issue is.
To all: Any and all information relating to the performance drops that will help will be appreciated: logs, other mods being used, ect ect...