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If anyone is interested in working on this mod, please reach out!
Sorry for that, my bad I didn't noticed that you have to destroy enemy spaceport to have this modifier applied :A
But on the other hand I've got a suggestion, would it be possible to have this modifier applied when the planet itself is being bombarded? Because from what I see it now only takes into consideration the spaceport being destroyed. Like to leave it as is but only add another trigger, I;ve noticed that when raiders where bombarding one of my planets but they didn't destroy the space port
I've noticed that after the recent update the under siege modifier for planet has stoppped appearing when planet is under siege :/
The add to stockpile option is still there and working but the modifier for being under siege seems to not be applied to planet that is being bombarded
Until you add to the stockpiles, you might still see some blank (instead of 0) values. This is a display only issue, and should be fixed for new games. Optionally, to fix it for an in progress game, run the console command "event mmgsiege.13"
The tooltip was displaying inaccurate info (paradox changed the scope of the text apparently), but under the hood the resource shortage mechanics were still working. The tooltip will now correctly display the resource shortage statuses.
Thanks again for reporting!
got the same issue
You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Note that there's no specific logic for the new Wilderness hive minds yet. They are VERY different, and I don't have a good feel for how they work. Some shortage modifiers might not make a lot of sense for them.
And mutation can straight up have it so they just adapt to the new situation of less food mutating for survivability and making it harder to actually whittle them down
Currently it's unknown if there will be any major civics that will affect stuff like what you're doing here but I can imagine the ascensions will definitely affect it. For example you can have it so purity doesn't have as much problems since they literally perfected their genetic code and I can imagine that also means perfecting not needing to eat as much and having more energy when you have less.
trade is now a pooling resource that is consumed for planets that have a deficit of any kind and for when fleets are not docked. Doubling if fleet is in enemy territory. This is supposed to represent truckers and supply ships traveling between the planets to bring them the resources they require.
Original benefits from trade laws still apply but are only given if over trade capacity. Nerfing trade builds but making it so now everyone cares about trade including hive mind empires.
- I didn't play the beta much; I know local shortages require trade now. Does anyone know, do sieges have any effect? (Eladrin mentioned he was thinking about this, when they first introduced the trade rework). If not handled by vanilla:
- Besieged planets shouldn't produce any trade value
- Shortages on besieged planets shouldn't consume any trade
- Shortage effects need to be changed for the new "Wilderness" living planet hiveminds
- Shortage effect changes needed for any other new civics or ascensions?
Hopefully, 4.0 don’t mess it.
"We’re likely to revamp [trade value] into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits"
"Though if the planet were being bombarded, I'd probably want to experiment with blockade effects."
"Maybe storage depots prevent any negative blockade effects for a while, or cloaking techs."
It'd be awesome to get all that in the vanilla game :)
- Integration with Planetary Diversity (jobs from dome stations are disabled during siege)
- Individualistic machines will now be unhappy during an energy shortage
- Virtual pops get an output penality during an energy shortage
- Support for various modded capitals and resource silos (subscribing to the Merger of Rules is highly recommended!)
I mostly use the default "indiscriminate" stance and rarely "armageddon"
"I recently get aware that planets never surrender anymore." I'm not 100% sure what you mean.
A few versions ago, Stellaris added planetary surrender to the base game. At that time, I removed this mod's separate surrender mechanics. This mod can assist the base game surrender mechanics though: local mineral and energy shortages will increase bombardment damage (so you can kill their armies quicker)