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There is a strict maximum length limit for description, so I had to resort to this workaround to fit more text.
First, I just wanted to say this mod is great. I originally used this mod as a stand-in for Starnet when it hadn't been updated to the then newest version at the time, and found myself enjoying the changes made to the AI with this mod more than with Starnet. The AI Empires felt alive, and not just a greater strategic threat. It was a nuanced change that I appreciated!
I had recently purchased Toxoids, and upon booting up my game, I found I couldn't see any Toxoid content. I thought different "must-have" mods were culprits. I disabled/enabled mods to see what could be causing the issue, and found that with this mod disabled, I have all my Toxoid content. I am confused as to why this mod could possibly cause that issue, but it is!
If this mod is updated in the future, please consider this bug report! I greatly enjoyed the changes you made, and so has everyone else who discovered this gem! Thank you
With credit of course.
I'm not sure what you mean. Check, for example, how shields are called in RP and how shields are called in EQ.
The way EQ setups gear for the ships -if I understand it correctly- will not be the same as the gear is setup for pirates in RP.
The pirates will use a different set of shields (if they work at all) which will not follow the vision the mod author has for that particular ship gear.
Is that not supposed to be something of note?
And, honestly, better use Irony instead of a text editor. Much less work that way.
There are so many good mods out there that it would not be reasonable to expect Lynx to check them all.
the Pirate Republic @ Steam Workshop
While later on your empire is so much more efficient the AI is helpless against you no matter what they try.
Would you give permission for someone to release a stand-alone S.E A.I logic mod? Obviously with links to original.
However,
I tried to combine this mod with other complementary ones (eg. realistic pirates, leviathans:rewritten, etc.) but the fact that a lot of gear has changed name makes it really hard (if not impossible without a patch) to do so :/
Although I like a lot of the changes (some of them I had already implemented via my own modifications), the mod is very restrictive in the mods that it can work with... probably because parts of some of them are already implemented in the mod(?)
Maybe what some people have already asked makes sense? ie. to make an AI-only version of the mod.
I recommend getting Irony Mod Manager, sticking those three mods in a collection with this mod, run conflict resolve, analyze and you'll see what conflicts. Sounds complicated but it's really not.
The link is in my last post. You'll see links for a wiki & tutorials also. I recommend it for anyone using mods.
Also, compatible with BSW3, PD, and Giga?
Sector Automation is unchanged.
I just checked. Only has 176 conflicts which isn't too bad if you know your way around Irony Mod Managers conflict resolver.
https://bcssov.github.io/IronyModManager/
Your balance changes look good though, the game seriously need a ship combat rework. Maybe armor speed reduction is harsh since armor is not worth to use until pretty late game but I haven't tried the mod so I can not say whether it for sure. Anyways I am curious to try this mod in next playthrough :)
Probably. Can you give an example of such mod?
However, while not opposed to the other changes fully themselves, I'm a tad concern about the non-AI changes and usage with other mods. Or other overhauls to things such as combat.
I haven't looked into these mods, but without the compatibility patches released for these specifically I'm afraid they might not be compatible.
It is better to start a new game.
Yes, to a degree.
StarNet probably has a better AI overall (with stronger economy and better planetary management), but this mode also fixes the AI in certain places no other mod does.