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Each of them after added bonuses produces 35140 unity per month...
I mean, I don't mind playing op, but that just seems completely broken, because I'm surpassing any empire in such a rapid speed the snowball effect is turning into avalanche effect lol
And just for comparison, the vanilla Heritage Site building, has base 38 and with the exact same bonuses is producing 156 unity.
Thought I let you know, in case you would like to maybe tinker it a bit. Cheers!
You can however find all older builds over on sites like skymods (although I do have to warn to be cautious around such sites as well)
Also did a quick test using the console to unlock all tech (also took Colossus AP and completed the situation) and confirmed that the mod currently prevents the Bio Shipsets from getting Titans, Juggernauts or Colossi, but can still get Ion Cannons.
Only the last Dyson Sphere level can be upgraded to the habitable version
Also do keep in mind that upgrading the Dyson Sphere to habitable you'll briefly lose control of its energy output until it is colonized, so it's best to stock up on energy and prepare the colony ship :)
if bot hare used as it should be there is no missing custodian reforms
@Dice2725 That is a known issue but I thought it was fixed. I'll see at some point if I can nerf it so the event appears only once. It's clearly not working as intended
@Computica The mod should work with new versions of the game as they haven't changed the galactic community in any major way. I'll look into it at some point to see if something was broken, but in general it should still work fine :)
@Tribuno This was my first real attempt at modding the game, and I apologize for the inconvenience. I've put in some general aspects that I felt were missing in the Galcom, that could greatly enhance the storycrafting and roleplaying potential for the game, this was and still remains as my primary focus, so this approach might not be suitable for every playstyle
I've tried it earlier and it worked fine, but if it's no longer working properly I will introduce a patch :)
Both mods should be compatible with each other, as I have been playing at some point with both and no issues have been found
As for the translation, will be extremely glad to assist! You can message me over on Discord at @gordon_cmb and I'll explain the localisation process ^^
Do you think your mod is compatible with "Planetary Diversity" and all its add-on? Would you recommande to use both or is there any redundancy in the building/mechanic you have included?
Also, if you need a French translation, I may or may not have time if you're interested.
Any translation is welcome! You can find me on Discord at @gordon_cmb
The mods add differing aspects, so they don't conflict with each other. In fact, I exclusively tested both mods while they were both on and never experienced compatibility issues with one another, it's safe to launch the two!
I'd recommend playing without the mod first, the Galactic Community is quite an interesting concept, and this mod, which expands it a little bit, can make things overwhelming if you're not familiar with it
Basically, it's the Stellaris' version of the UN, where empires propose and pass resolutions that apply buffs to each member of the community. This mod adds a couple of new categories with unique bonuses, like a couple of new technologies, edicts, that sort of thing
Я буду поддерживать текущие моды как смогу, но новые вряд ли буду делать, если не словлю супер вдохновения 🤔
If you want to, you can publish this as a separate patch and I'd be sure to include it on the workshop page!
So:
upgrade_from = {
mega_art_installation_4
}
to
upgrade_from = {
mega_art_installation_restored_2
}
upgrade_from = {
interstellar_assembly_4
}
to
upgrade_from = {
interstellar_assembly_restored
}
upgrade_from = {
mega_shipyard_3
}
to
upgrade_from = {
mega_shipyard_restored
}
In this case I'd usually just disable the conflicting mod
Well, here's the mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3158193879
And Giga+Acot as req mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3062038863
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3281293498
I wanted to delete the comment today cause this mod is not the issue.
Not sure if this is NGC patch outdated maybe
The moment you upgrade a fully upgraded sentry array, you no longer meet the requirements in game_rules/00_rules.txt to possess a fully upgraded sentry array, thus meaning you exchange full galaxy view for the bonuses
This can be either fixed by affecting game_rules or by giving your sentry array sensor_range, which however will not fix not seeing into nebulae. Sadly I dont know how to do that as my experience with stellaris code goes only to fixing small issues that are just missing some text