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Once he returns i will set my version to private again.
Ждём апдейт!))
I only ask you to set my mod as a requirement for your mods.
Btw, changing ethics limit to 2k will be quite problematic.
First problem is the Gestalt Conciousness. As I understood - you want to implement an option to exchange the third ethic for more origin picks. Enabling this feature for gestalts would require some additional changes.
Second, more serious problem is how the game change ethics during the game.
Vanilla shift_ethic function completely breaks the game if you do some shenanigans with ethic limits (which is the basis of this mod). And, sadly, this function is kinda hardcoded.
So I was forced to replace all existing shift_ethic entires with my own functions, which are designed only for empires with vanilla-like ethic combinations (1 fanatic + 1 non-fanatic or 3 non-fanatic).
Speaking of, would you rather post your own mods adjusting things like points increased/decreased, or is it fine if I publish a supplementary mod as such? I wouldn't want to do so without express permission. But changing only the file that specifies starting points as a separate mod, and making sure it loads after your mod, works perfectly.
Your ideas about new origins are nice - I'll include them into my todo list.
If you want to provide a new localisation - of course you are welcome.
Thank you.
If I change this simple rule - the game will turn into complete mess.
Do you consider adding an "ascension-rush" origin for synthetics? Or an origin aimed at (not necessarily exlusive to) machines - e.g. spawning primitives near or in your home system (like necrophage/fear of the dark), synergises with all three "specializations" (assimilate, purge or pamper them) as well as the exploration protocols civic.
I would also like to provide german translation files for you to include in the mod (i play with some people who prefer to play in german), if you are interested just send me a friend request.
However, I found that event allowing to use repaired catapult was missing, but that is fixed.
If you won't lose the progress - hop on FE vassals and nuke their ethics with console command effect country_remove_ethic = ethic_X if they have incorrect ethics.
The only low-tech start affected by Exp: Starbases is the Privatized Exploration civic, they already have Starholds, so Exp: Starbases gives them next starbase tech as research option.
You have a small chance to get sensors tech from Exp: Shipcraft or rare crystals (which can be used for sensor-boosting edict) from Exp: Chemistry. But epxloration-focused Expertise Origin is an actually good idea, thank you.
I may have also found a bug with the Expertise: Starbases Origin choice,
From what I can tell with both the Hive Mind and Machine Intelligence Empires it's not unlocking the Starhold Technology as it should? The other Technologies are unlocking as intended and the Starbase is upgraded to a Starhold.
There is also no change in what the Expertise: Starbases choice does for Low Tech Start Empires, I have confirmed that it unlocks correctly for Regular Empires.
(No other mods were used while testing)
If I could add a request, I'd love to see an option for an Expertise: Sensors, starting with 1-2 of the Sensor Technologies and a Listening Post to speed up early game exploration would be amazing!
Thank you Vladissimo for the Great Mod! I can't wait to see what comes next! :)
The species from Broken Shackles are not native to BS planet, the slaver ship crashed only recently, so the evolution just had no time to change their habitability preferences.
Maybe it is not right from the point of balance, but for narrative it is working as intended.
Probably can be fixed by allowing to combine BS with only unbound versions of planet origins. But on other hand - this combo is amusing example of how two "bad" origins can make an actually good build if they are combined. And finding some new interesting builds is a main idea of this mod. Stellaris is a game about replayability and the OC is a mod about replayability.