Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Dont use the original mod & my mod together as they do the same on the surface but work completely different!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272204070
For some reason you get leaders if you are Driven Assimilator and have a biological secondary pop, you will have both biological and machine leaders in the pool again.
I love this mod and would love for it to be updated to fix above bug.
my brain is kinda fried, so i didnt checked if everythings fine (there are definetly still some errors in the log), but it doesnt crash so see it as an Open Beta:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272204070
but instead of overwriting vanilla files, i try to avoid touching them. its some work and i can only finish 0.25 to 2 origins per day. i have 4 origins fully implemented right now, 2 more are half implemented (im adding some more features like toxic knight jobs for hive&machine).
Im on travel next week, but before i go, i will publish the unfinished version on steam, so u can enjoy this mod again (at least the origins i implemented). when im back i will definetly work more on the mod until im finished.
I love your mod and I wanted to keep playing it. So after you said it probably wouldn't be updated, I took some time to learn how to do that myself. I have now accomplished this, and also added Riftworld.
But now I am unsure on how to proceed. I know that other people would want to play it again too, but I don't want to just post something without permission. After all, the entire idea as well as most of the code, are yours.
So, what do you think?
knights and UoR are my 2nd and 3rd favourite origins after necrophage so if you do decide to continue a separate mod with just them in it I would be very happy - as I could start with phage and use that! :p
I'll probably, however, make a standalone for Toxic Knights and Under One Rule - those are my favorite origins, and I think they don't touch galaxy generation or game rules so they'll be easier to maintain anyways.
I found something else: the bonus for quantic ambush got changed around/improved, it now has 4 different modifiers instead of 2, basically slingshot yes/no combined with astral insight yes/no. scripted_loc_overlord and megastructure_events_1 need their mod decision overwrite revised. I'm still not sure if my code correction is acceptable, but it should be an easy fix, you might wanna add that to your patch.
Overwrites the broken event with a copy that has the patch integrated, doesn't touch anything else
events\000_decision_origin_events_1.txt
Copy the 3 variable declarations from
events\origin_events_1.txt
(for those who don't feel like going to find it, it's these)
@scionRewardTimer = 9000
@scionRewardTimerDelay = 9000
@scionRefusalsCap = 2
It looks like the issue is that the mod is trying to use the vanilla-defined variables, but they're not loading for some reason, and causing a hang.
As soon as I removed that single event (I left in the rest of the file) the hang stopped happening in the save that I was using for testing.
Unclear why this is causing a hang though; doing more digging
My first step is i think to create the simplest origin decision from this mod as a standalone (when i have time) and work my way up from there, so i truly understand it. Skipping that progress doesn't seem wise to me.
I think i found all the triggers for riftworld and how to create the rift and the arcsite, which was probably the easiest step. Also, i didn't even begin to understand how this all can be put in order that clausewitz can roll with it, as in actual mod creation. DestinyPhoenix will probably be back before i can figure it out.
Sadly i discovered that a lot of the decisions of this mod only partially work, like planet type changes, deposits and modifiers still get applied, but no empire modifiers get applied anymore, and i don't know about events later on.
Btw. what mod version of yours are you referring to @FirePrince? Couldn't find it under your workshop mods.