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Regarding the tooltips, I do not know how to have the code pull the stats automatically for the tooltip (meaning they would update when I update stats)... nor do I want to manually add stats that would later get updated...
You'll note the descriptions DO tell you "produces energy" just nothing precisely.
But I did go through the Orbital Structures and clarified and added commentary where I felt things were missing, for example, the Luxury Center and the Trade Centers were not mentioning their benefit of 0.5 Civic Points each. The fusion array was missing that it reduces building upkeep empire-wide, etc. etc.
It did just occur to me, that you might be building these via Decisions, which I keep purposely very brief, because I was in a hurry and they use their own localisation entries... I'll go update those now.
1. People are asking for localisations. I'm an English speaker but I think Copilot or ChatGPT can do full yaml translations that are passable. It's free, anyway.
2. The tooltips\descriptions for the orbitals could really use some in-game info on what they do. Like, does it produce Unity? Engineering? How much? That sort of thing.
Kvetching aside, this is a great mod that's helping me squeeze the last bits of value from my planets. Thanks for the work!
If anyone wants to contribute a localisation pack, just let me know and I'm happy to incorporate.
If so, most likely a issue with another mod or a bad install.
Granted we now have the new Citadel, so I need to reassess whether these structures still make sense.
Unfortunately, I cannot get the Orbital Ring expansion of 4 and 5 levels to work for Biogenesis shipsets. For the time being, the extra ring levels had to be removed.
To compensate, the basic Orbital Ring levels have been improved, so Level 1 = 3 modules and 1 Building instead of 2 and 0, and so forth, so at level 3, you get 5/3
My various adjustments to modules has also been removed for the time being, as I get comfortable with the new 4.0 economy.
Everything else seems to be working fine after minor fixes.
I haven't found anything that it is explicitly incompatible actually.
custom_tooltip = {
fail_text = "G-OS_supporting_colony"
OR = {
any_system_planet = {
colonizable_planet = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
num_pops >= 25
}
}
}
With your feedback I was able to edit the txt files for the fortress and the defense station to allow me to just build them with a construction ship though. :) I appreciate your responsiveness and guidance about editing the config files, thanks a ton!
I removed this from the G-OS_orbital_fortress.txt file:
custom_tooltip = {
fail_text = "G-OS_supporting_colony_fifty"
OR = {
any_system_planet = {
colonizable_planet = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
num_pops >= 50
}
}
}
1) Try google the console command for megastructures and following some guides, perhaps I missed a step, but those are the correct megastructure ID names you'll need.
2) You could change the files directly, under the mod directory for G-Orbital-Structures/common/megastructures
3) Find the defense station file (G-OS_defense_station), open, find this section and delete it:
"
custom_tooltip = {
fail_text = "G-OS_supporting_colony"
OR = {
any_system_planet = {
colonizable_planet = yes
exists = owner
exists = controller
controller = { is_same_value = prev.owner }
num_pops >= 25
}
}
}
"
That's the bit of code that makes a owned colony of 25 pops (in this case) a requirement.
4) Repeat for Orbital Fortress.
Good luck, when Stellaris revamps the pops system (soon) I'll reassess my mod/requirements/etc.
create_megastructure G-OS_defense_station
or
create_megastructure G-OS_orbital_fortress
Same for the defense stations....
(So Instead of producing a virtually infinite number of Dyson Spheres, I produce a finite number of Ancillary Fusion Arrays/etc. to counteract costs. It's *more* finite, since these have to be colonies with population and not any empty star system.)
Though I could look into destroying surplus structures that are intended to be Unique when you conquer them.
Thank you for the feedback, I really appreciate it.
dismantle_potential = {
always = yes
}
dismantle_possible = {
always = yes
}
}
https://i.imgur.com/sWI0lBm.png
This means for example if you crack a planet, you can later clean up the orbital ring debris in orbit.
Fixed the bug where Decision construction for C slot orbitals wasn't respecting the limits of one per empire.
Added A Slot "Orbital Lab", provides about 25 research, but will produce Zro, Living Metal, Nanites, or Dark Matter in small amounts once harvesting said resources is possible.
Added C Slot "Army Headquarters", provides army damage, war exhaustion score, and unity for soldiers.
Added C Slot "Naval High Command", provides starting level to Commanders and fleet size increase.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
A few bug fixes. And I forget whether I mentioned the Astral Weaver, but this structure produces astral threads.
As of now, you have Three Orbital Slots (A, B, or C)
Slot A has 3 choices, including the mining outstation (which is like a mini Arc-Furnace)
Slot B has 4 choices
Slot C is reserved for all of the various structures that are "one of a kind"... this is about 7 structures right now.
Dyson Rings, Defense Stations, Orbital Fortresses, and the Neutron Shield Array all remain unchanged, and built around stars or planetoids.
New Slot C structure, the Astral Weaver can produce Astral Threads, requires the Astral Siphon upgrade level 3 to be reached.
Most orbitals can be built by decisions, but this is still having issues with allowing construction of combinations that shouldn't be possible and not respecting empire limits. Working on it.
Added the "dismantle" feature to many of the orbital structures. Not all yet, but all of the Slot A and B and C which are not "one of a kind"
The old outstations are still available for now.
I haven't really re calibrated things since Habitats were drastically modified... after reviewing, I decided to scrap the tiny/less effective orbitals for the Habitats, and allow Habitats the full blown versions available to planets. It could get a little crazy, but ultimately, I felt it was more fair, then effectively barring void-dwellers from enjoying the good structures for much of the game... especially if you chose to be "true to your roots" and purposely avoid planets.
Added a new Centralized Authority Center that increases Edict Fund and grants a Civic and some unity income.
As of right now, they actually do work together... sort of. Just when you reach Tier 3, an upgrade button appears that has a 0 day duration and changes it to Tier 4 - which then deletes all the building and module slots. (You can then upgrade it against instantly, for free to Tier 5 with no change).