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However, half species do not exist. Check if you don't believe me.
If they actually don't and the tooltip is just thing #987654321 half-baked in 4.x, that is great news.
Since my mod did things the vanilla perk didn't (being able to change some of the pop growth bonus for other bonuses and compatibility with hives and machines), I'll make a 4.0 version of this mod eventually.
My priority atm is fixing my Caves of Qud mods first, so apologies in that this might take a while.
I did not see the missing new line in the tooltip, and it looked like a vanilla tooltip I was using. That may have been fixed between 3.13 and 3.14, but if anyone sees it again, please let me know.
Error in common\policies\twmod_xeno.txt: Ln: 278 Col: 10 (UTF16-Col: 3)
}
^
Note:
* The column count assumes a tab stop distance of 8 chars.
* The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
I did check the file and yea is missing a bracket but because it is a single policy within that file I guess it didn't caused errors somewhere else.
https://imgur.com/a/8ypjE9F
i think the way it works is that any mechanical trait point + pick also function like biological points + picks. probably a flag in the json, once tradition is taken it applies an empire wide flag like this
an interesting thing is that the biological points + picks are instantly applied to cyborg pops once you take ascension perk but for mechanical points + picks, you need to wait a month for the game to calculate effects. i found that after testing the ascension perk. which correlates with the effect being a flag instead of a modifier
Thankfully its an easy fix without nerfing the Synthetic ascension any. All I have to do is put in a check for empires with both the Assimilator civic and Cybernetic tradition and exempt it being applied twice. It'll apply just fine when you get the perk, it just won't apply again with the tradition since it already does that early. That way it'll work in either order too.
the machine equivalent of the ascension perk says that it applies the traits points + picks if you research gene tailoring for organic pops. so far good
but due to how cybernetic ascension works, the machine species trait points + picks are also applied to cyborgs, this means that the perk gives 4+ points and 2+ picks to cyborg species instead of 2+ and 1+ just wanted to point this here because it looks very OP
an easy fix for this is to make a different variant of the perk for driven assimilators which only gives mechanical trait points and not biological. but this would make synthetic ascension for driven assimilator weaker
- Individual machine support
- Rebalanced machine support due to new ascension path content
- The policy has been adjusted now that machines need habitability and lifespan
- Every empire has up to 4 options. Immigration, Habitability/Pops, Lifespan/Leaders, and Assembly. Machines/Synthetics have a variant of the latter 3.
- Empires fully capable of both organic and synth/machine pops will gain trait points for all types of pops. There should be full Machine/Synth support across the board now.
- Support for multi-ascension mods if you have both Bio and Synth ascension.
- Russian Translation (courtesy of Aregemoth)
- I did my best reusing content for other translations. Individual machines default to gestalt machine descriptions if their own translations haven't been done yet. Machine habitability isn't translated yet.
I may make 2 variants of this mod with one that does overwrites and one that doesn't if there's enough demand for such. This version optimized compatibility with other mods.
However would it be possible to just outright replace the standard Xeno-Compat ascension perk with the one you get for disabling it? I feel this would be a far better solution as the lag it generates is why so many people just don't pick it
Individualist Machines support will be added as soon as I get a hang of how they're handled in the game. Ideally, they'll get the same benefits as Synthetic empires. Both IM and Synthetic empires may get some custom description text for the ascension perk as well.
(Perhaps a translation discussion where I can simply paste the content of the translation in?)
checking file you made a mistake writing machine instead of robot
custom_tooltip = unlock_xenogenetic_utilization
modifier = {
pop_growth_speed = 0.10
BIOLOGICAL_species_trait_points_add = 1
BIOLOGICAL_species_trait_picks_add = 1
}
triggered_modifier = {
potential = { has_ascension_perk = ap_synthetic_evolution }
MACHINE_species_trait_points_add = 1
MACHINE_species_trait_picks_add = 1
remove MACHINE name and add ROBOT. the fix should be as simple as that
You should be aware to use a 'possible' split for the assembly types, since mechanical (synth, cyber) and biological(bio, also cyber with their policy) assembly do not usually stack although you are probably aware of this limitation.
Ultimately my idea is to have the perk unlock +1 trait points/picks and +10% growth for everyone (Synthetic/Machine empires trading the growth for a pick) and unlocking a Policy with 1 of 4 options:
- +10% Habitability
- +20 Leader Lifespan
- +33% Immigration (Non Phobe/Gestalt Only)
- +10% Assembly (Bio/Cyborg/Synthetic Ascension or Gestalt Only)
Thus Xenophobes *would* have the least choices, thematically, while letting the player choose/adapt. However, xenophobes would still be able to access and benefit from the main genetic portion of the perk, and still have 2~3 of the 4 options.
Thoughts?
The second idea could be the most optimal if you find a decent name and description standing for it, but you'd probably be dealing with more scripted loc and modifiers than you'd really want to in my estimation.
For changing around the bonuses, you could even just simply gate the Immigration bonus to xenophiles instead of going full ham with new changes, or go full mental with some overtuned type evil shenanigans (Like you were close to doing with your leader lifespan idea) {Personally I would use a main species production bonus/just slightly more pop growth for xenophobes but I like how you sold your idea}.
There's the possibility of making each ethos give a slightly different effect, but I worry that might be reaching too far from the base perk. +Immigration for xenophile and maybe +leader lifespan for xenophobes? (all those tasty and now compatible xeno-organs for transplant)
I suppose that leaves out xenophobe synthetics, but synthetic empires should probably get the machine version anyway... Thoughts?
While Basegame has this restriction I just think it would be sweet, assuming you have the time and ideation to Make a Xeno-Compatability variant such as Xeno-Enchancements, or what have you.
So nixing the idea and replacing it with a strong bonus makes more pragmatic sense.
Honestly paradox should just bite the bullet, instead of comically making it a player problem by making it a game setup option. which "technically" nerfs xenophiles and bio ascension.
Then again that is often paradox M.O.
So thanks for doing this for the xeno lovers.