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except in cases where the mod author specifically writes compatibility for another mod.
Asfar as i see gigastructures as exmaple does not even start the game.
I have listed 1.2.3.4.5.6.7.8.9.10. AI changes, in the pinned thread. in addition to those changes, I made a lot of other smaller changes that strengthen ai, and which I'm too lazy to list.
But :-P
I didn't create personal buffs for msi (all their buffs are common, and the same as have others). And other advanced empires still can destroy them. I can give them a personal boost, but no one asked this )
Gameplay wise they exist to become main enemy of player with "payback" or "broken shackles" origin.
Lore wise they managed to create giant ship and fill it with 20+ pops from different preFTL species which lives across all the galaxy (in lore of BS origin).
In vanilla they start with only a few more systems and techs than player. And sometimes get wiped by other "advanced start" empires.
since I was impressively tired while doing update 1.3
Added Big DLC which expands Faction Conspiracies + some other mechanics.
the changes are described in the pinned discussion: "Full list of changes by the mod"
Changes:
1. now stronger empires in some cases absorb weaker ones faster (this affects only AI vs AI).
2. planetary defense mechanics have become more advanced
a). 3 events with pictures and a story about how everything works have been added to the game
b). planetary defense now also hits transport ships
c). attacking ships can now destroy planetary defenses
d). now the player can look at his planets during enemy bombardment (devastation 3+) and to check defenses: how many planetary guns there are on the planet, how many were destroyed and what damage they have
while they will grow in the fresh captured system and while they will make the new expand fleet - at least 10 years will pass. So, you have enough time that to grow own fleet and to recapture.
during my last test, drones have captured 1 my system, then 2.. and then 3rd, but then (after year 30) i have recaptured all 3.
Most changes I have written in the pinned discusion: "Full list of changes of the mod". There - last message)
I want to do everything with one update, and not make a bunch of small updates
and I’ll weaken the amoebas a little, since 3k fleets cause so much panic))
P.S.: I didn't forget about toxic god :-P no need to repeat
this bug already was reported many times on paradox forums (primitive armies some times spawn in orbit, instead ground)
use search and you will find reports about it )
but, do you really want light amoebas? who will die against the solo station)
if 1-2 wandering amoeba fleets with low aggro radius (75-125) is impossible problem for you :) then learn stellaris, and only after try new generation of the world )
you even can ignore them with scinece ships (only disable auto retreat and move science ships from their way, 100 aggro radius is not big).
also, they don't destroy stations and they only rarely fly between systems
you can weaken them with bastions or - to ignore them )
about crystals - they 100% not spawns in the first 15 years. if you meet crystals, then you meet their starting system. You want to destroy basic system of crystals in 7 year? )))
I tried multiple times, on multiple saves,
What happens everytime is Amobeas or cristal entities that spawn early game, with 3 to 5k fleet power (they grow overtime) while with double your current fleet cap, you can't even get to 2k yourself because they spawn SEVEN YEARS INTO THE GAME.
Oh you just colonized your first planet? Here you go, now go fight the entire space fauna
Idk about anything late game, bc I can't make it to late game when my empire gets spawnkilled by space fauna.
about your languages: you can translate these 2 folders to your languages and then send txt file to me in the PM
and job will be done )
Maybe you are right. From what I've seen so far, I appreciate you have the potential to work wonders. ^^
Indeed, I am not averse to supporting you in the future.
From my perspective, basic mods are: Ariphaos Patch and StarNet AI.
(PS:I guess I know why you don't include Russian anymore)
if I'll see that 2-3 different people asked about some mod, I will make "full" compatibility within 7 days.
but now i see: "It is nearly impossible" and "no-go for compatibility".
you gave up too soon :P
but don't worry, I didn't ask you to do the work for me.
AKOT compatibility will be 100% within a week, and I am still thinking about ACG (to do or not)
about other mods here people have not yet asked)
your impossible is possible for people who do not give up in a day, but do what they have planned
About AKOT - there are critically affected only components and compatibility can be written in half an hour). So i can make it.
about other mods: need to check
not game difficulty)
Did lower difficulties turn off only AI changes, or also reduce power of leviathans and crysis?
but in order to avoid conflicts, it is better to temporarily disable other mods that change the same aspects of the gameplay