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Он начел у меня спамить научками до бесконечности. дошло до того , что в 1 системе по 300 кораблей х) и все они что то исследуют за чего игра умирает в 1 момент
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
But, a reminder that the mod is not coming soon. There is not enough time for it right now.
1. No special projects will be created. It will be enough that a science ship with a scientist is in orbit of a planet. Above the planet I will create an object that looks like an interface icon that indicates that the planet is being explored. At certain intervals, on the planet will appear new deposits, anomalies, archaeological sites. If the planet is fully explored and if the science ship is not touched, the ship itself will decide to approach the orbit of the next unexplored planet. In this way, the process of exploring planets will not be intrusive.
I've been thinking about how I could redesign the exploring system to be more user friendly, and I may have a solution. But it will take a long time to implement. It is possible that I will create a separate version of this mod, because it will be incompatible with this version of the mod.
I've added a new edict that disables the creation of projects
Just asking since when a Automated Science Ship flies over a Star i get a huge amount of "Special Research" spam.
Make it so that the science ship just goes into orbit around the main star, and remains in the orbit for a few years so that it does not have to move around the solar system actively searching each celestial body.
Then every 5-10 yrs trigger a check for new resources on the celestial bodies in the system and spawn them, without having to manage the ship moving around.
Если запускать с сейва, то по большей части работает.
Разве что если в сейве есть хабитаты и если орбитальные станции этих хабитатов стоят на планетах с наукой/минералами/энергокредитами, то эти ресурсы не будут учтены и не будут добавлены как дополнительные ресурсы в хабитат. Хотя потери от этого совсем небольшие.
Я как раз хотел в следующем обновлении исправить этот момент. Но он совсем не критичный
A little bit corrected the balance, but this is only to make the mod more playable. I did not have the opportunity to play the game and evaluate the balance on my own experience. The balance is still to be thought about. Please post here your feedback on what other balance tweaks are needed.
Can I get a list of your mods? I'm surprised that my mod can conflict with others.
Edit: Mod is working after re-ordering the mod to be loaded first before anything else.
Unfortunately for right now I've decided to disable the mod until balance pass is complete.
The Subspace Sensors technology is just a prerequisite for the Advanced survey I technology - this is the technology you need to make the mod work.
Looks like I need to add such nuances to the mod description.
What you described happens only for rare resources and alloys. And it happens only for one deposit of one type. For example, if on one planet 2 deposits with 3 rare crystals (there in theory can be because of the mod, if you are very lucky), then in the vanilla game in the Habitat will appear only one of its analog. In a way, it's a bug fix.
Minor artifacts don't appear in habitats in the vanilla game at all.
Also:
Mineral, energy, and science deposits don't appear in habitatat. Yes, I know that in the vanilla game, districts appear in habitats depending on those deposits. But it's always 3 districts and it's a bit frustrating that it doesn't matter how many of these deposits are and how much resources they provide. That's why they get added too. You can treat it as a buff to habitatats.
At least from what I recall, they end up being a small resource deposit on the habitat itself. At least, if it still functions the way it used to before the habitat rework.
Different mod but would solve a lot of these problems.
I suppose if I bring the balance of this mod up to scratch, it will already be interesting. Especially considering that this is an additional source of archaeological research and anomalies. I plan to add more anomalies from vanilla and other mods in the future.
Bringing back the mechanics of research assistance on planets would not be difficult. Moreover, it doesn't have to be done on inhabited planets with science labs.
For example, I was planning to make it so that a research ship could be placed in orbit of a planet with completed archaeological sited to mine additional minor artifacts.
There are a lot of ideas, but I'd have to find the energy and time to do it all.
With limited/minimal additional surveys. I think ultimately what the science ship needs is more functionality. Perhaps if science ships could be more militarized, or something.
They used to have value to assist in research at planets. Shame that disappeared, because that really solved this. Didn't even know they removed it until I started stellaris recently.
At the moment I'm trying to make the core functionality of the mod stable and add the main planned mod features.
After that, I will try to clean up the balance of this mod. The mod can be flexibly configured with a lot of parameters, but I need to survey everything in detail and find the optimal settings.
And I also plan to make addons for this mod, which can set more hardcore or easy settings according to the player's preference.
But there is still a lot of work to do :c When I started making this mod, I didn't expect it to be so hard.
I would be happy to have your help. However, the mod is still being finalized, localization and documentation will change several times. I will ask for your help a bit later when the mod is more stable.