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Thanks for the report!
This issue is known, and it comes from the game side. Since version 4.0, on_destroy actions have stopped working in Stellaris (you can see the same problem with the Ranger Lodge building — it no longer removes its own blocker when destroyed, even though it has code to do so). Can't fix the game itself. Hopefully issue will be resolved in a future patch.
Probably will make a special decision as a temporary solution, but now best course of action is to upgrade building via decision, and then "decline" the leader in recruit window.
Sorry for the long silence — Had to focus on finishing university.
I'm back now and have added a small new feature: AI Cores can now be inbuilt directly into the planet as a deposit instead of a building (you still need to construct building first).
@de Grizz
Спасибо за лестный отзыв, фичу добавил.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3413295959
Hi, and thanks for the suggestion! I actually know about the problem with council traits, but I just haven't been able to find a way to prevent them from appearing.
I tried to make it less of an issue by adding some pre-set traits on higher core tiers and increasing amont of trait pick options, but that's all I can do (as far as I know).
why not just use the stickers from Starsector
Thanks for report! That’s strange, I guess even AI need some rest from time to time. I'll look into it.
I don't have access to laptop with mod files right now, so fix will be delayed. Sorry for that.
Sorry for the late reply. It’s, probably, possible. But first, I haven't really worked with planetary features, so I'm not sure how to implement it through them. And second, it will definitely take some time to rewrite the current system with buildings and make the AI use it.
Yes, there is. I actually messed up the description for the English language and didn't notice it for two months. Thank you so much for pointing it out!
Hmmm... strange.
I checked several scenarios, but I couldn't reproduce it. Could you please provide a bit more information? If you use mods that change capital buildings, that probably can be the reason.
Спасибо за отзыв! Скорее всего я создам вторую, более сбалансированную версию мода, либо понерфлю баланс здесь, и создам копию со старым балансом. Создал обсуждение, где остальные тоже могут рассказать об опыте игры с данным модом или поделиться предложениями касательно баланса игры. Подожду пока побольше людей выскажутся и уже на основе этого будет понятно как реализовать вторую версию.
Everyone can check new discussions and also help with mod balancing, or just share their experience (which also helps).
Thanks for suggestion! It's quite hard to mod something to building upgrades: there are many issues with removing and spawning leaders in upgrade case (as well as attempting to manually demolish the building by the player).
However, I have added ability to upgrade buildings using planetary Decision.
Gamma trait fixed, thanks for report
In short: Bots now can use buildings from this mod, some trade value bonuses (to make Tri-Tachyon happy) and some fixes.
I still have plans for bigger things like events, fleet leaders, and etc. Just not right now and not that fast due to university. I read all your comments and appreciate all feedback and suggestions.
Thank you all!
(it's a 10/10)
Thank you for reporting the bug! I noticed that issue while developing the mod, but forgot to rename the building, so one structure was overwriting another. Made a litle fix, so now everything should work.
@Skogen
A reasonable point, I didn't consider it might not be entirely intuitive, I'll fix it right after I'm done with the bots.
potential = {
NOT = { has_building = building_planetary_node_center_beta }
NOT = { has_building = building_planetary_node_center_alpha }
NOT = { has_building_construction = building_planetary_node_center_beta }
NOT = { has_building_construction = building_planetary_node_center_alpha }
}
from the building code, since the only thing it does is hide the building from the building list, when a condition is not met.
The "allow" block already blocks the buildings from being built if a condition is not met, so having them be hidden as well makes it impossible to see why a building isn't buildable without going into the code yourself.
Thanks for sharing suggestions!
In the next update, bots will be able to use this mod, and as a result, some of the restrictions/conditions for buildings will be revised (I forgot a few details).
I like your ideas regarding restrictions; in fact, you've outlined a rough model of how bots will choose which tier of core to build. As for players, I don't want to overly restrict their fun.
Regarding events when AI Cores are removed: I had plans for this, but I currently lack the knowledge & time to implement it. However, I do intend to introduce events for core removals (preferably ones as impactful as in Starsector).
Maybe an increasing happiness debuff as the level of core increases as it pushes workers to work much more efficiently to increase output at the cost of their wellbeing, as the main goal of the A.I is output. Could work well with core removal events.
Maybe limit spiritualists / fanatic spiritualists from using it unless they have that one tech civic since why would people who dislike robots let A.I run a colony. Might be hard but potentially even give them a moderate dislike / wargoal towards empires using them.
Only materialist / empires with different tech civics can use the highest tier of A.I core, as a little bonus since I think most empires would be reluctant to use such advanced / dangerous tech. Might not fit too much since it's basically just an exclusive buff to materialists.