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Merci beaucoup :D
I added the link in the description
French translation is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3517311332
Ah yes :/
It starts 2 years after labyrinth construction
Where n is the number of buildings that reduces the penalty by 15%.
So with 2 buildings, the penalty is 300 * 0.7 = 210%.
But yes, 300% pop job upkeep as a base value is too much xD, I will fix it
Yes, I've just checked, and the value is a bit too high x) I did several tests but forgot to change it at the end. A building in abstraction district reduces the cost by 15% (cumulative 3 times and multiplicative) the impact of this effect.
I’m gonna release a hotfix this evening and it will be save game compatible.
Yes, you'll normally unlock all new features instantly if you already have enough favor. Please let me know if anything goes wrong.
The only thing that may be necessary (only if you want to benefit from it) to track the amount as well as the favor generation and pops killed counter with the strongest invocation, is to demarket the evasion chain via a command (ONLY IF YOU HAVE ALREADY ESTABLISHED A COVENANT)
The command must be entered without first selecting anything (do not open a fleet, planet, etc. window)
Replace XXX by "instrument", "eater", "composer", "whisperers".
--------------------------------------------
effect begin_event_chain = { event_chain = bts_XXX_covenant_chain target = this }
--------------------------------------------
I'd still recommend restarting a game just in case, but if you really want to keep your progression, everything should be able to be resolved via commands.
Hmmm that's weird because I don't have anything like that, the version is correct and I don't have any buildings with buggy names, maybe you have a mod that isn't updated and makes this building buggy. Can you tell me the name you see for buildings with buggy names? Have you tried unsubscribing from the mod, launching the game, turning it off and then re-subscribing at the end? Sometimes it seems that the mods aren't updated correctly.
There are some buildings? That I can choose to build in city zone slots that I definitely do not have unlocked, have weird names (look like some sort of file names) and provide no description. I am not 100% sure its from this mod but they look like they are related to psionic ascension and this is the only mod that I have related to this. I will confirm this and come back at other time.
I'm currently doing some balancing tests, but it may not be very convincing without a global vision of a complete game. The update will come soon
While waiting for the full changelog, here are the major changes:
- The Aethorpoashic collasper megastructure has been temporarily removed, as it will be exclusive to the crisis I was working on before this update (invocations are unlocked via the labyrinth events).
- The shroud arcology has also been removed for the time being, as it doesn't really add much and is far too strong.
- The labyrinth has been completely overhauled, the conceptual architects serve to advance the conceptual mastery situation and provide bonuses via traditions. New exclusive districts and buildings and jobs are available for resource and effect generation.
- Some technologies will now be obtained via events, while others will be replaced by politics/edict.
Wonderful! The shroud beckons and we answer the call! I really can't wait and thank you for responding to me.
Yes, I'm going to do everything I can this week to update the mod for 4.0 and get it out by the end of the week I hope, or during next week if I don't make it in time, there's a lot of really great new stuff in this latest update so I'm going to make the most of it for this mode.
Thank you very much for your investment and your very detailed feedback. Your suggestions for the various paths are excellent and I'll take them into account in the next update. With the release of 4.0, I'll be taking the opportunity to review the construction system for the labyrinth of abstraction, as the buildings and districts will be completely overhauled. I didn't know about the leader cloning feature, so I'll be looking at what version 4.0 has to offer to take advantage of it, while keeping an eye on balancing with all the feedback so far. There's also the shroud dlc coming out this year, which I think will also require an update as the mechanics will change radically. The new crisis that i'm working on is almost finished, but I think it will come after the dlc, as there'll probably be a lot of work to adapt it, so I'd rather not get too involved with it right now.
Thanks :)
Oh yes I've had some feedback about that and indeed I could see it playing a few games x).
I'm working on a very big update that will balance a lot of things and add a new crisis path.
Oh man thank you so much, I had every kind of defensive structure built except for that.
Awesome work with the mod btw, although I think some things are a bit too OP.
I dont know how but I managed to get 0 days cooldown on shroud devling. Which means I can spam infinite population lol
This mod adds no new armies.
The armies you mention are those of ACOT (Ancient Cache of Technologies).
According to the source code, here are all the requirements for these 3 armies:
Living Saint and Inquisitor:
- Army-related technologies
- Fanatical spiritualist ethic
- Advanced fortress built on a planet
Dark Psion:
- Army-related technology
- Psionic trait
- Temple of the Chosen building OR Void Barrier District
Living Saint and Dark Psion require a Hero Count available >= 1.
It seems that these are limited to 1 by default, and can be increased via ascension perks.
Inquisitor, Living Saint that I can't recruit and it doesnt show what requirements I am missing,
Dark Psion requires some weird buildings I dont have.
Any ideas?
That worked! Thanks
Did you have any windows open while you were running the command, like a planet or a fleet, ...?
You must not select anything for this to work (don't click on a planet, ship, fleet, station, etc.).
I tried
effect set_variable = { which = bts_covenant_rank value = 250 }
but nothing changed even though console said the script was executed. My favor remained the same unfortunately.
effect set_variable = { which = COV value = AMOUNT }
replace AMOUNT by the amount of favor your want and replace COV by one of the following depending of your covenant
- Composer of Strands : composer_covenant_rank
- Instrument of Desire : instrument_covenant_rank
- Eater of Worlds : eater_covenant_rank
- Whisperers of the Void : whisperers_covenant_rank
- Traveler from Beyond : bts_covenant_rank
Example for 250 favor with Eater of Worlds:
effect set_variable = { which = eater_covenant_rank value = 250 }
Hi,
Open the labyrinth view and enter in the console:
effect add_building = bts_labyrinth_of_abstraction_core_1
bts_labyrinth_of_abstraction_core_1 -> Tier 1 Capital
bts_labyrinth_of_abstraction_core_2 -> Tier 2 Capital
bts_labyrinth_of_abstraction_core_3 -> Tier 3 Capital
bts_labyrinth_of_abstraction_core_4 -> Tier 4 Capital
Hey, thank you for your feedback.
As 70-90% cooldown reduction can be achieved in the base game, I don't think it's really a problem to get 0 shroud cooldown, as long as the cost is balanced. But as you said, it's the power to create a pop that's very OP.
Here are the sources of the shroud cooldown reduction:
Base game:
- Psionic archive relic: -50%.
- Psionic tradition tree : -20%.
- President of Level 4 Holy covenant (Federation): -20%.
- Infinity thesis (cosmogenesis crisis): -30% for 7 years
In this mod, there are 3 ways:
- Maxed labyrinth and the dimensional converger building: -20%
- Occultism tech: -10%
- Sanctum of the traveller building for the “Traveller From Beyond” covenant : - 10%
In the next update I plan to remove this ability, so the only way to add pops will be through pop resettlement, which I think will make the progression slower. And the bonuses won't be as op as they used to be, because they'll be harder to get.
Hey,
It can be activated in the shroud interaction menu (Labyrinth Decision), the description of the effect can be seen on the option in the menu.
This will create a ship with an infinite jump range, and once the ship has jumped into a system, it will trigger the effect.
Oh sry, no it will only turn the star into a black hole but without destroying any planet/pops