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Without the time and commitment to dedicate to Stellaris as I am now, treat this mod as it's dead.
@alfharobby: Aeternite Hypersiphon is supposed to be unbuildable in Giga. I have no idea what it is 4.0 like now, but even if I can (easily) make this to be buildable, it does not have any function than resource production.
Thank you so much for this mod but for some reason even with only giga and its associate mod activate, still unable to build Nidavelir Hyperforge at the one of Hexagon Star System.
This is an Origin to start as Aeternum in the Galactic Core. Yes, you ARE the Aeternum. If you start as a normal empire, they won't come out until you open the hyperlanes to Galactic Core.
i thought you could use the model from Gigastructural Engineering for the ship component, birch world, event and technology.
The Colossi and Defense Platforms used ship_size from the base game so they are affected whenever you have a Ship Design of the same class of ship, but since the Aeternum's fleets were set to be un-upgradable so the icons just meaninglessly hovering on the side without any effect.
That aside, do you think you could fix the Colossi and defense platforms that permanently say they need to be upgraded but can't actually upgrade them? Or is this also an issue from Giga's?
1st, that would come into conflict with Merger of Rules that would also overwrite the same files. Unless the custom capital building in this mod was added to Merger of Rules, I would not touch it.
2nd, I would like to keep my mod as self-isolated as possible from the main mod so not cause conflict should there is a major update with new major version of Stellaris.
3rd, the Aeternum Capital Building was never meant to act like a normal capital building, you could see the scripted_triggers did not include the original Aeternum Capital Building, and back to the reason above, I would like to avoid possible conflicts with the main mod or Merger of Rules.
You can make your personal mod to alleviate this issue, but I prioritize compatibility above all else.
common\scripted_triggers\has_upgraded_capital
common\scripted_triggers\has_major_upgraded_capital
common\scripted_triggers\has_fully_upgraded_capital
You should just be able to add it to the final OR list at the bottom of each file, but I added it to the end of each list to be on the safe side.
For the mod dev, you can copy the info from Giga's capital scripted_triggers and append your building to the end, that way a merge mod won't be necessary since everything in Giga's being overwritten will also be include in your file.
If you wish to change that, you need to tamper with the scripted_trigger in Giga, otherwise, I wish to keep my mod as self-isolated as possible.
If anyone in the future wishes to use this mod as a base for creating an Aeternum-RP mod, feel free to do so long you credit this mod.
The Aeternum relies on Psykofabricators to build ships, so it goes the same way here where you have to build Psykofabricators to get more ships.
I do get the issue about the ships, Aeternum was supposed to be a Crisis so their individual ship is only so-so and is scaled by modifiers and other mechanics as Crisis AI.
I would have love to add more to this mod, but the sad reality is I am a meager modder. The most I could do is to provide a barebone framework that someone would improve on in the future, hopefully.
This mod did not touch any megastructure and shipset should not affect a megastructure's model (since they would just dial back to default mammalian model), you might need to check Giga or any mod that touched megastructures on your side.
Were your galactic core cluster connect to the galaxy beforehand? If not, reload an earlier save and use the edict to connect to the galaxy, that might be able to alleviate the issue.
I'm talking about the Systemcraft Assembler from Gigas Stellar Manipulation.
You are stuck with the setup on Birch World unless you destroy and remake the colony completely, or you can try to colonize the two Planetary Computers in the vicinity to build more advanced buildings on there, otherwise, the only way is to overwrite scripted_trigger which causes even more incompatibility issue because that is not things were intended in Gigastructural.
@Zerox: That is not a bug, but new fleets being created because the ship you have exceeded the naval command limit you should have. This issue existed in the base game so that is beyond my ability. Just don't split your planetcraft into separate fleets until you have sufficient command limit.
@PERIGO: That is beyond my ability. Aeternum is supposed to start off with Psionic (they were like that since a million years ago), the only solution is to go the scripted_effect in my mod and remove the Psionic Trait from being added to them. This mod only concerns with compatibility with Gigastructural, so I cannot help you should issues stem from other mods.
Error at line: 30 column: 56 file: events\aogc_aiondia_events.txt.
Please report this error to the author of the mod: Aeternum Birch World Origin.
Error message says:
Error in events\aogc_aiondia_events.txt: Ln: 30 Col: 70 (UTF16-Col: 56)
give_technology = { tech = giga_tech_aeternite_armor = yes }
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("events\\aogc_aiondia_events.txt", Ln: 30, Col: 21) was
not closed.
If yes, that is an inaccurate replica of the Aeternum's former homesystem and there should be about 4 planetcrafts guarding that place.