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Pirates are attracted to well developed (ie rich) systems (same as original) ... scammers were added by me to drain a bit of cash stockpiling, especially by NPC
Yes cults were set to be overactive so you and I can see them a lot the way you did ... obviously bad triggering far more than good (eg festival) in your game... frequency was already toned down 8th July but will adjust down further and especially dropping the cap to 25
Null is missing (data) name issues. Usually missing info not just "unknown" to you. It shouldn't be a common thing because events are using the baron of each system
Pirates is close to the original. My main change was removing the bloodline specific trigger which blocked them from most games
So about 100 turns in they seem pretty uninteresting; are basically everywhere, so it doesn't add interesting terrain, just a constant everywhere drain.... toward potential rebellions. And this has been hurting the AI a LOT more than me. To the point of abandoned colonies due to all the fighting.
The cult diplomats thing has tons of NULL strings in it so idk what that's about. The one time it fired on my main dude he liked it. But NULL was talking to NULL.
I can't remember my original suggestions for their events, but as they are now, they are just remove-worthy imo.
The pirates are OUT OF CONTROL. OMFG, just stop. In fact I had to go into the files and fix that myself. It was bad. This should only trigger if you're HOARDING cash to drain your coffers of that, like have >500 or so. If not then no pirate increase as you fight them off.
Instead I've put a 2 turn delay so nothing else cult can trigger there during the delay
I also had a look at the (mostly original) pirates code ... it often adds (and subtracts) % to systems at random despite your action
I think you might be better off letting 50%+ get higher (100%) then use the expensive action to break the pirates
I also feel like piracy goes up too fast, by turn 70, around 7-8 of my systems have more than 50% pirate activity, despite stationing people to defend those systems.
check if a war or peace event will trigger
decide whether to use the good / bad / random block of choices
pick one out of 5+ in each
there is a 1/10 chance a system gets a cult (max 70)
then 1/5 to 1/10 for each of the cult events to trigger in a cult system
once you get visibility of a lot of systems it might get annoying
You can turn mods off individually when you start each new game
you can use "Core rewrites" and "Combined" together or individual
you can use "local survey" with "core rewrites" .... NOT with combined which includes current cersion
Now I miss the events and changes in the vanilla game.
2 issues ... the game blocks achievements using sandbox mode ... so mods OK ... steam blocks achievements triggered by mods.
Not sure if either apply but I would be surprised if the new victory conditions I added trigger the win game / lose game achievemen
Sorry for the question, but do all mods disable the achievements? Or is there any compatibility?
you mean the celebration duel/fights ? No obvious way to mod the fight itself. expanding the party events (that the fight tends to drown out) is my current project for "core" mod.
believe it or not there are 70 events that can happen at these parties (as well as the fight) but most people only remember a few common ones ... someone got drunk, an accident nearly killed attendees
https://steamhost.cn/steamcommunity_com/app/1194590/discussions/0/3202622816427009509/
and is there a way to fix mercenaries in the game? they are way out of balance