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Ah yeah, fair enough!
All my mods are 3.14 for now. They all work perfectly together on that game version - nothing is updated.
Trying out this new version of the game now, and the mod's page reads it's still at 3.14. Reading some comments there, I wasn't sure whether it works correctly or not.
What made you uninstall planetary features if you don't mind my asking? Something I can improve? Or just a 4.0 thing.
Honestly I noticed an extreme amount of rudeness too and it put me off their mods also. However they work quick and definitely will be patched for 4.0 long before me it must be said! Thanks for the compliment and I will get there, but only after PDX finishes tinkering with planet view over the summer and we see real performance gains in 4.x, so it'll be a while!
Heya! Yeah I suspect the pop scale changes affected this mod. It'll be improved when I eventually do a 4.0 update.
As for a dedicated button - check out my "Planet View" mod in my workshop. If you run both together you get your dedicated button! In a later edition I might make this UI panel an actual major tab on the bottom, too. I think that'd be awesome.
On a different note, can you add an extra button for the Planetary Explanation? It being hidden in the planetary features as a seemingly random feature feels kinda low for such a great UI and idea. Maybe move it to planetary decisions, or, if at all possible, add an actual extra button (no idea if this is possible tho lol)
I want to be forced to engage a planet's defenses, losing ships in the process, just so that I can cover the transports landing armies on the planet's surface before disengaging my fleet. At War doesn't work like that. Although, I don't have First Contact and the mods that permit modding army transports are also out of date which puts a huge damper on the whole deal. Although I guess the Cloaking generators need some nerfs and a new "weapon" which just boosts your Detection needs to be added.
Anyway, I'm rambling, Defense Platforms for Strongholds and Fortress Specialized City Districts please! I'm begging you! It's too freaking cool to not do it!
Yeah I remember that mod! I never used it personally but it looked cool.
But I get what you're saying. Perfect shield generators, outside of the armies, would definitely put the emphasis on armies and it would be easier to implement than my grand idea of planetary guns able to intimidate battleship fleets... But there is another mod that implements planetary defense stations, but it's abandoned as far as I can tell. If all you could realistically implement was just the shield generator, strongholds that spawn planetary defense stations, and ownership of the planet able to flip the control it would honestly still be super fun.
(Not sure why you commented on this mod page?)
But overall you're completely right, I think! Well.. your concept is a little more complicated than it needs to be.
But in general yes, a model where armies are better landed _first_ before effective bombardment can happen would give them a real home in the game. Generally speaking having armies disable planetary shield generators, which would exist by default, gets us the gameplay we're looking for.
The other issue is that many current players hate the current micro associated with army gameplay. This is actually an a different arena of discussion, really - transport fleets. But players muddy them and condemn all army gameplay at once. Which is a shame. Anyway, make transport fleets fun and frictionless and then the army-first model of planet conquering becomes very appealing. Bombardment in this world is usually about supporting invasions, with certain civics/fleet stances able to break the rules.
But it would be pretty cheesy if destroying the Defense Platforms destroyed the Stronghold thereby unemploying the pops that were once contributing to armies.
I had the exact same idea tbh! I think it's a cool army screen, too. Keep an eye out on my workshop for the next version of "Planet View". I'll be seeing what I can do.
That'll be a long wait I'm afraid for PV and NW. I'm not touching any of the planet_view.gui stuff from 4.0 until the dust settles.
That said I'll look into the MW/PFE/DWE trinity - these can likely be updated sooner.
Yes!! I had a primitive version of this concept in PFE (and DWE) on their first releases, then realised there was a much cooler way of doing it dedicated to it's own mod. And that's where this comes from!
I havent tested with this in 4.0 yet, sorry! If it's an earlier version I'm not sure what your problem is - there is nothing to do with science ships in this mod.
Explain more of this idea, please?
This mod doesn't do anything with planetary modifiers, only features. So not sure sadly where the conflict is!
- "Terraforming cleans up planet modifiers and has a chance to roll new positive ones."
- "Over 400 new Planet Modifiers have been added.
· Most are spawned during the game start."
Perhaps its due to "new" planetary modifiers or an issue with when they spawn. Such as if MW hides the generic modifiers, only to have GPM come in after and overwrite them. I'm no mod maker and I know very little on how these things interact with one another, but I hope this helps.
Also, it would not surprise me if im missing something basic, in which please let me know.
It's written in the description.
Thanks!
If you tell me the specific incompatibilities I can see what I can do, but I don't run GPM so compatibility is a very low priority to me. I can't imagine they conflict in many ways really, it should work out of the box.
Other than that, the mod has worked great for me in the games I've played with it in.
Hah, no worries!
I'm not messing with tooltips I basically just "cheat" and swap the real deposits out for totally seperate "Unknown" ones. The original features aren't really hidden, they're lost for good. (Which isn't perfect but hey)
Thanks especially for the shout-out, much appreciated. Sorry I was slow to see it and respond. I'm busy with updates ahead of the 4.0 release but when I'm done with those I'll dig into your code and make sure TBM is as compatible with it as possible.
Cheers!
Sounds good! The double colonisation thing sounds like something a mod could fix on their end. I've included code in my mod that if a flag exists you can't explore it, so they could just add the flag at the point of the "wipe" so it doesn't pop back up.
I really don't think there's any compatibility issues of note, seems like both mods work great together
On a different note, I am using some mods that add events that can potentially wipe out colonies. When recolonizing, I get a new survey option on top of the one that was already there. I'll try to identify which mod that might be and get back to you on it.
My OG comment was too big for some of the details, but I think what's happening with the survey option is that the blocker mod can create blockers, such as slum districts or sinkholes. I think because of this, even when these blockers haven't been created yet, the way the blockers get sorted results in the survey button being near the bottom, but not at the bottom. New blockers do seem to push the button up, but these created blockers are always easy to clear even when there are multiple being created in a short amount of time.
That's really interesting! I'm sort of mind blown that both mods are that functional together, that's great!
1) When colonizing a planet, most blockers are revealed already. This makes the survey function not as useful, though it still works. Usually I can reveal 1-3 locations on a continental world.
2) The survey option doesn't stay at the bottom like usual, though it's not super hard to find. Most likely this is the easiest issue to fix with a patch, either via a mod update or a separate mod.
3) This is more of an issue with The Blocker Mod, but I noticed unlocking districts and building slots is almost impossible both mods enabled. Usually with the blocker mod I get about 6-8 districts on a green planet. With both mods it's closer to 4-6. Even clearing out blockers doesn't
free up many slots for building. Only tech research and traditions seem to mitigate this.
Thanks for the kind comment! Let me know if you have any issues or feedback.