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Planets do not convert to barren.
@darloth THANKS SO MUCH FOR FIXING THE MOD
Have a go, report back if you want, and if you can give me some good suggestions as to what numbers to change, and most importantly WHY you're changing them, I can probably implement those too if it seems like they'd help.
I've fixed all the graphical issues as far as I could see, and vastly changed the whole method of 'colonizing' worlds. They now function a lot more similar to the DLC Ancient lifestyle, except with a ringworld to start with and planets that eventually explode. However, you keep the mining platform and can move it to a new planet. To expand, build more mining platforms.
Known issues: The ore doesn't transfer as smoothly as in the ancient race - it will transfer with exporting the resource, but you might be left with a little leftovers sitting on the original planet. If this bothers you, you'll have to send a transport / mining ship to pick it up, sorry - getting a planet with a non-ore resource to export ore was difficult, and this is the only way I got it working at all.
the planet to ore thingy when you have a orbital
not being able to send more population to leveled up planets (you are forced to use your ore on leveling up the 1st ringworld by building the resourse processors)
umm... thats it i think, i will play the mod and see if i find anything else ok?
To make it work really well, I think it would need a rewrite (for example to fix the low population bug) but I can probably kludge something so it is at least playable, if someone is kind enough to tell me what exactly is broken :)
thanks
It's a bit ambitious (knowing the difference between stuff such as Artificial Planetoids and other 'artificial' resources), but...
TriggerPeriodic(DealStellarDamage(8000000), Interval = 15, Trigger Immediate = True)
from the OrbitalExploitationPlatforms.txt in the data\statuses\traits folder.
Putting in buildings would counter this balance issue, and presents its own counter-balance to further make it better: it increases pressure of your choice, but also takes up space, which might one day get in the way of using that pressure if you ever completely fill the ringworld up with buildings. It encourages you to be tactical and not to just spam buildings or else you're still going to end up wasting space.
That's something that I think would really change up the way one would play this race type for the better, plus my other suggestion.
At some point reasonably soon I'm going to be doing another pass on this mod - I completely agree it's not quite feeling finished yet. I'll certainly be adding buildings (like on the Artificial Planetoid) that stand in for resources, and I'll see what I can do about the resource transfer. It should be... sortof-easy to do as an effect just on the home ring, and rather complicated to do so they can send them to any ring. Maybe if I spawned a ship of a certain fixed design that 'holds' the resource. I imagine it would be rather large, then you could fly it home and deposit whatever it is.
However, I had pretty good success having at least L3 as a minimum just from asteroid resources and food buildings.
I wish you could do that instead. So you can actually, y'know, expand. Not strip the galaxy bare holding up one stupid ring. What're they even using all those resources on anyways?