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The terraformer still creates tiles even if there's not enough supplies. Specifically on my current playthrough I only have one terraforming liquid available, but I built terraformers on several asteroids that were in a cluster (I have ambitions of my own rube-goldberg early game megastructure colony complex) I intended on shutting all but one down then cycling them as needed, however I noticed that several had fired in an impossibly short timespan.
After carefully tracking them for the next two in game years I've determined that some of them are firing at their appointed time despite the shortage of resources. they're not firing each time they're supposed to, it's only about a 30% hit rate, but it is allowing the asteroid cluster to grow far faster than it should be able to with the resources I currently have access to. I guess something is wrong with the flags, but yes, an "on" but unsupplied terraformer appears to still have a chance of generating new tiles
Worth noting though, the physical size of the asteroids goes up as it works, so you end up with planet-sized potatoes when it's done. Not sure if this is a good thing or a bad thing.
Its also very easy to modify with Notepad ++
All it does is add a building, i dont see why it should stop working for some people, maybe they have too many mods. I know Alpha mod can cause some conflict
But you need: Terraforming liquid AND Terraforming gas available ( actively getting mined) TO SEE THE BUILDING AS AN OPTION. Just modify the requirements of the mod with notepad++
and set liquid and gas to 0 and as soon as you get the technology researched for the terraformer it will be a buildable option. You will still need the gas and liquid for it to function. but not to build it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=933462140
<(^-^)> Kirby
<(^-^<) <(^-^)> (>^-^)> <(^-^)> <(^-^<) <(^-^)> Kirby dancing. See how long this will continue.
I have looked at the code, and I think this mod should be workable in 1.3 at least.
1) changes the building requirement to NOT use strategic resources
2) actually works for AI Empires.
3) Adds a "Penalty" modifier to the planet while it's being terraformed.
I'm still working on it a bit (I want to decrease the terraforming time if you have 1 or more of the terraforming SR's, and/or decrease the penalty slightly), but if there is interest, I may repost it as a new mod given that Xionanx hasn't been online for months.
Thoughts?
1. I can't make building on planets "Cost" strategic resources.. our I should say I "Can" but then you can never actually build them since none of the strategic resources are accumulative.
2. I can't detect if the building is "Active".. there is no script function for that.
3. I can't make the building set a flag while active.. buildings just can't do that. (IE. No custom modifiers with buildings)
4. I tried making a "Custom" strategic resource that would consume a tile on one planet, and then spend that tile to add a tile to a different planet.. but that ran into the same issue of being able to exploit it, plus you can't add "Accumulative" custom resources to the UI anywhere.. so no one would be able to track how many "Tiles" they have to spend.
If I am understanding your exploit.. if an empire is running a negative balance it also still functions? I could add a check to the event to verify that an empire can actually pay the upkeep. I hadn't thought someone would purposely run their empire into the red to avoid upkeep.. but I suppose it's possible. :P
-when you have the tile terraformer on the planet either you have or haven't it activated the script is still rolling >this grant a planet resize for "free"
- this small bug is also active when you don't have enough extra ressources
i'll try to fix it by myself with adding a second control on the script activation on the building
btw i love your vision about getting tall , keep up the good work ;)
I was thinking more like: each planet can get maximum of +5 tiles from using this building. In this way, the original "size" of the planet is still a strategic factor, while maybe slightly decrease the timer needed to spawn tile to balance, players can be expanding more of their planets concurrently and faster.
I could limit it to only going up to size 16, so its only useful for making the worst planets "good", rather then making all planets awesome. However, i feel that unless you get lucky (which tends to be the way stellaris works in general) you wont be terraforming more then 1-2 planets at a time with this most recent change, and each planet will take YEARS to get to max size before you can start working on other planets. Try a few games with the most recent "Building" version and let me know if you still things its overpowered.
I'm thinking maybe there should be a hard limit on how many additional tiles can be obtained on each planet... or maybe building should be upgradable (with each upgrade gives +1 tile) where the price to upgrade gets exponetially more expensive than the previous upgrade.