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Added a bunch of hybrid starting empires, which are different from the ones you get from origins.
Added an own Amon-Ra ringworld system initializer for my custom ringworld starting empires. (Which you really shouldn't use for anything else.) Planet names are Egyptian deities, asteroids and moons are notable ancient Egyptian people like pharaohs and such.
Technically it can even handle starting on a real ecumenopolis, but I'm not including that start because it's REALLY hard. You can edit it in your custom empire files, though.
DO NOT make a gestalt consciousness robot empire with the synth trait.
I did my best to rewrite the mod for 2.2, but fixing that seems a bit beyond what I can do. Sorry.
The Robotic Immortality, yeah, it's just a trigger for the scripts and goes away. It gets replaced by the mechanical trait.
Upkeep, I'm pretty sure the normal ones in the game don't either, or at least the pops I converted in a normal game didn't seem to.
Gene modding points, well, you can still research them. That's just standard Paradox code, even. Not sure what made you think I'd give you some extra free points there. It's not supposed to be a God Mode kinda mod, you know? :p
And yes, robots break down ever since Paradox added them. Standard Paradox code.
I see your point about machine worlds, though. Not sure I want to change a vanilla file for it, though... that would just conflict with anything that touched the traditions with a ten foot polesaber.
Could I also pick one from any other Machine category (the vanilla one or any custom one)?
Not sure what you mean by NPC. You mean custom empire?
1.Syncretic Species doesnt seem to work with this mod, all my empire are synths
2.when I set an NPC one of these to always spawn they dont seem to spawn.
Also removed the "genocide" modifier; now it works just like Paradox assimilation.
Added an invisible assimilation speed modifier that scales with the number of pops to be borged. It won't make much of a difference if you just conquered 3-4 native pops, but it willl make one HELL of a difference if you just conquered a hive with 100 pops. Now you'll be done in like 10 years instead of Paradox's 25 to 100 years.
AND the best part is, it doesn't overwrite any system files for that, unlike the other mod that handlles assimilation speed.
I managed to gat the game to allow you to just build your own species, if you play a robot, rather than place a Synthetic and have it convert to one of yours.
If you start a new game, you'll have this ability from the start. If you're loading an old game, well, give them a couple of months and they'll figure out the logical conclusion of "We can build synths" and "We ARE synths."
Also new in this version:
- you can again pick a biological portrait if you want, but then you'll get biological traits
- access to all the machine traits if you picked a portrait from the "Synthetic Beings" category
- reduced the over-abundance of energy in the Fallout initializer slightly
- other synths, machines, hives or purifiers not care if you assimilate organics, or rather won't think of it as a genocide
Untested, but it should work just fine:
- give the trait to a machine empire, and have them turn into synths, but otherwise keep being a gestalt consciousness. You know, if you want to play the real Borg.
FINALLY: the 1.8.2 update broke a LOT of other mods. So you may see wonkiness from other mods, such as the Romulan species mod, like being unable to set the traits for any humanoids. That's not from MY mod.
Gods dammit, Paradox, you don't break compatibility in a MINOR patch number...
Is this working as intended or did you miss this?