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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2612239108
Go for it. I have obviously been inattentive in updating this. Consider any work here as covered under CC0, except any content restricted by Paradox's mod policy & EULA. Use and expand on it as you like.
Okay all story narration stuff aside, I would like an update to this mod, preferably before Nemesis drops, but after works just as fine for me.
Мод работает на текущей версии игры.
Но у Коллективного разума надо брать сначала биологическое возвышение, иначе будет утеряна возможность ассимилировать.
И чтобы получить попов псиоников надо сначала ассимилировать в псионику, а уже псиоников в коллективный/машинный разум.
I noticed one thing that would make your mod perfect.
I was playing a biological empire with biology ascension. I also took ecumenopolis perk. I then took machine worlds perk too.
I wish Hive World perk was avaible for selection too.
You see, while Machine world are good, they disable agri districts. If that was choosable too, I could've just build all my planets to either Ecumenopolis, Machine Worlds or Hive Worlds.
No need for specialized agri worlds.
Can you add Hive Worlds too?
Assimilation always results in Cyborgs, even when Psionic is selected, and cyborg species cannot be assimilated again.
This means that only species which live in your empire prior to completion of Flesh is Weak can ever be Psionic, and if you revert a species to an older template, they lose Psionics entirely.
Also, the completion of the Flesh is Weak project seems to overwrite any minority sub-species in favor of the majority template.
I'm not sure what you can do about the latter, but the former seems like you could side-step it by creating a 0-point Psionic trait that only becomes gene-moddable with the appropriate tech.
No promises; have a number of other things on my plate. Only thing that might need to be patched is the ascension_perks file. If it's created by someone else, I'll link it here.
@Purity
Yes, but there may still be bugs.
@UrsaTempest @tritritritri.flv
That is vanilla functionality that has yet to be overwritten by this mod. It is on the to-do list.
Incidentally, 'One-' and 'Two-Way Psi Transmitter' can't fulfill Telepath Jobs (the one given by Psionic building). Doesn't need to change entire job file, just the telepath job. After adding 'em, it works wonders.
Tentative 2.2 update has been released. Not everything has been tested in its entirety, so save often, and bug reports are welcome.
All of this happened after I tried loading the mod and play a saved megacorp run. The save remains screwed that way after I unloaded the mod. I then tried to load the latest autosave prior to the screwed save and fortunately it's not affected.
This mod is not yet updated/validated for 2.2 Some sections/combinations may still work in 2.2, and some sections will most decidely have issues should it be run in 2.2. Will go through and verify/update over the next few weeks.
@lord-korn
Gestalt consciousnesses should have a tier 3 psionic theory technology, but it is of low weight. If the console is opened, the command `techweights soc` should give a list of technologies available to show up in the card system, along with the percentages to appear.
Sounds like a plan. Will be doing a revamp some time after the next version release, as I am not holding out hopes that nothing will be broken in 2.2
Not currently.
In short, weird behaviors with gestalt consciousness purging behavior. Synthetics, synthetically ascended organics, and machine empire pops are actually three different 'species' in the game. I would like to get it to the point where machine empires can 'synthetically' ascend to get the same bonuses as synthetically ascended empires, but it's not there yet.
This mod does not touch the tradition files themselves. This mod is designed for optimal compatibility, and only overwrites the existing ascension perks.
Version number has been updated. Still reviewing any particular changes from 2.1, but nothing glaring has jumped out yet. As always, let me know if any bugs or weird behavior is seen.
Looked at it, haven't fixed it, planning to add it.
Files:
* 00_scripted_effects.txt:add_leader_traits_after_modification
* 00_scripted_effects.txt:remove_leader_traits_after_modification
* utopia_on_action_events.txt:utopia.2509
I'm not sure why it was added other than preventing cheese (there are better base methods for it). Have had it on the backburner to resolve, but have been rather busy as of late. Biggest issue for this mod to solve is to resolve it *without* introducing incompatibilities with other mods (as this mod has been engineered to have low incompatibility overhead, despite affecting vanilla functionality).