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Its tiles were grey and barren and had normal tile blockers, which makes this even weirder. Only had them in home systems so far.
By the way, did you remove the two perfect habitability worlds that spawn near you at game start? I couldn't find anything resembling another N2O2 Continental world when I started with one.
And I find it weird that it's easier to colonise worlds without atmosphere while those with an atmosphere are often off-limits almost forever.
I'm trying to get a compatibility patch for RealSpace going, and I made a few notes here:
* in 00_planet_classes.txt, pc_machine and pc_cybrex planet types are missing from your file. Doesn't matter because they are unaffected by your mod, but just wanted to make a note of it here.
* There are no sound effects that play when selecting planets of a new type. For example, the sound effect that plays when you normally select an arctic planet should play for all arctic planet types, not just N2O2. Fairly simple fix. Just need a "MODNAME_category.asset" file in a sound folder.
* low gravity and high gravity modifiers are possibly not being applied correctly. Fairly easy to see in any given galaxy generation. It's possible to find 25 size planets with low gravity etc. Not sure what went wrong here after reviewing the 00_planet_modifiers.txt
Yes, I can confirm after looking in the empire_initlizaer the two perfect habitability worlds have been removed. But given how many planets spawn with near habitability, you should have no trouble finding an okay planet nearby. Unless you're unlucky.
Interesting - didn't do anything to force AI worlds. I'll take a look at it and see if I can figure out what's up with that. I have had them spawn in system in vanilla before on rare occasions.
According to awesomeadam217, apparently I did. Not intentional, and probably got zapped in a copy / paste sweep. Will fix.
Her's the logic on that: Vacuum worlds like the moon would only require basic hab structures (think refurbished ship). Planets with non-native atmospheres types also have non-breathable atmospheres, weather, temp variations, and in some cases, whole biospheres, which drive up the difficulty (and drive down desire (happiness)) for colonization. At 0% to start, it only takes a couple of techs before you colonize virtually any planet in game.
Hey, thanks. I've been working on it in earnest since around April. Sporadically before that, but yeah. Thank you. And, I love your Real Space stuff. It has added SO MUCH to the game!
Yeah, I didn't want to go in and change anything unless it was necessary.
I'm bad about this. I play with my sound turned off, and so I completely forget about sound effects. Thanks for bringing it to my attention, and pointing to a fix.
That, I'm not sure about. If it is indeed goofered, it's probably from an unintentional typo somewhere. Will take a look and see if I can fix it.
I've got a small list of bugs to fix, so will be on that tomorrow (won't have time today).
Thanks again for the input!
Quick note on the two nearby perfect worlds: it's not that you "removed" it, but rather your empire_initializer doesn't allow for it. It seems you basically wrote your own, which is fine, but it means the game just won't generate the nearby systems. To get it to do that, take a look at vanilla Stellaris empire_initializer. Should be a quick fix here. I believe you can prevent the machine world from spawning in this way too.
In other news, quick question about balance: I think I remember spotting a size-1 asteroid or planet. If that's a bug, then ignore this. If it's intentional, why would you ever want to colonize a 1-size world when it give extremely marginal resources while destroying research and unity?
For each colonized world, the research and unity cost increases by a fairly large margin. You might want to consider tweaking this now that every world is colonizable. There's very little benefit to colonizing small asteroids.
Oh! haha! Still, though, thanks for your interest in making a patch for this! - *and* your help and suggestions!
That's interesting, because I honestly thought I just grabbed the original and made adjustments. But honestly, I don't recall at this point - this thing has been through so many revisions at this point, it's a miracle it works at all!
Well, as the mod is designed with role playing in mind, I didn't want to get in the way of someone's vibe. I will occasionally colonize a single tile asteroid as a "listening post" or instead of building an outpost. So, just because you can colonize a world, doesn't mean you have to.
Biggest things:
*removed the additional moons in the Sol system as an initial pass
*did not re-scale the Bernard and nearby homeworld systems to Sol and Deneb according to real space definitions. not sure if it's noticable or if real space already took care of this on its own.
*it's possible to have mulitple habitable planets in the homeworld system, but unlikely. should i force them to be barren instead of just standard moons?
Ah, that's too bad you took out the additional moons. I was quite proud of that. (unless you're meaning removed from Real Space?)
Multiple habitable planets - nah, keep that. I want to do that for Atmospheres as well.
There's a problem with doing this. another mod, Fight For Universe: Infinite Legacy (FFU) does a similar thing (makes every planet type colonizable). something he found was that after so many colonies, research costs increase so much... they exceed the integer cap, overflow, and all research after that point is free.
my recommendation is to do the same thing he did to deal with this. make the cost multiplier for research from colony and pops 0. the same should also be done with unity, but that would mean a rewrite traditions (mostly aimed at cost per tradition rather than cost per colony, and the unity cost per colony tradition in the colonization tree would need to be changed entirely)
stellaris' tech and unity is not built to handle drastically increasing colonizable planets. it's very possible to reach this limit with the colonization changes your mod makes, and there's not really anything you can do to change that other than eliminating any threat of reaching that limit whatsoever
@ Ridesdragons - Ok, that's a good idea. I need to hunt down where to do that, but I'll add that in as that seems like a viable solution to the energy issues. I really want to stay away from the traditions if I can. Thanks for the suggestion on that. I may touch bases with you regarding it later.
@ thingy237 - Honestly, at present I'm not 100% sure where the civics and ethics are located (I'm suspecting the issue is arising from the Customize_species_editors.gui. I'll play around with that to see if I can trim everything from there and still get the planet set up to work. Thanks for the report.