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Anyway i'm REALLY enjoying this mod but while playing I saw a few things glossed over or broken.
1 Ring worlds are worthless you get 2 regular districts, cannot build communal housing or benefit from any district increasing bonus (such as mastery of nature), and the city segment is bugged so you cant build anything but custodial and resource buildings. Not sure if this is a bug but you still get an extra 20 housing so a lot of unemployed pops.
2 Machine traits are vanilla so you can get housing reduction amenities etc
3 Resort worlds are broken you get the increased jobs every other pop increase but not the housing for it
Will update this post or whichever medium you choose for bug reporting as I find more.
Fixing Ringworlds is on the todo list, it should be a small change, so I'll try to get it into the next patch...
Gestalts are not implemented at all yet, which is why machine traits probably got overlooked. We may leave them mostly alone for now, since the don't break anything to terribly. Though I would like to fix the amenities/pollution ones...
Haven't even tested a resort world yet in Immortal. Thanks for pointing this stuff out. These little non-core issues can make a big difference in the game feel.
Yeah I have run across that with a few events so far. It's definitely on the list to fix. Thanks for pointing it out!
1 The warrior culture civic is bugged. Started a game with it and did nothing just watched the defense armies spawn created a total of 80 defense armies for 4 worker pops.
2 Literally unplayable localization bug for bureaucrat in capital buildings showing as mod_job_bureaucrat_add
3 Unemployed domestic servitude slaves (job title "Servant") create amenities and mess up the job housing balance. (Might want to remove all other slavery types and only have chattel.)
Also are you taking suggestions for this mod at all?
1: Thanks for pointing this out. Sounds like a strange one, and might not be a trivial fix. Hopefully it is...
2: Noted! Top of the priority list! Might even have to release a hotfix for this!!!
3: Yeah the edge-cases surrounding housing are still far from 100% worked out. Also I noticed a similar issue where robots who can't work certain jobs created chaos with the auto-migration script... Gonna have to add some more edge-case limits there...
Suggestions: I'm absolutely open to suggestions. This mod up until now has just been the two of us transforming Stellaris into the game we wanted to play. But that doesn't mean we're the only ones with good ideas. That being said, we'll definitely be approaching suggestions as just that: more ideas for things we *could* do. If you have suggestions, I'd like to suggest you post them in a new "suggestions" discussion. :)
Custodians come from buildings and one special decision-district. I can only think of two reasons they might not show up if you have at least one building: either you have a mod conflict, or you're playing a gestalt empire. Gestalts aren't implemented in Immortal yet.
If none of those info helps solve it for you, post again with any other info you can, and I'll do my best to help track down the issue.
1: Earth unique planetary features don't reduce pollution, unlike planetary features on other worlds.
2: Active Volcano blocker reduces pollution by 200.
3: Exhibit Art Monument gives +15% pollution.
4: Energy Grid building seems useless.
I had all blockers give -100 pollution per district blocked to represent the natural environment, but you're right, the volcano probably shouldn't do that. I'll clean those up.
Thanks for the feedback! This is a huge mod, and it's easy for things to slip through our notice, especially when they don't trigger errors...
I've just tested, and the energy grid is working properly on my end. Note that buildings increase jobs *base* production. If you select a technician pop on a world with an energy grid, you should see the "base" production for the job is 20 energy. If not, it would be awesome if you could post a screenshot and/or save-file so we can figure out why!
While this is somewhat mitigatable by making sure you have 2 jobs/housing open for the growing pops at all times, it does make playing a bio/robot combo like Mechanists a pain in the ass.
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I also found an incredibly blocked Gaia world. At size 12, it had 14 districts worth of blockers, but because the mod halves districts, it had -8 instead of -2. I feel like this is probably unintentional, or at least worth checking.
This is definitely unintentional, and we'll find a way to fix it. I'm putting together a rework of the migration system that should be much more performance friendly, and may also provide a partial solution to this problem.
If you could take a screenshot of that Gaia world, or at least give the name of the system it's in, that would probably help. Planets shouldn't get that many blockers under normal circumstances, so it's probably a unique one we need to fix.
Thanks for the helpful feedback!