Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Furthermore, despite playing a legitimate corporation, I am getting the ability to place Criminal Branch Offices in my game. A Building called the Cerberus Offices gave it away. You do not need to change any Vanilla rendition Building to allow a Corporation to build Criminal and Normal Branch Office Buildings. Simply duplicate the Criminal ones into their own file and go to town.
Lastly, those grossly OP Civics and annoying Species Traits both spawn randomly in the game. I get computer players with STG and Sleeper Cells and such all the time! I have to delete those files in order to enjoy the Species Portraits that I like so much.
#me_trait_bioelectrical_field = {
cost = 1
potential_crossbreeding_chance = 0.25
opposites = { }
allowed_archetypes = { BIOLOGICAL }
modification = yes
randomized = no
icon = "gfx/interface/traits/trait_angara_bad.dds"
modifier = {
planet_pops_consumer_goods_upkeep_mult = -0.10
pop_amenities_usage_mult = -0.10
}
}
#me_trait_electromagnetic = {
cost = -2
potential_crossbreeding_chance = 0.25
opposites = { }
allowed_archetypes = { BIOLOGICAL }
modification = yes
randomized = no
icon = "gfx/interface/traits/trait_angara.dds"
modifier = {
planet_jobs_upkeep_mult = 0.10
planet_pop_housing_usage_mult = 0.15
}
}
#me_trait_emotional = {
cost = 3
potential_crossbreeding_chance = 0.25
opposites = { }
allowed_archetypes = { BIOLOGICAL }
modification = yes
randomized = no
icon = "gfx/interface/icons/traits/trait_traditional.dds"
modifier = {
planet_jobs_society_research_produces_mult = 0.20
pop_happiness = 0.10
planet_jobs_unity_produces_mult = 0.15
}
As you can see, you accidentally placed a pound sign at the name of the Trait, removing it by commentary and causing the whole file to fall apart.
- modifier
- potential
- random_weight
#origin_andromeda_initiative = {
is_origin = yes
icon = "gfx/interface/civics/civic_initiative.dds"
picture = GFX_origin_andromeda
potential = {
ethics = { NOT = { value = ethic_gestalt_consciousness } }
ethics = {
NOR = {
value = ethic_fanatic_xenophobe
value = ethic_xenophobe
}
}
}
random_weight = { base = 0 }
modifier = {
all_technology_research_speed = 0.05
country_naval_cap_mult = -0.10
edicts_cost_mult = -0.20
}
description = origin_tooltip_andromeda_initiative_effects
}
#origin_nexus_exiles = {
is_origin = yes
icon = "gfx/interface/icons/governments/civics/civic_free_haven.dds"
picture = GFX_origin_nexus_exiles
potential = {
ethics = { NOT = { value = ethic_gestalt_consciousness } }
ethics = {
NOR = {
value = ethic_fanatic_xenophobe
value = ethic_xenophobe
}
}
}
random_weight = { base = 0 }
modifier = {
planet_jobs_upkeep_mult = -0.20
edicts_cost_mult = 0.15
planet_stability_add = -10
}
description = origin_tooltip_nexus_exiles_effects
}
in \common\governments\civics\me_origins.txt.
They reworked the habitats a few patches ago it broke those specific origins void dwellers origin still works fine. I just tried to test the mod because i haven't played for a few months now with this mod there is no species traits so i can't test it. if you want to test it and see for yourself just load up one of those origins and watch what happens to the habitat before and after the first month ticks over. I do hope you are able to fix it this mod in my opinion is a must have.
I guess i fixed the problem with the species traits not showing up. I had made all the mass effect races as playable empires and after the update they all broke. It is a simple fix all i had to do was change the portrait to something else and back that seems to have fixed the issue. The origins are still broke though.