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Works fine (no vanilla hyperdrive at game start).
Since vanilla hyperdrive is moved to mod tech anyway, no need to edit starting hyperdrive tech and to overwrite all the other techs.
Needed to add some zzzzzzz to 00_utilities_drives.txt name too so it overwrites drive data from other mods.
Gotcha, that looks promising, and should make the mod much more friendly with others! It does seem to show hyperdrive 2 as being a duplicate technology in the error log now so I'll need to double check that it loads the new tech requirement over the original, and orders everything properly (so you don't get the opportunity to research ftl tech 2 or 3 before 1 even appears).
What would adding zzzzzz to the file name do? Does it tell the game how to treat duplicate entries somehow?
Thank you for the fast responding. Well, it would be a great help to have a multiplayer version. But, if the AI isn't working correctly, it would have pretty much the same results, as it will get unplayable. So I would vote to get things fixed in the running release to use it single- and multiplayer together.
I tried it by deleting the auto-designs, but got new ones + missing engines with evey new contact. I tried to keep them and have my designs additionally, then I got my ships overwrtitten with the non-FTL designs every now and then.
What I do not understand is, why the designs get changed without even visiting a starbase? I would accept it, when I order them to re-build at a starbase, but not while flying in dark space.
Couldn't you fix in a line that prevents changing designs while flying in space or to have re-built only at starbases? From my perspective, this should be the usual way to change basic designs of already built ships.
The problem we're bumping up against here is that the AI isn't coded to upgrade their civilian ships like you or I would ("manually" sending them to a starbase to upgrade). The AI relies on this "auto upgrade" feature for civilian ships which changes the ships as they fly around, as the base game has civilian ships set to do normally.
To fix it, I'd have to patch the auto-upgrade programming (which is hardcoded, and currently beyond my ability) or patch the AI to tell them to send their civilian ships to a starbase to upgrade (which is also beyond my ability at the moment).
The line is found in ship_sizes (specifically: auto_upgrade = yes/no ), and requires a yes/no input. I've tried adding a check to this to seperate AI and player empires, but it breaks all sorts of things that I can't even tell how they are related to this one line.
ACOT
gigastructural engineering
UI overhaul dynamic
pre ftl players testing
Seems there was no conflict with those mods (or at least, I see none both in viewing the files and in play-testing myself). I believe the issue lies in the pre-requisites for the drives, specifically science labs 2 (the one about exotic material labs). Without exotic gases tech, either mining or artificial, it had a 0 factor of being an option. The gases techs only appeared if certain conditions were met, which are slightly randomized, even for the same start. That said, a scientist with a materials specialization should have been sufficient to override that.
Either way I've added a slim chance (33%) that the tech is drawn even without exotic materials mining or artificial techs. Ideally, it should be enough that you'll find it eventually.
After I implemented the change, I was able to reach the experimental tech level eventually. Keep in mind as well I intend for it to be 80-100 years before level 1 hyper-drives are researched.