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Details: I was using a mod (vexis balance fix) to add additional building slots to habitats along with functional architecture civic. However, if I fill all building slots with strongholds, the game deletes one stronghold/fortress at the end of each month.
Tested without any other mod and the civic and added 12 building slot unlock to 00_planet_classes.txt and encountered the same problem with stronghold being destroyed at the rate of one a month.
Can you please add some tag to prevent this from happening to players?
I believe this code:
destroy_trigger = {
AND = {
OR = {
num_buildings = { type = building_stronghold value > 1 }
has_building = building_fortress
}
free_building_slots = 0
}
}
is the problem in skalla_army_buildings.txt
Edit: No deletion of strongholds after I removed skalla_army_buildings.txt file and ran the game. Will use it like this in the meantime.
1. Living standard happiness bonus do no work. Pops do not get any bonus from living standard. Unemployment bonuses (happiness and resource production) work fine. Consumer goods upkeep works fine.
2. Faction-based happiness bonus are buggy. It is randomly applied to every pop at the start of the save file load. Sometimes, I get very high faction approval (+10%) to all pops regardless of ethic. Sometimes high and some times very low, regardless of pop's ethic but all pops get the same bonus.
(I have 3 factions active. Materialist with +10% happiness bonus, Egalitarian with +5% and Pacifist with -10%).
Disabling the mod and running the game made pops inherit proper bonus from living standard and factions.
Checked all files in common folder of your mod, but couldn't find anything.
Event based empire wide and planet wide happiness bonuses are working fine (tree of life, comet sighted etc.)
Civics based empire wide happiness bonuses works fine (idealistic foundation civic).
Happiness bonus from amenities work fine.
Edit: Thank you very much for a very quick fix to the previous issue! Sorry, to bring another one right away ^^'
Edit: Ok, found a solution.
Same as the other one. I checked by deleting pop_categories folder in the mod and everything works fine. Double checked with the folder and without it. Both the faction happiness and living standard happiness bonus works fine when the folder is not present.
Went through the files line by line in comparison with base game files. Only thing that changes are demotion time and influence cost.
I copied over the base game pop_categories folder. Kept the same file names as base game ones. Changed demotion time and resettlement influence cost to your mod's values. The happiness bonuses now worked fine.
Edit: I have reverted the changes to pop demotion time to prevent this from happening. In the meantime I will look for a proper fix for reduced pop demotion time and its' related happiness glitches.
In skalla_urban_districts.txt there is code that adds +2 alloy or CG jobs if alloy foundry or civilian industry building is present. It was removed last patch (v3.03) and replaced with +1 and +2 base alloy/CG production.
In current state, we get both buffs, +1/+2 base resource and +1/+2 additional jobs for industrial districts on normal planet.
Ecumenopolis and other districts work fine. Have not tested ringworld industrial districts.
I have fixed this issue and several others that appeared in the 3.0.3 update.
Let me know if you find anything else!