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
Machines aren't supposed to be able to take After The Apocalypse.
I'll fix it right away.
As for your current savegame where this happened, I believe if you fire the event HMO_ascension.501 you should get a narrative event chain about how you synthetically ascended and how that has enabled you to deal with the zombies.
When you fire the event, you should get the ability to clear the zombie blockers (Do note that this is not how they are usually removed, as they get cleared during the situation that happens before this event chain, but with your empire being machines the situation would most likely not work correctly. The ability to clear blockers once you fire this event is more of a failsafe if any blockers somehow survived the situation.)
Now, these events will of course not make a lot sense, narratively speaking, since they are intended for bioempires that ascend, but it shouldn't have any negative effects on your gameplay.
Additionally this event chain is needed to reform from Martial Law to normal or one of the special authorities (You should be able to keep it if you want, though).
Also, many thanks for your bug report!
Do you still have the system as a point of interest in your mission log?
I unfortunately have no easy way to fix the problem for your current save, though you should be able to select a science ship and then fire the HMO_origin.2102 event on it, although the point of interest might stick around.
I have fixed the mistake I made that caused this problem, though it will only be fixed for new games, unfortunately.
Sorry, was busy with other stuff.
Just run the event HMO_fix.1
I think opening the console and typing in:
Unless the issue persists after disabling said mod I'll note this as an "Try to fix if I have nothing else to do."
I took a day off, then repeated the steps below to get a fresh install.
This time I also validated all the files afterwards through steam.
It works now and I am left even more confused.
--Edit--
Did the trigger for wildworld change?
I am having an issue where choosing the wildworld option I cannot get the clearance event to trigger.
I removed the mod, deleted the folder, redownloaded it and started a new game with just this mod.
Even 20 years into the game after factions have long formed I do not get the situation to start removing blockers on the homeworld.
The kessler cage syndrome also seems to not have any effect on colony ship build cost.