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1.
I like to request compatibility patch to Covert Assets (tr_est_mysticism_2) for added 2nd tier SR of ACOT and ESC
ACOT - https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1419304439
ESC - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1885775216
Actually quit easy by editing
946222466\common\traditions\\est_mysticism.txt
like this
tr_est_mysticism_2 = {
possible = {
has_tradition = tr_est_mysticism_1
}
modifier = {
country_nanites_produces_mult = 0.33
country_sr_dark_matter_produces_mult = 0.33
country_sr_zro_produces_mult = 0.33
country_sr_living_metal_produces_mult = 0.33
# built-in support for ACOT SR
country_acot_sr_dark_energy_produces_mult = 0.33
country_acot_sr_stellarite_produces_mult = 0.33
country_acot_sr_light_matter_produces_mult = 0.33
# built-in support for ESC SR
country_esc_psionic_charge_produces_mult = 0.33
country_esc_gravitic_anomaly_produces_mult = 0.33
country_esc_living_crystal_produces_mult = 0.33
country_esc_transdimensional_vortex_produces_mult = 0.33
country_esc_enigmatic_energy_produces_mult = 0.33
}
I already done with my local file and confirmed that works, I like to everyone who uses EST with ACOT or ESC (or both) enjoys better compatibility.
2.
I like to request another compatibility patch to Living Ships (tr_est_biogenesis_2 in est_cybernetics.txt )
Using with multiple mod add high tier ship and modules (ACOT, NSC, Gigasturctural, Movable Space Fortress, ETC...), 1% hull regen can cause inter overflow which resulted negative regen. (it seems that overall regen much higher than 10k(10,000) cause it, though I did not find the precise limit)
Simplest solution: just replace 'ship_hull_regen_add_perc = 1.0' with static regen add such as 'ship_hull_regen_add_static = 1000.0'
Problem: This static regen is obviously super OP for early game.
Suggestion: swap that if the empire has any of technologies allows to build high tier ship/module to likely cause the overflow.
tech_stellarite_armor (ACOT armor + hul module)
tech_precursor_colossus (ACOT insane big ship)
tech_Flagship_1 (NSC biggest ship)
tech_movable_fortress (Movable Space Fortress)
tech_war_planets (Gigastructural extreme insane big ship)
I don't think it is the complete list on the world, but will resolve more than 90% of overflow Living Ships may cause......or at least I think so :)
such as
ship_hull_regen_add_perc = 0.1
ship_hull_regen_add_static = 5
It seems that ship hull point cannot exceed 2,147K (1/1000 of actual 32bit int max. Anything exceed that cause negative hull point and ship disappear by itself.......^^;;;;;;;;;; ), so ship_hull_regen_add_perc = 0.5 or lower will not cause overflow by itself alone.
Guilli's Planet Modifiers 2.6 :
gfx\interface\icons\modifiers\mod_planet_orbital_bombardment_damage.dds
gfx\interface\icons\modifiers\planet_resource_energy_add.dds
Potent Rebellions :
gfx\interface\icons\modifiers\planet_resource_energy_add.dds
Dynamic Political Events :
gfx\interface\icons\modifiers\mod_country_war_exhaustion_mult.dds
gfx\interface\icons\modifiers\planet_resource_energy_add.dds
More Events Mod :
gfx\interface\icons\modifiers\mod_fleet_emergency_ftl_min_days_mult.dds
At War: Planetary Cannons (2.6 Compat Update) :
gfx\interface\icons\modifiers\mod_planet_orbital_bombardment_damage.dds
z Expanded Traits, Civics, Pops, and More :
common\economic_categories\00_common_categories.txt
Ethics and Civics Alternative :
common\economic_categories\00_common_categories.txt
Please try https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1688887083 which should fix it (and if it don't ask the maker of that mod).