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I really love large or huge planets with either good food or massive production. Is that it?
It's just that the game punishs large and huge planets with slow pop growth, but there's a mod against it.
I really love large or huge planets with either good food or massive production. Is that it?
I wonder what is causing the issue between these mods.
Thanks for your work on these mods though!
@thainion a late reply is better than no reply? Lol. This is not something I know of a way to change myself, tho I don't think this is a problem with the 5X/UCP version because WhatIsSol worked some of his magic. I would need to confirm tho haven't played in so long I barely remember T-T
I have been playing it for about a month now and man it is fun.
Just to verify, are you talking about me going to the "UCP 5.5 Start" thread in the main forum, or going to the UCP workshop section?
For all three bugs, it's as if the game is calculating "object is at x,y to initiate action, but results are applied at x,y+1 and thus invalid."
Just spitballing here, but there is one other bug that's appeared since using DSMP - twice now I've had anomalies appear (in different games) that I can reach, but can't activate. The ship just turns around and comes back.
I'm wondering if the difference between orbital sizes in this mod and your/Sol's/base game orbits is causing the game to slightly miscalculate where some objects actually are in terms of allowable action or result of action.
This happened throughout all systems that the race controlled, not just, for instance, at the Meklar system only.
1. This mod seems to have reintroduced at least some of the Meklar jump gate bugginess - they can't be destroyed until the Meklar (or race that has conquered the Meklar) have been eliminated (in which case the structures disappear, of course). This also includes partial structures at warp points. Don't know if it's the same for gas giant/asteroid field structures. Fully built military outposts ARE attackable/destroyable.
2. Very occasionally a planet isn't attackable during a particularly long session (say, two/three hours). The target shows up, but clicking it does nothing. If you exit/reload, the planet becomes attackable as normal.
Spud had addressed the jump gate issue, so I tried switching mod load order - unfortunately, if your mod is above Spud's, your mod doesn't work. I think your mod has the potential to become one of the "must have" mods (alongside 5X and UCP). Hope to see this worked out soon!
Resources on Asteroids and Gas Giants, that's crazy!
I like it.
Also I slightly shrunk the orbit sizes and planet sizes, so you might get planets that look like they're crashing into each other since his PlanetSizeTypes resets my size settings. This is a graphical issue only.
Also I have resources on asteroids and gas giants, and he doesn't so the 5X resource settings will remain for those. Morpheus, I think adding resources to asteroids and gas giants would be a great addition for this mod.
I had seen that other mods had created Resource specific structures and I was extremely excited to do that. Actually, Active Volcanoes was a special I created in the hopes of allowing the Silicoid to Terraform any planet with that special, regardless of biome. But there would be one structure for each special and it would be awesome! I hope you check it out, there are goodies for everyone in here.
The ratio of good effects vs bad is kinda low. Mind making more bad ones? =)
This is a piece of a much larger mod that I was uncertain if I would release. I thought I'd see how this went first.