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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3569604608
AFAIK what you proposed can't be done because of what depletion is:
1. From game mechanics and code pov it has absolutely nothing to do with terraforming, and terraforming has nothing to do with depletion.
2. About "balance" - as you can see in a couple of previous comments depletion is actually a trigger "fully depleted"/"not fully depleted" so Half Depleted, Almost Depleted, Healthy are considered the same and have same effects on fidsi (those words are just an indication for human players)
I've always thought that if we could terraform planets so that they could sustain life, we could fix anything wrong with planets we are already living on.
Compatability with your terraforming gas giants mod would be a + too ^_^
Yes, it can. Thing is depletion is counted as range 0-150 points (on normal speed), and for calculations of effects only that number is used as trigger fully depleted or not fully depleted. So actually words "almost", "partially" are just a notification for us, human players. So yeah, ofc KR will restore fully depleted planets bc mechanics are the same for every "word representation".
I am acutely aware of that fact. I wasn't able to disable KR for population trait, so I at least disabled it for vanilla Cravers (which results in disabling it for all custom factions that use same affinity).
Your second question is simple maths: every population has -1 depletion, cravers have +1, so the result of combining is every non-craver pop will restore planet depletion at a rate of 1 point/turn, while cravers will have -1+1 = 0 points/turn.
E.g. planet 10 pop, 7 sophons, 3 cravers results in -7 depletion per turn on planet (-10 pop, +3 cravers) while KR is in queue. When it isn't you'll have (-0 pop, +3 cravers) which results in 3 depletion points/turn on that planet
Effect is now scaling with population - from flat -10 points per turn -> -1 point/pop per turn
I mean, I could explain how my mod works, but that has nothing to do with political system (which I personally never even touched), so my explanations won't do you any good, and all general stuff you can easily get on tutorial and help via discord.
First of all you should go to this forum [www.games2gether.com] and check out sticked threads for tutorials and examples. Second, there is a community discord [discord.gg] with modding channel in it.
Third, specifically for what you mentioned there is CyRob's mod called Reduced Ship Political Impact
basically I want to create something akin to your Kaizen Rejuv production mode, but for politics - so citizens in a given system are propagandized towards a specific political leaning... because everyone ending up militarists because of wars and pirates and whatnot is just so boring
Yes, it does.
Thank you very much!
Released a standalone version of this mod with effects that you requested, check it out -
Kaizen Rejuvenation Long
Thanks for the reply, I appreciate you taking the time out of your day to try. The reason I asked for the production cut was because a system still produces food, influence and dust while it builds something and cravers (including Craver Heroes that any race can get their hands on) increase that production by 50% at the cost deletions points per turn (the Craver hero is 8 deletion points per turn allowing the rejuvenation building to offset it). As for the research and weapon mod, thanks for trying. I really appreciate that and you were so quick to help out too.
150 turns and the game is over? I’m nearing turn 300, and I still have about half the map to conquer. What can I say- I like taking my time. Anyway, again, thank you!
About destruction weapon mod - tried three different ways and none of them worked, so I can't fulfill your request. But I'm not saying that's impossible, only that my skill level isn't sufficient. So my best advice is to ask someone who is more proficient (maybe at game2gether website at modding subforum).
As for infinite research mod - I already tried to create one and I failed, and I can't understand the reason why it didn't work (though I somewhat explained reasons why such mod would not be awesome, and best what I can provide is my other mod Kaizen workflows).
As for removing planet destruction weapon - I'll see what I can do, however I will not be able to modify it to change planet terraformation for sure, terraforming and planet interaction don't work that way (I guess that could be changed only by devs and require a lot of work).
First of all, making options is impossible, I only can change effects of current 'improvement' or add new with requested effects (or create a standalone mod if you really need it) - but I think it would be useless, here's why:
What is the point of cutting system production? - while this rejuvenation "improvement" is in queue, it becomes blocked. You just can't produce anything aside from rejuvenation, so production becomes irrelevant while system is using rejuvenation. This brings me to your second point - if the rate changes to 1 point per turn, and you would like to rejuvenate fully depleted system it becomes useless for 150 turns (pretty much the entire game).
Point is, in ES2, when you subscribe to workshop mod here it doesn't mean it automatically activates. You have to go to "Mods" section in the main menu of the game and activate it there. When some mod configuration is activated the game itself would prohibit loading games with different mod configurations. So, my guess is, if you are able to load your previous game it means you did subscribe to my mod, but you didn't activate it. Once activated though, you will have to start a new game (because your mod configuration has changed), and that is how the game itself works to avoid issues.
For this mod would you be able to add the options;
-for the building added by this mod to only remove one depletion point per turn and
-cut system production in half while the improvement is being used,
To this mod?
Thanks for taking the time to read this!
P.S. I saw that someone in this comment section mentioned making a mod that adds infinite research options for late game- that would be awesome. Would you be able to make a mod like that?
P.S.S (I know this might be getting a little rude, but I have to ask) Can you also make a mod that removes the planet destroying weapon? Or at least replaces it with a weapon that degrades the plants ‘terraform level’ by one per turn? Sorry, but seeing that, on average, one planet in every other system has been destroyed by a stupid AI drives me nuts. I mean those are MINE! Or at least they will be.
Again, thanks for taking the time to read this.
Tested it myself right now and it worked correctly. Can you provide more details into your issue?
I already did that. Got some attention in the past months but is totally ignored by the Devs. But 2 other ideas are already implemented and a 3rd one, Mining Outpost to mine Strategic and Luxury Ressources is already a "Nice to Have". I have high hopes for this one.
By any means it was not supposed to be understand as if I wish that Amplitude give credit to me for any reasons. I didn't even realise that it coud be understood like that until you brought up this point of view - for which I am thankful. Changed descriptions to "for mod creators" in every mod, I hope this would clear possible confusion.
I'm really sorry and please don't get me wrong, but I probably don't get your point. I don't own any license at all (everything in the game is owned by Amplitude studio), and I don't want any credit - let me explain. What I put in "for developers" means for "mod developers", not the "initial game developers", because I was in situations where I had to seek permission of mod's author to utilize the idea or some portion of the code. So i put it for if somebody wants to create a mod using my ideas or code he is free to do so, but I prohibit to do so for commercial reasons (exactly because game is owned by Amplitude and any commercial profit should go to them). I meant no disrespect to the developers of the game. I hope it is a misunderstanding.
I guess this is one insteresting idea you've described here, maybe you could post it at g2g site as proposition?
p.s. I miss Harmony
Rate changed to 10 points per turn and disabled for Cravers and custom factions with Slave Drivers affinity.
Well, only the existence of this effect was the request, not the rate or availability.
And I firmly beleive that everything can be discussed, so if somebody has constructive ideas or opinion I definitely would like to hear them.
Fair enough.
And yeah, it's not that lore-friendly, but if it's on a request, that's a consideration that waves good-bye and leaves the discussion. :)