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Yes.
There needs to be a cap on the size of your Archaeological Sites. I would suggest two or three.
@WERWOLF-SS should be save compatible I've tested it a few times except some of the newer stuff I have included is created on game start so those parts won't be possible in a save.
[14:22:44][trigger_impl.cpp:798]: Script Error: Invalid context switch[owner], file: events/the_fallen_random_archaeology_events.txt line: 277, Scope:
has_owner = yes
in all triggers in the file the_fallen_random_archaeology_events
else the event will trigger for the AI also...
I just saw this error and will try to look into it when I'm back at home (just away for the holidays for the next few days). I don't believe it should affect gameplay other than possibly messing up one event. But if it does let me know as I cant test atm.
@brutus_61
Thanks! I kind of ran into the mod as a small story to get better at modding but without too much of a plan which has changed as I have more figured out in terms of progression of story so expect the events' localization files to be improved in the next while, while I also try to place the megacorp government style into the narrative. I appreciate the kind words!
https://pastebin.com/raw/TNYJA9XK
Sorry I couldn't test further; there might be some error from another mod mixed in. I kind of don't wanna abandon my current game...
@AkraticCritic
I fixed the issues that you two experienced.
on another note, dont take this as an offense, but i found some of the writing kinda lackluster . if u want to i could revise some of the event popups. like i would just change some little things like syntax etc, then send the texts back to u and u could see for urself if u like what i did or not. pm me if ur interested.
Thanks for the heads up I will definitely be looking into this. I believe I missed a trigger. As for the fact that it spawned 2 I had initially wasn't sure if I wanted it to spawn as a deposit or as a chance deposit upon colonization. Unfortunately I won't be able to fix it tonight, but I will have a fix for you first thing in the morning.
https://pasteboard.co/HSxNGTs.jpg
Change Notes have been added
@ranma100
This is saved game compatible, although just giving you a heads up that the new deposit (Archaeological Site which adds the Archaeologist Job) is added through an event at when colonization is complete (which has a % chance of happening). So depending on how far along you are in your save game you would be missing out on the chance for some of your planets of having Archaeological Sites. Likewise the main story line is also based on an anomaly (so if in your save game you have no more surveyable planets you won't get the event chain). Having the mod on should not break your save games so you can put it on and forget it.
I will be updating it this week (exam time so a bit slowed down atm).
I am really sorry about that I have gotten a bit busy with school so the mod is a bit on a slower pace, it is a known issue btw. I will be looking into it again/posting the code to the discord because I am unable to recreate the issue on default hyperlane density.
Wait quick question I just realised how many stars do you play with? As it just hit me, depending on how far along the game you are, the conditions for "owner" might be what is the cause of this. That is to say, the mod calls for the star to be unowned for the spawn to happen. So what I may now be suspecting is on low star count maps, the map may get filled up with empires before the event chain is triggered, leaving no available star systems for the coordinates to spawn in.