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This is something I will look into, because that is true it's not always wanted.
Although the Gateway Guardian is supposed to act as a force to keep the gate closed, but I might rework it so they're not always spawned
I'll work on this, I pushed an update to Github
You got the Gray Tempest outcome? At the moment... no. But would you like to come to the discord and brainstorm what 'becoming friends' would look like?
We look to overhaul the nanite ship aspect to work with tradition
You must -on colonization- decide to make it a harvest world (should be an event on colonization)
After X amount of years, X depending on Planetsize & Type, it will transform into a Forgeworld when depleted
Thank you!
Ahhhh that makes sense! Feel free to send me the fixed code on discord id you'd like. That would make it super easy to upload when I get off work :)
This mod currently removes the colony ships from biogenesis ship sets. This is caused by the 00_ship_sizes_colony.txt file I believe. I am going to go through the files tonight and figure out what is causing the issue. Should I do so would you like me to send you the fix?
Also @AMPW just unpause the game. You are currently only negative because the game is reading your resource income incorrectly you should shoot up when the month tick happens. In addition to the the Nanite Forgeworld is so good it would justify having no districts at all at first IMO.
Are you running any mods?
It was made prior to nanite ascension, but that is my future goal. Now that Ethics and Civics Classic is in a good spot, I want to revisit this mod
MOD尚未更新
However, I don't think it would be a mod conflict since this is a new origin, unless your Authority is different and not fulfilling the requirement
Two current suspects I have are machines and robot expansion continued, or the extra ship components NEXT (nanites expansion continued is a third suspect now that I think about it)
Make sure you have Gestalt Ethic & machine intelligence chosen and the origin should appear
Unfortunate, but I believe I am able to use the non-weapon techs in it so that's still good
Best of luck with updating it tho!
It does not apply to nanite ascension, I... really need to code that. I've gotten busy in the last year and put what little time I had into maintaining E&C Classic. It would be nice to have someone help me code DSO, that would be a huge help in updating it to the 'new' Nanite DLC. Ironic, given that DLC is almost half a year old...
It's been so long I really need to set aside time this weekend and merge those two ships and avoid confusion. Of course, for those that don't have nanite DLC, I'll keep that modded nanite ship to allow people without the DLC to still get the ship.
This mod introduces it's own nanite shipsets (separate from nanite ascension) which is why you're finding it unable to work on that one. It's confusing, but comes from a time before the DLC
Do I need to wait until the mothership research option pops up in order to use them or something? Or am I missing something/the mod doesn't work with nanotech ascension or? Sorry if this is worded a little weird, just unable to figure out why I've researched them yet am unable to actually do anything with them.
I will, but I'm debating on how to approach this rather than totally canning it. Maybe a new building to replace it that has replicator jobs?