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Thanks for clarifying @Terak_Lapis
All new Ship-Components except the Plasma Core depend on the Guardian Technology that you can only aquire through an Ascension Perk.
Tier 1 Guardian Tech requires the corresponding T5-Vanilla-Tech the Guardian Tech, Tech required to build Plasma Plants and the Plasma Core. Coaxial Lasers and Mass Canons additionally require you to research Battleships first.
The Advanced Guardian Tech is a Gateway for Tier 2 Guardian Tech and requires the Tier 1 Techs aswell as Mega Engineering and Battleships and the "Vatican-Protcol"-Tech.
Tier-2 Guardian Tech generally only require their Tier 1 Version aswell as the Advanced Guardian Tech. Sometimes they might require the "Precious Gifts"-Tech or "Plasma Outlet"- Tech.
TLDR: Yes except the Plasma Core
About changing the galactic community the only mod i use it actually yours and it is very essential and neat and working great. :)
I use no AI mod really but i do use mods that add custom content the AI can use and some fixes like for terraforming, fortress... but nothing like a glavius AI or something like that its pretty vanilla.
During my testings the game was still fresh so no debris found events happened but i plan on playing a big game again starting today so i might be able to see. Doing survey and observe did not seem to impact the game around 2200 month 1 and 2 but take that with uncertainty.
As for ressources gen yes i have alpha mod enabled, Guilli's planet modifier & tech, Legendary Worlds 2.3, universal ressource patch 2.4+ put on the bottom to load with the last other patchs and i cant really think of anything else. I will send you a list of my mods.
https://i.postimg.cc/0ymRbqPN/mod-list-1.png
https://i.postimg.cc/FKmqzdTP/mod-list-2.png
https://i.postimg.cc/9fpk7mSc/mod-list-3.png
I am sub to the comments so i will see whenever you post back later. Glad to help. :)
Thanks in advanced I would love to fix the lag
mod_job_envoy_student_add
mod_country_base_diplodrugs_produces_add
The 0.8 should run in 2.7 without any problems as far as I know
Under the "Train Our Envoys" tech: mod_job_envoystudent_add
Uder the "Plasma Plant" tech: mod_job_diplodrugger_add
Sorry, must have been blind cause I do see the policy which proved food. However it shows up with something like "mod_country_base_diplodrugs_pruduces_add". Haven't tried without other mods.
Furthermore, I don't see how many diplodrugs I have in the top bar. I use UI Overhaul Dynamic, so maybe that's why? Or is it intended?
If you can´t see any of them maybe try pulling the Mod to the very Bottom of your Mod Load Order that might just fix it. Hope
Yes the "Diplodrugs" are added by this Mod. They find their primary Usage in some quite useful Edicts and in the production of "Diploforce" But I have some more nice features planned to use them in.
I was looking for a description of diplodrugs resource which I believe this mod adds (?). What does it do/is it used for?
Also I think I need to have a look at my mods as I don't see any policies from this mod. Think I have a conflict :-(
\Skodkim
moddifiers = { ... }
it has a hard time understanding what the inside Stuff is meant to do and will jump over the whole section. In your example if think it would have just jumped over the "ABSOLUTELY_CRAPPY_CODE" part.
I sometimes have a hard time finding all my Mods errors in the log since the game outputs all errors it encounters. Since I like to play with many mods myself and have many old saves with a whole bunch of different mods but cant have all of them active on the same time (due to updates etc.) the game outputs me all errors in these saved Empires aswell. You can probaly imagine how crowded my log get from time to time.
PS: will look out for these misspeling when I add them back in. Thank you very much :)
"fail_effect" should be "fail_effects" in line 48
"is_country_type =" should be "country_event =" in lines 358-360