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- Try-fix bioship AI budgeting issues.
Thanks to @LikeNoOthers and @Rage000 for their help in hunting the cause of the problem down.
<steam dir>\steamapps\workshop\content\281990\2648658105
and remove the ai_budget folder with all of its contents in the /common? based on my limited understanding of AI budgeting Stellaris uses, this is the most likely cause for the AI not working properly with bioships
I'll take a look at the economic stuff on weekend then
I have been testing the following ESC mods the last couple of days (No other mods involved)
ESC Next
ESC NEXT: Overwrites: Component Progression
ESC NEXT: Overwrites: Global Ship Designs
ESC NEXT: Overwrites: Special Weapon Types Patch
I have tested using ESC Next with each overwrite mod on and then turning off the overwrites mods one at a time.
I also turned off all three overwrites mods and only used ESC Next.
Then switched off all 4 mods.
When I switch off all 4 mods the BIO empires are building ships as expected.
- Cosmogenesis battlecruiser nanite thought matrix fix.
- Add Korean localisation by @The Engineer Pop
- Update cruiser/battleship/titan reactors to allow different output depending on presence of active NSC3 mod.
- Retire dedicated NSC3 cruiser/battleship/titan reactors (legacy support).
- Allow more freedom with M-slot bioship swarmer missiles.
- Fix a bug with a few thruster costs being missing.
- Fix certain bug with FE-specific starbase combat computers and adjust their modifiers.
Unfortunately, I'm still unable to figure out what's going on with platform reactors, so the upgrade link remains broken.
---------
@The Engineer Pop, would it be too much to ask you to do a merge request on git? The repository link should be up there in the description
I just translated this mod to Korean now.
@The Engineer Pop, it's a bug but I don't currently know what is causing it.
Since ESC special component use injected_modifiers, they needed to be updated too so that the game recognizes them as valid again.
MOD UPDATE:
- Update for the new version of the base game.
- Update aux reactors to give percentage-based boost rather than flat amount of power.
- Housekeeping with technologies.
- Remove dummy ship_sizes since they are no longer needed.
- Replace remaining size_restriction blocks with potential blocks.
- Fixed a bug that prevented hive FE starbases from equipping their modded combat computers.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2976893943
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2896254756&searchtext=
It's a bit weird that they're the only weapon class you can't even think about developing without the requirements (machine or synth), all the other tech paths have tier 1 available for all and pretty lax requirements to get further. Even nanite tech isn't this restricted, and it's pretty restricted.
What exactly stops organics from developing Tesla weapons, they're already capable of getting cloud lightning and arc emitters, both lightning type weapons. It makes a lot less sense than psionic weapons being locked behind a wall. We can weaponise gravity and reality warping, but some lightning is too far?
At least if the graphics are to be trusted, and me not seeing Tesla unlock like ever.
- Add certain auxiliary components that were previously missing for the bioship empires.
- Update buildings.
- Implement alternative technology icons, titles and descriptions for bioship-using empires.
- Add overwrites for certain vanilla technology icons.
- Add global ship designs overwrites for the hive FE overwrites. (global ship designs submod)
- Some localisation fixes.
At a quick glance at the bioships... was the issue with all of them, or just Weavers? Weavers have buffer computers that have targeting on allies (for buffing). If it's just them, there might be a bug that causes computer targeting priority to overwrite that of a weapon