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- Removed the conditions that blocked Gestalts and Machine Intelligences from using the
ship-set and techs.
I know that well but the project is a one man show that focuses on WIN but I won't say that "they" are no Steam fans......<g>.
Enough of that. :-) This is not the place to discuss this further. I assume you know the IRONY Discord.
The PROBLEM with Irony is that it is NOT proton friendly. (I run everything via Steam Proton/Arch). The app has a 'windows' version, and a 'linux' version. The win version works outside of steam just fine, but the linux version spits garbage merges because it is hardcoded for /local linux directories.
I pointed this out to the mod author and let's just say, they aren't 'steam fans'. So I make do. PDX launcher to work with playsets. Irony (launched via Lutris for better wine version control) to import and merge.
Everyone has his preferences. :-)
Yeah I'm always looking forward to the next update and the tests to check if my mods still work. Those are days of joy especially when the changes are so well documented as they are.
Anyway it is like it is.
MoO and Gal Civ are classics that won't be forgotten.
Speaking of AML..... I can strongly recommend the use of the IRONY mod manager (Link to it above). But you should take 10 minutes of your time to watch the tutorials (Linked on the DL Git site) to understand the how it works and what the advanced feature are before you start using it.
All the "Long War" without the "Long". 🤣😎
I REALLY feel for you guys here though. Without good "highlanders" and a stable base to work with (not being updated every 2 months), just...damn. I'm only a few months into this game, and boggled at what modders have to deal with. PLUS...FILO? RUFKM? 🤣 (AML FTW!)
(A few months now, but I checked out Stellaris during a free preview years ago on Steam...but still had MoO and Galciv in my brain, so I passed. Doh! Heh.)
Glad to hear from a fellow WotC LW fan. :-) Enjoy.
(LOVE this shipset!)
Fixes:
- Fixed copy and paste error in prerequisites of the KSE ATT class { "tech_VSE_start_tech" }
instead of prerequisites = { "tech_KSE_start_tech" }
Many thanks to the sniper warrior 117 for the heads up and sorry for the fuzz.
Wow. Thanks for the heads up.
Copy and paste error on my side in the Steam version. Will be updated in approx. 10 minutes.
for me in the file for the ATT the tech required is tech_VSE_start_tech and not tech_KSE_start_tech
Nope and nope. AlI did is block the AI from constructing it. Works like it should on my side.
You will see the effect when e. g. the Contingency crisis is triggered and you face massive fleets of ATTs.
It is fully intentional. The check did not work for at least 2 years. I've found the glitch shortly before I've pushed the update.
You are fully free to modify the files but keep one thing in mind. Playing around with the prereq will cause serious issues during gameplay. Do that on your own risk.
Changes:
- The AI has no access to the ATT class any longer.
(Not that it seems to be saving them to AIs that are building actual fleets, surprisingly)
To answer your question and comment:
1. Correct.
2. I have no problem with the destroyer sections on my side. None is missing.
The mod is not causing it. See my comment @Anonymoose and check your mod set-up.
I have tested it with and without NSC.
1. The AI can't build any KSE or KGE ships as the use of them is blocked for it in general.
2. The AI does not build any of those ships.
Are you running "AI Use Custom Shipsets"? If so disable it. The mod is not compatible with my ship-sets and causes havoc.
Honestly no clue but I'm not using NSC any more. I'll try a test run tomorrow.
However, had an issue with my third campaign (with NSC on) where the AI empires were only building the ATT and Conquistador ships and bankrupting themselves.
The only difference between this game and my other two (which did not have this problem) was that NSC was active.
A small and elegant UI-Mod that adds more and scrollable building slots to zones I can highly recommend.
- No cluttered and overloaded planet view.
- 100 % compatible with UI-Overhaul Dynamic.
- Save game compatible.
Get it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3486446795&tscn=1748073656
Interesting.
My current playthrough does not show that at all . I remember that another KSE or VSE user reported that in the past but KSE / VSE were not the culprit but a 3rd party mod. Unfortunately I don’t remember which mod it was that caused the issue.
Are you running “AI Use Custom Shipsets”? If so please don’t. The mod does not work with my ship mods and causes havoc.
Just one remark.
Please don’t run Kurogane 2.0 + KSE and Vengeance + VSE in the same mod set. This causes unwanted side effects too.
I would post a screenshot from my current playthrough that shows the AI fleets but Steam does not allow that here.
- Small maintenance update.
New:
- Upated to Stellaris 4.06.*
No problem at all. Hope you have fun with the mod again.
I'll agree with you about the UI, I'm hoping UI overhaul is updated soon. Also I found the problem I tried adding to an ongoing game . My apologies!
It's working nicely on my side. Besides the overleaps caused by the shitty PDX ship-designer UI.
New:
- Upated to Stellaris 4.0
Sorry to hear but I'm currently in hospital and can't check or do anything about it. I hope to be back on deck in 3 weeks.
This is a little strange as it works without any problems on my side. The ATTs do show in vanilla and NSC with the other mods active as shown in the load order above.
Question: Do you have the Vengeance shipset and VSE active in the sane playset as KGE and KSE?
If so please disable VSE in the set. KSE and VSE are "twins" in many ways. Having them both active will cause some unwanted side effects.
The AI is able use the Reapers for balancing reasons. This is the default. Please check the comments below.
I have described how to disable the Reapers some post below.
This is a bit strange but there is a more easy way.
Design your own Conquistador and ATT at game start or later. Save your design under a different name than the default. Done.
The "problem" is the ship-designer logic that needs an autogenerated basic ship of each class to work.
I am having an issue with the Conquistador and ATT. I have deactivated automatic design generation, but I still get Conquistador and ATT automatic designs. The problem is that when I create a land army, their transport is the automatic ATT design. Even if I delete the automatic ATT design I cannot update them afterwards to my custom design, because the upgrade button is greyed out.
Have you heard of any issues like that?
My load order follows your instructions. There might be other mods in between but the mods you mention are in that sequence.