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Everything else i should fullfill and i will make a point of it now focusing that research. Again thanks for your time.
The only prerequisite technology is Subspace Sensors (tech_sensors_3), so if you have that it has a chance to show up (and if you don't it won't). The tech card showing up then has an increase in likelihood after game years 30, 40, and 50. If you have any councilors with Particle Expertise, Field Manipulation Expertise, Curator, Spark of Genius, or Maniacal traits it increases the chance again. Technological Ascendancy, finishing Discovery Traditions, or being a Scholarium also bonuses to rolling it.
Also, you need to have the Apocalypse DLC enabled or the tech will never show (Colossus functionality, which this uses, is tied to that DLC). No other mods should be messing with the tech discovery unless they've outright removed Subspace Sensors, but if you haven't discovered enough Tier 3 techs (same level as Subspace Sensors) then you won't see a Tier 4 like Fundamentals until you have enough of those too.
Any chance this would be incompatible with a mod that gradually develops hyperlajnes?
Upping it could be done again, but this shouldn't be a problem unless the galaxy is ultra-dense, provided Paradox didn't screw with the euclidean distances (and who knows, they might have, they never document that sort of thing so I don't know and I've been ill-inclined to bother checking given the absolute pile of broken promises 4.0.x has been).
Searching could be possible but it's beyond what I'm able to deal with (Stellaris UI modding is esoteric and complex at times). I won't say never, but it's beyond what I can do now.
Costs, creation distances, and the "wobble" of the Advanced Bore all have variables in \common\scripted_variables\htm_scripted_vars.txt. I'll make a note to see if I can use vars for the other stuff when next I'm tinkering (ship limits in particular are an odd bird), which will also include upping weapon priority since something in the ACOT ecosystem decided to be too low power to be a Colossus weapon and then slapped a huge priority on it.
The Issues:
- When connecting I found the mod does not seem capable of actually detecting all of the plausible systems. Either the mod fails to detect all systems or it has a limit as to how many it can display. This became painfully obvious when systems that were visually half an inch away were not an option, yet systems 4-6 visual inches away were.
As for what it's lacking:
- When connecting systems the selection list can get crazy huge. Would a search bar be possible / out of the question?
- I feel a modifiable, simple and easily understood config file to adjust costs, charge times, number of ships allowed, etc would be useful. Doesn't even need to be configurable in game either, just a txt file or something.
Otherwise, great work and a fun addition. Hope the mod gets better over time.
i can now build the augur?
very weird, but i'll take it XD
though ofc, my metalship friend in the same game can still build theirs
I did go back and make sure adding the toggle didn't break building the ship in old Stellaris, so for the moment we remain backwards compatible AND able to let the meatship people build Augurs.
I don't have BioGenesis yet so it'll take a bit for me to figure out what I'm supposed to do here (i.e. I'll need to trawl through the files and see how Science/Construction Ships get handled in that system since any exceptions for them are what I'll want to emulate).
Please help, i didn't realise this until a Purifier was on my doorstop, and i cant cut them off XD
As Inny has justifiably stepped down from updating The Merger of Rules, I have removed the bit about it from the description. Everybody should be eternally grateful to Inny for having maintained so much for so long and it's going to be interesting seeing if people step up or at least take compatibility stuff into our own hands. For my part this adds "compatibility toggle option" to the list of things for the eventual initial configuration menu this mod will get when I'm energetic enough to implement it.
The reason the "Nevermind" button is on top of windows is to make it the default choice so just in case it somehow manages to fire it (which could happen if, say, someone is using the play command to swap while it's firing), it'll still pick to do nothing about it. The AI are straight up told to never bother researching the unlock techs (big huge 0 weight for AI priority), and if they still get their hands on one they just fly it around like it's another military ship.
Any ideas?
Edit: I put the mod at the bottom of my mod list, but still having the same issue.
Getting it to show up naturally is boosted in a lot of ways. Firstly, the initial tech shows up 2x as often after 2230, and gets additional 2x boosts at 2240 and 2250. There's an additional 2x boost if anybody in your council has Particle Expertise, Field Manipulation Expertise, Spark of Genius, Hyper Focus, or is a Curator. Even though it isn't technically rare it also gets the boost from Tech Ascendancy, and also has a 1.5x boost if you've finished Discovery. A Scholarium also gets a 1.5x boost.
And finally, it's a Tier 4 tech, so (unless you have a mod changing the science tier requirement) you need to have researched 5 other Tier 3 techs besides Subspace Sensors before it'll ever show up.
The Augur's a specialist vessel that doesn't really benefit from micromanaging its loadout. It has no aux slots for any of that functionality, its valid reactors are limited to two versions that are still only 1/3rd what a Colossus weapon needs, and the niche of letting people go all-armor or all-shields (the only real choice you can make if it were still designable) isn't worth the support burden of people somehow dislodging the W slot beam and thinking it's broken.
I've contemplated making jump-sealing a system a function of the Augur but just haven't gotten around to it. Partially because the AI (outside of outliers like the Blokkats) is just really bad at ever using non-conventional drives or connection methods, so it never came up as something for me to bother implementing.
So with this mod alone as it is currently, no, you can't prevent someone jumping. That's currently outside the scope it handles.
I don't know if jump drives are a vanilla tech or not, I play with so many extra tech mods I've honestly forgotten what the vanilla techs are.
But if it is in or is a part of the vanilla tech tree, you should be able to look up the exact tech id code for jump drives and enter it in the console commands bar at the very beginning of your game to receive the ability to use those jump drives.
Hope this helps with your additional question.
Yes you can in a way, go to the edge of the your galaxy or generate a path there with the Augers & then use Augers to both create as many systems you want outside the the main galaxy's hyperlanes and then have an Auger cut of access to this new extra cluster until you want to reconnect it again.
This is one way to use the Augers in this mod, but there are plenty more ways to use them which you can find out as you experiment with it.
So far I've "sort of" made it work with the EHOF and creating two gateways - though the only way to stop movement is to dismantle one of the gateways. I know one way is through L-Gate mods, but I'm very hesitant to get that DLC with all the bad reviews of L-Gates. I hope I explained what I'm trying to do clearly! <3
Yeah, I did deactivate it and my game still crashed, thus it's other people's and their mods that are broken somewhere. So I'm just going to stop playing the game for the next week or two and allow everyone else to fix their stuff so I can play.
Found out their isn't anything wrong with your mod after you bumped the version,
The fault is with several other peoples mods going haywire.
After I paired up all the UI Mods I have working together and just going through the process of elimination.
I found that the mod: ~~Ariphaos Unofficial Patch (3.13) (That's been constantly updated to this point)
Is the cause of my crashes while using all my selected mods (Your mod included) together.
THAT is bizarre if the only change was refreshing it. It's literally been the same exact everything for over a year, the only thing that changed when I version bumped is the header the launcher reads for version compatibility.
There's still one thing I'm looking to try as a backwards-compatible tweak anyway, but it's good that at least solo we are launching.
I do have the new DLC (only one I don't own is Astral Planes), but I did just try this with the new DLC disabled from the launcher and I could still run it all just fine. I also looked into the CTD from ship components stuff other mods are having a problem with and I shouldn't have that problem because of how I set mine up (the problem for them seems to be with components locked behind the same tech as the chassis, which isn't how mine work).
Still, thanks for confirming it's something multiple people are having an issue with so I can keep digging.
After correctly playing on the mod playlist with only your mod that you version bumped, it didn't crash after hitting new game, however when I went to use your mod with my other ones it crashed upon hitting new game. So something somewhere isn't liking each other.
This slipped my mind but might help you locate the error.
I don't own the new dlc but I am on the latest update and it crashes upon hitting new game.
So maybe there's a problem for those don't own the latest dlc but are on the latest update.
I've tested this for 3.14.1 in isolation and with the usual hodgepodge of big tech mods that already updated (and even a couple that haven't yet). Starting up the game, starting a new game, learning the techs, building the ship, shooting the beam, selecting all the different functions all worked as normal.
A fun quirk of the Workshop is I have to always use my local copy, though, so I version bumped just now just in case for folks willing to try it out.
Sorry I don't have any other information to assist you in finding the error causing this to happen.