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This mod should still work as it currently does for the most part. I do not overwrite any vanilla files so as long as they didnt change any underlying related mod things again that this uses it should still work. I looked at the listed modding changes and I dont see anything of potential conflict.
But the DLC has new "Advanced Governments" and I dont know anything about them. I pressume they replace the normal ones so while you should still be able to use this mod as is, you wont get the civic for the authority.
I will hopefully have the update ready before the end of the month. At least part 1
So it would work but only if the mod includes a version of this mods targeting text.
At least iirc
Not sure why they wouldnt be target-able by Colossus weapons though.
I will try to look at it for the next update.
Very curious.
There isn't really anything in the mod that I am aware of that would cause a pop to assemble to max and then just not get released onto the planet
If you had the two APs and then did the final Psionic Project (the one after ascending) then in theory it would give you both traits relating to that.
But if that is the case I see no reason it should cause the issue as described. It would give your ascended pops -70% pop growth <-doubled, and -40% <-normal assembly speed. Which would be slow but it shouldnt cause it to freeze.
I can only guess its related to having both but I see no reason having both should cause this issue...
Ascended do not have a special species class or anything. They are still just classified as vanilla classes so it shouldnt mess anything like that up.
They get a population growth malus but it isnt -100%
The highest are -50% and those are placeholders. unless there are other factors at play. The highest normal is -40% so pops should still grow/build.
I have been working on an update that I think I will have to break into pieces but I will try to see if I cant find/solve this issue too.
A few things to note:
Elitist and Pluralist do not have their own civics at the moment.
New Megacorp authorities use the standard Psiocratic Megacorp Civic.
Its best used when not using Elitist and Pluralist. I added a few checks but I am unsure how the game will handle exactly but if I were to add their checks to every place that would be fairly time consuming.
After I get the current mod updated then if I still have the drive I will work on creating the civics for the two. But this will work with the majority of the content provided by the Bug Branch with the exception of those 2 ethics so as long as you avoid using them in your empire there should be nothing noticeable. Hopefully
Im currently working on a major update that I don't expect out until after the New Year.
But as long as the added ethics that are in classic keep their same technical names it should still work for those.
Best I can do ATM is make a patch that is just the classic patch but with the checks changed to whatever the bug branch calls them.
But a full patch for any extra added ethics over classic and the civics for those is out of the question anytime soon.
But again for the most part, unless the technical names are changed, the classic patch should still work. I can check later to see if they have the same names.
Altho it has been 3 hours since you commented. Maybe you used the patch and found it works ok by now
Now it does sound like an interesting tech that could be used for things from espionage to diplomacy. But something reactive that changes your portrait is way above my skills sadly
Having something that alternates between one and the other would be rather complex. Interesting idea but one that doesnt actually do anything for gameplay.
Also those stock psionic skins took like 2 days of recoloring work and experimentation lol
If you are a Fanatic Pacifist - Xenophobe then the majority of your pops and leaders will have a Blue core body with a yellow outline, yellow "hair" and yellow "heart" and the minority will be reveresed.
Its a bit of a list:
Authoritarian = Dark Red
Egalitarian = Dark Blue
Xenophobe = Yellow
Xenophile = Gold (Magenta if using ECC Patch)
Militarist = Red
Pacifist = Blue
Spiritualist = Purple
Materialist = Cyan
No Fanatical Ethics = White/Green
And with ECC Patch
Cooprative = Teal
Competitive = Gold
Green = Green (surprise pikachu face)
Industrial = Orange
Gestalts are all one colors.
Machine Gestalts:
Generic = Grey
Servitor = Grey, Teal accents
Exterminator = Grey, Red accents
Assimilator = Grey, Green accents
Hives:
Agressive = Black, Red accents
Cautious= Black, Yellow accents
Cooprative = Black, Blue accents
Curious = Black, Cyan accents
Introspective = Black, Magenta accents
Expansionist= Black, White accents
Productive= Black, Grey accents
The main feature of this mod is all the civics based on ethics. Those should work with that mod.
Updated to fix that.
To anyone who has extra civics and does not want to load an old save, run the console command "event psiexpanded_ethic_change_civics.50"
This will remove any and all of the modded civics you have and the monthly event should bring them back properly.
Also unrelated but fixed Xenophiles having wrong civic and then extra civic when reaching Perfection.
This is why I dont have a Kofi or Patreon. I clearly cant be trusted to get things right :sweat_smile:
No more duplications? Let me know if it happens again now that I have made that change. I dont think the ANDs were really needed honestly. Events arnt my forte
But let me know if it still happens. If it doesnt I can apply it to the other checks.
I have updated the mod for a test if you can help. I have been through a few months and dont have the issue. Let me know if it still duplicates
@MaulMachine Basically that. Sometimes you gotta unsub and restart steam. Rarely I think I have seen some people have to restart their whole pc.
I did the leader trait thing to mess around with and I dont see any place to pick leader traits in game. I looked it up and found a reddit post mentioning it being exclusive to Paragons.