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just now texted you thru discord
Would Steam DM be ok for you? (if needed then can upgrade to Discord DM later)
Though you may be right that my relaxing the rules on allowing you to assimilate specie has created a scenario which the canilla code was not meant to cope with - e.g. where it can enable the assimilation right but not any of the actual living standards
I went back to my separate vanilla save which did not have this problem, and I used the debug commands to switch to AI empires, and I noticed it is impossible to e.g. let cyborgs assimilate again. "Only fully organic species may assimilate", etc.
Then, I unpacked this mod and noticed: this mod does provide an override of the vanilla assimilation citizenship rights.
No details yet, but now I am suspecting more that this mod has accidentally created some sort of faulty assimilation loop.
While I don't have any of the Ascension DLCs, I have a theory. I am half-believing this might be vanilla issue.
Consider the following:
A gene pop (many trait points used) is somehow sent to a cybernetic empire. This looks good on paper, but something must have happened such that the cybernetic empire cannot correctly accept/assimilate the gene pop (e.g. "too many trait points" -> cannot "apply template" to existing pops).
However I can't test as I have all the expansions so can't get the utopia only experience, this may be a vanilla bug. (try disabling the mod, running a year and seeing if they sought themselves out)
My current workaround (needs testing) is to use debug command to go into these AI empires and help them configure their species correctly. I hope that works and helps others.
It seems AI empires that got Cybernetic Assimilation will sometimes struggle to clearly define what species to assimilate towards. Using debug commands I noticed sometimes AI empires will fumble this step, which makes all subspecies to have Assimilation living standards. Sometimes, the "assimilation target" is not correctly set as the main species.
I think the game will be confused by this and will create dynamically-named species names which results in "generated species name is too long" which is similar to a previously-posted screenshot.
I may have missed one though, the code around them is pretty spagetti.
Because I origin unlock and they don't need the ap they can bypass the restriction. I'll add some more blocks in the next release
1.7 gigs save -> 120mb =)
https://discord.com/channels/739835273969664050/739835273969664053/1428121059961471229
here ive posted some))
and insane names on species)
Some ai is broken and create sub species.
For me it was cybernetcic creed origins ai who tooks bio asc
I had trouble with taking Bio after Psi with the Entropy Drinkers civic, but I doubt that could easily be one of my few other mods!
The update mostly updates my vanilla overrides to 4.1.5 and allows for psionic synthetics.
After choosing one of the biogenesis paths, i dont see the edict to open the others in edicts page. Should it appear only later? I can see two edicts like: fix missing species/leaders traits, but no edict to add another biogenesis path. Or does it appear later, when i for example finish the tradition?
It was Psionic Expansion Fix. Going into the comment of that mod, I saw a lot of people commenting on how the mod makes Psi-Corps buggy.
The moment I turned it off, it started working again.
You have the relevant tradition, you are not an end bringer, and the planet is not a resort of thrall world.
I had expanded tradition 3 (which is fairly compatibility frtiendly since it just adds extra traditions), planetary diversity, and psionic species ascension.
ACOT too.
Those are the 4 mods that I think might be causing issues, but I'm not sure if there are any others I should watch out for.
I am not sure what is wrong here.
Crab I will have a look at the traits, it is very likely that I have not removed the synth/psi opposite entry from everything (under the hood there are a load of psi traits)