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So I mainly use this mod because it gives me more control over my planets than the sectors do :-)
Here is my wishlist, hope you find it useful!
Most important is #1 to be honest but the others are not prioritized.
In all my singleplayer games with big maps I always get the "Orbital Mind Control Laser" and after every war I have to rebuild them manually which is sooooo boring :-)
Just use random weapon laser/kinetic/torpedo.
Also sectors now they random build upgrades on the spaceports.
Maybe make 1 edict for planet like "Spaceport Template" and try to copy that planet for all others. And 2nd edict "Ignore Spaceport Template".
Make the constructors build them either in every system where you inhabit a planet, or all owned systems.
Maybe prioritize inhabited galaxies, also make it so it only builds if player is above "+x energy" every month?
Just place the station in a random position in the star system.
Sectors do this already so it would not be overpowered.
Not sure how to pick which design to build?
I think per 10-20 planets make one constructor
Maybe add edict "Hide planet from list" to the planet edict screen.
Just make sure not to hide it from the empire screen hehe :-P
When I use sectors, using a sector governor improves happiness and lots of other bonuses for all the planets.
These bonuses are lost without having one governor per planet now.
But your "There is no need for sectors" policy still adds +10% ethics divergence.
So we get the penalty, but not bonus from governors because I can't have 1000 governors.
Not sure how to "fix" it.
Maybe 1% empire happiness per leader capacity minus scientist+admiral+general.
But maximum 10% because governor lvl 5 gives 10%?
So for example:
- I can have 21 empire leaders
- I have 6 fleets with admirals
- I have 1 big chunk of troops with 1 general
When I have "There is no need for sectors" turned on, my empire gains 21-6-1% happiness, so 14%, but since max is 10% that is what I get.
Or is that OP?
When I change the ship design for the constructor now they all become inactive. So I have to turn the option off and then on again :-) Not a big deal but sometimes I forget.
Right now for example in my big game 7 construction ships all go to the same planet to build 1 research station. When the first one arrives the other ones do not turn away, but just stand there.
They are terrible at dodging enemy fleets by the way. Every time there is a war they all die, hehe :-P Maybe autorebuild if mod-controlled constructor dies?
Also you can rename them to like "Autobuild" when you take control?
--
Thank you again I love this mod!
Maybe some other suggestions, too it is possible to perform
About Sectors.
You can send to sector completely built planet and turn off rebuild in sectors's settings.
Or use my mod imroved population, "iImproved leaders" module give you as many governors, as many planets you have.
I changed the design of construction and everythink was ok.
Autobuild ships now more advanced in selecting targets.
Thanks for the pointer to "Improved Population"!
Excellent work on the construction ships, I am looking forward to trying them out in my next game :-)
So I made a small script to autobuild military stations.
1. Do you want to include this (but better version) in your mod autobuild?
2. If the answer is "no", can I make a seperate mod that adds option to your mod menu for this?
3. If I can make seperate mod, we need to make sure they work together with the ship flags
So here are some things I did not fix, I just made it work quick and dirty for now:
1. The construction ship is event locked, waits, then takes minerals and station pops up. It should take minerals first, then wait.
2. The ship doesn't stop even when all owned systems has station
3. I want the distance from planet to be random where it builds the station, now it's just "20"
4. It does not have a priority on systems with planets, maybe it should
5. In systems with colonized planet, it should build station around that planet
6. It does not check monthly cash income if you can really afford it
7. Prices are fixed, there is no way to determine actual price of stations I think. So small=800, medium=1500 and large=2500
What do you think?
maybe better to look at, but same code as above
Think about add the restoration of the stations of the wormhole after the destruction, selection of the best resources, ignore the resources (e.g., minerals).
But first I want to add a button to the interface builders. And this is the problem.
1.3 seems to be made better functionality of the buttons.
Anyway I just remembered one small thing, but you probably noticed already, or someone told you, but I thought if not, I will say it:
Beltharian ore is present on planet tiles now, can you make autobuild beltharian plants? Or replace as special building because you need upgraded planet HQ for it, I think.
Beltharian plants built by on good tiles option.
Swap pops impossible.
I guess I'll add it in the next version, may be also autopurge.