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Planetary Eruption can be used multiple times on the same Planet, making it an Influence sink, as it seemingly increases the output you get the more you click it. not 100% sure. But using it on a Ring Segment spawns a planet there which is funny.
Creative Accounting Edict works even for species that don't use Consumer Goods, which makes it useless for them.
Transformation:
Change through obsolescence says Access to edicts to convert Nergy, Minerals and Food but only gives an edict that's called Local transformationdecision - OFF (or ON) which doesn't seems to do anything.
Endurance:
The glance into the abyss gives the Fertilizer Array but the Spaceport Module says: mod_station_gatherers_food_produces_mult: +10%
No Adaption effect.
Finisher says Jobs are increased by 1 but apparently increases them by 300 but only once. So when building Civilian Industries on a new planet: it goes from 350 to 650 but adding another doesn't go to 1150 but 850. Seems to only work once for every district and only for the first Industry you build. Also seems to work for the first City District; using Hive Mind just gives another foundry category which can't be filled. It's all sort of weird.
Tolerance says înfluence
Tower of Affinity doesn't work. You can build it, but the 500 Culture Workers can't be filled and the building itself says: job_culture_worker_effect_desc
Experimentalism:
Repeated Enquiries has mod_shipclass_research_station_build_cost_mult: -15%
Trial and Error Leader Level Cap doesn't work. 10 is still max.
Experimental Weapons Facility and University of Wisdom have no Drone Workers.
Construct Amplifier apparently adds new traits, but when biological species get it through robots without becoming machines, it's pretty much useless as it's not available for them in Template Modification.
Aspiration:
Persuasion says Market Fee decreased by -5% and at the bottom Market Fee -5% again but only decreases it by -5% total. The Unity bit seems to do nothing or is poorly worded as i couldn't see a difference.
Playing Machine gives 1 Organic Species Modification Point
Faith:
No Adoption Effect.
Mysticism:
Adoption effect should give Cosmic Ray Shields but it's the same as Robotics, 0 research, missing icon and no effect.
Finisher has no effect besides Ascension Perk.
(Hive Mind) Obelisk of Frugality only give 5 Jobs, while the other Obelisks give 500.
(Machine) Encrypted Designs gives mod_shipclass_research_station_build_cost_mult: 33%
Order:
Inner Workings gives Craftwork Headquarters which like the other Techs does nothing and has no Icon.
Malice:
Can be used by Machines and Hive Minds even though they don't have access to Neural Implants and thus can't use the Advanced Slave Processing Facility.
Robotics: (Hive Mind)
Regularity Blueprints has no effect.
Jazarian Clockworks adds the Research for Automatic Spare-Parts Industry just shows a missing icon, 0 research and no effect.
Finisher Construct Amplifier doesn't even come up with research_all.
In General, you can take this tradition even without going/being robotic/cybernetic from the get go which makes me think thats why it's all wonky as hell.
Robotics: (Machine)
Finisher now gives Construct Amplifier and has an Icon but no effect and 0 research.
Robotics: (Democracy)
Finisher Modification Points only work when finishing Synthetic Yield Situation from the Synthetics Tradition first.
The rest is the same as Machine.
when it's above your mod in the load order, the shapes don't appear until i use it's bigger galaxies like 1250 systems.
some other things i noticed: (everything was tested using only this mod, Hive Mind, Democracy and Machine Intelligence)
You can go both Robotics and Biogenesis which i think is an Oversight. Especially since when going for Synthetics while already having stuff like Biogenesis, you get organic modification points which are useless to machines.
Also you should add stuff for the Evolutionary Predators origin, since they can't take advantage from Modding Points and should instead get a modifier to their unique Adaptive Evolution Situation.