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Also I dont overwrite vanilla Machine World districts so there shouldnt be a problem there.
Having to do a ton of copy paste replace.
Having to rework terraforming.
Color of ring parts not lining up with others.
Color of surface matching empire color for some reason.
Cloud shadow layer not working.
Cloud layer having... Idk city lights showing up ontop of them. But not on all of them and for no discern-able reason.
Once the update is out, expect the outerbits of the rings to become a mishmash between default colors and empire colors. The rings will be connected but they will be likely be a rather mishmash looking.
Also some of the "clouds" might have ugly large yellow city light blobs show up on them as they pass.
Its gonna look ugly but it will be connected at least.
It's a fair bit of work but I'll try to get the update out within a few days.
This looks like it will be a massive undertaking. I'll try to see what I can get done v.v
Upped housing of habitat Alpha districts from 0 to 2.5
Upped housing of habitat Beta districts from 2.5 to 5
Upped housing of habitat Ceta districts from 5 to 10 (falls in line with how the ringworld housing is done)
Not only does it add fantastic content to the game, fleshing out a system that Paradox doesn't care enough about, the author is top notch.
Keep up the good work
Posting the comment here since it happened with machine world -> science machine world first, and other terraforming seems to be ok.
Only had to fix starting systems (unless something else pops up :sweat_smile:)
Either way I just went through all jobs and shifted things around changing mults to adds and consistifying it.
Most things get a buff I think. Maybe. Numbers are hard here >>>;;;<<<
I'll spam out those districts then to help burn through all this unity. More admin cap is nice when you go for galactic domination
Ah I see. I have it set as "planet_culture_workers_unity_produces_add = 25.0" That had to have been a test number. That should be something much much smaller...
They do its just they provide less than 1 so the game doesnt register it.
"country_organic_trust_cap_add = 0.0025"
"country_admin_cap_add = 0.005"
Honestly I miss tiles with this. Made it so much easier to balance (also less laggy :P)
Also it would appear that jobs in general are rather borked. I need to go through them and fix them up real quick sorry
Sorry was all over the place regarding the unity.
Basically I have a 3rd tier unity world and my networked cooridinator job roles are listed as producing 2110 unity each. So with 3 districts (30 jobs) I'm getting over 60,000 unity a month which is enough to afford a new tradition each month.
I can self limit easy enough so not a big issue but as the other jobs that give organic trust cap and admin cap are both listed as providing 0 I'm unsure if they do anything currently.
As for the unity thing I do not really have a clue. Your unity output should have dropped fairly hard I would imagine. All I got was it was still enough to get a point to spend each month though
Also my unity world had jobs that produce over 8000 unity per job which meant I had over 1M unity per month. Demolished the districts back down to 3 but even that was giving me a point to spend every month.
Any thoughts?
Don't expect an update right away but do you have plans to update to 2.3 in the near future?
Fixed now... Idr what I was doing with it that high in the first place... Maybe testing to make sure it worked but even then surely I would have known that once I created the main tech v.v
But to be honest that is NOT a bug (nor is it a "feature") that was an oversight on my part. Developer mistakes like that are not bugs. They need to be fixed proper of course but I dislike when devs say they fixed a "bug" when that "bug" was just them not thinking far enough ahead or just having their numbers accidently wrong.
Like when the patchnotes for stelly said they fixed the "bug" that was having a blank world once you terraform from a machine world to a normal world. But when I was updating this mod for 2.2 I seen the code removes planetary features when you terraform but then doesnt bother to re-roll for them once they are terraformed back. Thats not a bug, that is a mistake
Added Descriptions and Icons thank you
Tweaked events to possibly allow for proper conversion of districts. IDR if the conversion process worked proper before tbh. This might have just rejiggerd something that already worked into something else that also works v.v
Fixed Habitat Terraformation. Forgot to add the link to base Machine Habitat my bad :sweat_smile:
Gave Science Beta/Ceta worlds proper text.
Thx Biofatal Diapason
Thanks for pointing out backups bit. Ive now managed to properly create new districts that properly convert from vanilla districts.
I think.
Thats not directly related to localisation or anything but still
For some reason most if not all maintenance jobs for maintenance districts where labeled as nexusenance instead of maintenance. So worse than just broken text there was no actual job being applied
Thank you for pointing that out and corrected
Unless that wasnt what you found but I think it is lol
Now requires Global Defense Grid instead thank you again