Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I indexed all the files containing "planet" in GAI's /common/ (I didn't scan every line though) and the only files I found that seemed relevant were "...triggers_buildings_ai.txt" and "00_colony_types.txt"
I'll maybe keep looking. Cause until next patch, ultimate ai still works
districts_good_energy = {
planet = {
OR = {
has_modifier = hazardous_weather
has_modifier = divine_algorithm
has_modifier = energy_relic
has_modifier = gas_rich_planet_fo_realz
has_planet_flag = buildings_good_energy
}
}
}
You should just have to apply the good energy planet flag to the planets that have the relevant modifiers, it would also be more compatible with other mods afaik.
And sorry for making the messages appear out of order oops
That's what you did with the vanilla modifiers
However , it's still not updated to the current version of New Frontiers. But at least it'll work again with the old modifiers.
I couldn't find anything for research modifiers so I believe he removed them.
Does this mod also work with the „test“ version of Glavius mod ? (that is the one which builds on the rolling beta)