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
Slight changes made apart from being made up to date:
*Master AI ship now slower, has slightly less health and has a lower regeneration rate
*The Master AI revolt now has a much lower chance of happening until much higher intelligence levels, so you will have the benefits of it for many more years
Main mod
Lite version (for compatibility)
Civics only version
Vanilla overhaul submod
In terms of news, the new mod will likely be good by Friday, and the modpage will all be set up on the Saturday, not exactly sure what time, but sometime later in the day likely.
I have more plans for this, and I really want to work on a bunch of new ideas, and also integrate all the great ideas you guys have, like in the suggestions thread.
I sincerely thank you all for your patience and co-operation, and I hope that we can all make this mod better than ever before! I will send a message here when the new version is up, and I will request ElectroHelal to upload a patch here which adds an ingame event to inform people of the new mod (which can be disabled to prevent annoyance ofc).
-MadeinCanada10
(2/2)
Now, I fortunately plan to return! First of all, the mod needs to be up to date with the current version; I believe it is mainly compatible as of now, but I am sure there are a few issues, so please send those issues here in the comments so I know what to fix.
The new version will be ready soon, hopefully before next week, I'm guessing Saturday/Sunday.
Important! The new mod version will be on a different modpage, and will go under the name of Empires Expanded (a more fitting name I think). This is because ElectroHelal is the original uploader of the mod (before I had Stellaris on Steam) and so I cannot upload patches myself. This transfer will allow me to more easily keep it updated.
(1/2)
(I noticed when i played has a megacorp with technocorp that i had access to the other trade policies before i unlocked them in the tradition tree)
Never again. Unless i find the joy in trolling MP games...
I wish you all the best luck that can be afforded by a stranger's typed words. Seek out your family and closest friends. They are gonna be a big help <3
Sorry for disappearing like that, I will hopefully return soon.
(2/2)
(1/2)
Didn't think about that while making the update, so I'll make some sort of alternative to getting the tech
@commandermerik I'll check out the numbers for the rebellion, it should not have happened that early, how many planets did you use the decision on? The other rewards for defeating went to the fallen empire, I'll either strengthen the Master AI against FEs or make it not hostile towards them as to make it harder.
Either way, I plan on working on the Master AI more anyhow.
CommandZomb Ah, I didnt account for that! I'll add an event chain of some sorts to restore the world.
Sorry for any unanswered issues and the like, I have just returned from holiday
So yeah... I'm not taking that perk ever again.
________________________
Error at line: 90 column: 1 file: common\scripted_triggers\02_emex_scripted_triggers_planet_killers.txt.
Please report this error to the author of the mod: Civics Expanded+.
Error message says:
Error in common\scripted_triggers\02_emex_scripted_triggers_planet_killers.txt:
Ln: 90 Col: 1
}
^
Expecting: end of input or statement
______________________________
Error at line: 1886 column: 1 file: events\emex_master_ai_events.txt.
Please report this error to the author of the mod: Civics Expanded+.
Error message says:
Error in events\emex_master_ai_events.txt: Ln: 1886 Col: 1
}
^
Expecting: end of input or statement
_______________________________
Error at line: 157 column: 1 file: events\emex_master_ai_actions.txt.
Please report this error to the author of the mod: Civics Expanded+.
Error message says:
Error in events\emex_master_ai_actions.txt: Ln: 157 Col: 1
}
^
Expecting: end of input or statement
So that all are aware of the new modpage, this modpage's name, description and comment will have notices about the new mod. But I know most people don't constantly check out this page, so I'll also include an event to pop up to inform those with this version to switch.
While you subbed to this modpage migrate to the new page, ElectroHelal will try to keep this page also updated as best he can for a period of time, though this will eventually stop when most have migrated to the newer version.
I know this is irritating and I apologise, but this is the only way this mod can continue being continuously updated here on Steam, as there is no option to transfer ownership.
Thank you for co-operating.
As such, I plan to make a separate modpage, one that I control meaning that I can upload the files for updates myself. It may be annoying to transfer all of this mod's subscribers to there, but it will be much better for all involved.
This is only a plan for now, but I will do it soon hopefully. Remember that you can download the updated version on ModDB in the mean time, though it takes a bit longer: https://www.moddb.com/mods/civics-expanded/downloads/civics-expanded-134
A bunch of the perks are things like "Each member contributes 25% more to the federation fleet" and "Gain unity based on fleet size"
but the only fleet size you can select is "None", so those perks are completely useless