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Rapportera problem med översättningen
Also, ESC NEXT does not use custom resources anymore and that helps AI.
https://sp.zhabite.com/sharedfiles/filedetails/changelog/2648658105
Also says they changed economic plans too, so, I thought that sounds like something the AI would need to know about. That's why I ask.
observe
save_detail_ai_build_plan
debug_ai
debugtooltip
(wait a month and hover over building slot to check what resources AI wants).
StarNet AI has very high weight and will probably always be used before ESC NEXT one. You can ask NHunter what he expects of his economic plans so I can incorporate adjustments into StarNet (although StarNet AI should produce enough rare resources).
If there are any further issues I'd suggest contacting ESC author and me on Stellaris Modding Discord.
StarNet is the least of your worries, just allow it to be overwritten. It's probably the other mods fiddling with components.
Economic plans have no bearing on components usage, they dictate what resources AI wants, and ESC NEXT does not have custom resources.
Use ESC NEXT which does not require this patch. It is a continuation of ESC by the same author.
Other mods might break ESC NEXT too if they add components themselves.
is this patch still needed?
I had a look at what it changes and I'm honestly in conflict since it does seem to add stuff that are probably needed for ESC to work correctly but, on the other hand, it removes some lines from StarTech that I believe are still needed.
Specifically, I'm talking about all the differences in:
\common\economic_plans\02_economy_crisis.txt (early_crisis_plans, early_default_plan, _2, _3, etc...)
-and-
\common\scripted_triggers\str_techtriggers.txt (reroll_society)
Can you clarify?
thanks
Just a quick question: Does this mod still compatible with ESC: Next at it's current version?
Those finding their AI aren't using ESC-Next tech are having conflicts somewhere else.
tried new games, resubbing all that stuff, i have the same result
I think ESC next should be working fine even without the patch. So simply put startech/starnet on top of your mod order, ESC below and no patch is needed.
So if you were waiting for an update, feel free to try it out.
That said, yes, Lithoids have a higher draw chance for the tech. It only really shines early/mid-game and there are trade-offs for it. It gets overshadowed by other options later.
the living crystal shard-launcher seems op, above-norm dps/range/hit-rate while being able to be stacked like crazy due to not having (major) weakness's.....am I missing something? is it lithoid's only or I'm getting lucky getting the tech for the living shards early (twice in a row even)?
thanks.
(or I borked load-order/something? please let me know if I'm alone on this)
(my load order is SN/ESC/this /ASB/real-space+3x/MEM/giga/guilli's planet modifiers/mid+late crisis manager/ACE (patchs/compatability/etc thrown around/between)........possably messed something up as this is first time I combo'd so many mods together but SN seems to be working.....).
btw:
I know modders can't fix the combat-AI's issues...but I am curious: any idea why the AI *doesn't* try to combine its fleets more? it clearly does at least SOMETIMES so it *can* do it.... it is occasionally a good thing for it of course...but still....
Not sure. I don't think it is needed, it should be working well even without the update. I will probably update tomorrow though.