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Думаю, тоже самое для органических поселений (только внутри типа) можно реализовать, но не уверен есть ли "подводные камни".
Currentrly - no.
要使用中文(简体)语言,您需要在 Paradox Interactive 的启动器中切换设置。
The "Robotics Standardisation" edict becomes available when the following conditions are met:
1. There are 2 or more robots (or machines for Machine Intelligence) in the Empire
2. the Machine Template System technology has been learnt, which opens up the possibility of modifying robotics.
Cost of the pointer: 25 influences
https://sp.zhabite.com/sharedfiles/filedetails/?id=922791015 (doesnt really work anymore) and
https://sp.zhabite.com/sharedfiles/filedetails/?id=1962029890 (still worked fine up till now, haven't tested it with the new toxoids dlc yet but should be fine)
И вопрос: Мод совместим с теми, что добавляют новые портреты роботов? В новом слоту. Не "Машины".
Just like applying a template is done with modifying a species in the base game. As this feels very much like the same thing.
Not sure how difficult that would be but it would then have the same feel as any other species modification...Either way great mod
Now for an organic version... lol
Империя машинная. Есть оригинальная раса машин и раса роботов с ассимилированных миров.
Указа нет.
ЧЯДНТ?
Strange question, but any chance you might do something similar with same-class species if you've taken genetic ascension? Always annoys me to see two different species with identical portraits and traits that are separate lol
In my understanding, influence is used to make a decision to change the identity of robots (appearance and features do not count) and assign them to a specific species. In addition, influence is the yield equivalent of any resource.
Regarding the game log with the transformation research project, there are some difficulties here and in this case the flexibility of the function is lost. I don't know how Paradox is doing it now, besides, isn't it a waste of resources (engineering points) as with influence?
In any case, I didn't ask you to change it and I do not particularly care either way, I just said I didn't like it and I was changing it for myself. I am sovereign over files on my own computer. I can go into the files and change "influence = 100" to "energy = 100" if I want to, and I have.
On another note, I never liked that you can't give synthetic ascendants citizenship separately from artificial robots. Merging them with robots blurs the distinction even more. Considering how Paradox handles it, though, I suppose it's appropriate to merge them.
Would actually be hilarious if someone merged their founder species the wrong way, but how badly would that break gameplay? You'd still have a synth species. Only thing I could think is that it might wreck assimilation, which would obviously be unplayable.
The need to use unification appears at a stage of the game where the cost of 100 influence will not be so painful, if we are not talking about PvP multiplayer where every unit of influence (any resource) counts.
The question of whether the cost for transforming swarms into others should increase: when using influence - absolutely not, the value in influence should not increase, like other decrees for influence. When using other resources, it is possible, but in vanilla they use the size of the empire to increase, and not the number of inhabitants affected by the transformation.
Main issue, however, is that this still doesn't merge robots and synths. Synth empire still end up with synths and also synths and that's annoying as hell. You had one job.
Tbh, this merge function should be in the base game and used by default. But the devs have studiously declined to do anything like this, QoL be darned!