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Just imagining the amount of work you do makes me giddy, especially considering how many changes there were in the update from 3.12 to 4.0.
- Add missile weapons for domesticated space fauna and bioships.
- Add amoeba strikecraft and scourge strikecraft for domesticated space fauna.
- Adjust prerequisites for plasma missile technologies to account for the fact that bioship empires do not have access to regular missiles.
- Adjust potentials of some missile and strikecraft technologies to ensure bioship empires have access only to technologies they can actually use.
- Adjust reactor power outputs and re-do their inline_script (again).
- Fix issues with some archaeotech component costs.
- Fix pop count triggers.
hmm, I can see what theme you're going for, it's weird that the ship cost food only while the component cost food and alloy I guess paradox didn't want to remove the alloy production cycle for bioship, but I think that food as the main upkeep cost makes more sense than energy
@Seraph, I'm doing away with alloy costs AND upkeep instead. ESC bioship components cost only food/minerals instead. I felt like that is more thematic. If people feel like I should follow on vanilla alloy/food split cost with no energy upkeep, I'll change it.
Bioship are not supposed to have an energy upkeep at all, it's part of what makes them different .
- Add shielding armor components for domesticated space fauna and bioships.
- Add archaeo components for domesticated space fauna and bioships.
- Fix issues with some juggernaut reactors' cost.
- Fix strategic resources jobs. Again.
- Update XL armors for bioships.
- Change ai-weight code to generalized inline for armors.
- Add shield components for domesticated space fauna and bioships.
- Update list of shields that (don't) work with stealth to include domesticated space fauna and bioships versions.
- Empires using bioships are (temporarily) allowed to research tier 4 and 5 reactor boosters even with NSC enabled.
- Fix duplicated reactors for NSC strikecruisers, carriers and exploration ships.
- Fix duplicate zero point and dark matter reactors for colossus.
@IGF_HMMurdock, do you mean there is no upgrade from vanilla components to corresponding ESC upgraded versions? Or between different tiers of ESC components? The latter would be a bug, the former can be addressed to an extent by component progression submod (I've never been able to make auto-upgradeable "ships" like starbases to work quite right, but normal designs usually work)
I'll take another look at the production jobs, but I'm pretty sure the game recognizes add modifiers on baseline researchers.
Also, one more thing : economic_category for Researchers only supports multiplier, and not additions, so you may want to redirect it to... for example : Physicist for Dark Matter and Biologists for Zro.
The mod can be added mid-game, but some of the event-triggered stuff (mostly, leviathan-related) may not trigger retroactively. Adding global ship designs overwrites midgame will not not update already-existing "NPC" ships. So to get stronger enclaves / FE ships / whatever with it, you will need a new game (technically, FE have events that give them new fleets, but...)
Can we add it mid-game?
- Enable advanced matter disintegrators, tiyanki beam cannons and voidspawn missiles for bioships.
- Add vanilla and vanilla-adjacent ESC-tier energy weapons for domesticated space fauna and bioships.
- Psionic weapons are now fully usable on bioships.
- Add alternate graphics for psionic torpedoes and strikecraft for bioships.
- Update component costs for bioship versions of biological, crystalline and psionic weapons.
- Fix a bug with certain torpedo-sized weapons being available in the mauler G slot.
- Enable most armors for domesticated space fauna and bioships.
@姬红颜 , component progression overwrites tries to merge vanilla tech tree and its ESC extension. you can find the link up in the description
I did a temporary fix on my own playthrough where the Culture Nexus simply creates Bureaucrat jobs instead.
If you want to know what gets merged with what, you can check the entries in pop_jobs folder. I will say that most of the replacements are Bureaucrat and Politician jobs.
unfortunately, the mod is just a bit too expansive to fit the entire tech tree on a single image that steam is willing to accept. There is a size limit to images it will let you upload.
- Add ESC-tier sensors for domesticated space fauna and bioships.
- Add ESC-tier FTL-drives for domesticated space fauna and bioships.
- Add ESC-tier thrusters for domesticated space fauna and bioships.
- Add ESC-tier reactors for bioships.
Not gamebreaking unless you're a virtual empire, which causes your population to implode due to pop creation loop
And yeah, 4.0 did break quite a few things. Especially in relation to jobs. Ship components as a whole managed to get through the update relatively painlessly. You can actually run legacy components with little issue, with most problems being related to said component being potentially available where it makes no sense. But new options make a lot of interesting things possible - on-hit effect for weapons, non-aura-based buffing/debuffing, etc.