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Ilmoita käännösongelmasta
- Add Wave-Motion Guns, Chrono-Vortex Cannons and Arc-en-Ciel Cannon for domesticated space fauna and bioship.
- Add kinetic weapons for domesticated space fauna and bioship.
- Add psionic torpedoes and strikecraft for domesticated space fauna, update resource costs for psionic components.
- Update resource costs for sensors, thrusters, ftl dirves and combat computers.
- Update resource costs for crystalline components.
- Update resource costs for energy weapons.
- Fix Stinger tier 4 swarmer missiles being assigned to wrong component set.
@DisasterAhead , maybe.... ESC only adds projectile GFX as far as visuals go. Those might not scale properly in all cases by themselves.
Or does it not matter?
- Add point-defense weapons for domesticated space fauna and bioships.
- Add tooltip to standard bioship armor componentss to show that they do possess some armor regeneration.
- Update resource costs for archaeotech components.
- Update resource costs for armors components.
- Update resource costs for biological components.
- Fix missions weapon_type_space_fauna tag for biological weapons for domesticated space fauna.
- Fix a bug that caused archaeo PD weapons to be available for weaver bioships.
- Fix a bug with L and XL nanite-augmented dragonscale armor for domesticated space fauna being allowed only for countries using bioships.
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.