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Not a big deal, still having a good time.
This is ultimately what it should look like this with Psionic, Cybernetic, and Genetic assimilation: https://app.screencast.com/pAvzhxwsyvrEL
Is that similar to what you are seeing?
In this case I invaded a Hive pre-FTL after already taking Psionic and Gene traditions.
The reason displayed says
"Not possible due to:
X Hive minds can not develop psionic powers"
In vanilla they would just be a plain pop without psionic after Hive Dislocation. With this mod I figured I could then assimilate again to make them psy and/or cyber.
Of course I have several mods in play, but I'm not sure how to test this with only this mod, as I'm not sure how to force a hive empire to spawn next to me. It's possible it still works if psionic (and probably cybernetic) traditions haven't been taken... but, how to test??
Probably not this mod that's the problem; does this mod account for Hive Dislocation, though?
"Lithoids can pick the Agrarian Idyll civic, but the benefits are still applied to farming districts."
huh???
Cheers, Red
For other mods, it's possible for users or other modders to patch with this mod's variable.
I wasn't able to find the other mod you mentioned - if you link it, I can check what it does. For now I added built-in support for UIOD tradition/AP submods - they define their own variable.
Also, on your tradition slots conversation, ArutamSartek is using a similar function to for slot count, but somehow seems to be dynamic or is pulling info from somewhere. Might be worthwhile checking out his merger mod to see what he did??
Ahh, took me too long to type this, you've already updated one of those dependencies!
@Patient Yes, in 3.6 I regularly filled out 64 thanks to Orries submod, and that was not enough by about 20. I eventually started using the one from Tidy Traditions that give 127/128 tradition and ascension slots. And yes, I'm a Tradition"al" nerd.
I'm sticking to 16 cus 32 would leave too much blanks in my game set-up (the only mod I'm using ATM that adds any new traditions is Gigas with their 3).
I used to stick to vanilla 7 but then I got bored of maxing traditions by mid-game point or even before mid-game point, and decided that adding more tradition slots to fill was the best way for dealing with that boredom. (hell of a lot more fun than stacking ascension tiers on planets)
Might end up adding still more slots (and more traditions this time, cus it doesn't look like 16 are enough for a long haul either. And I'm not even making specialised unity planets. Gees...
Might have something to do with playing psionic necrophages lately... <whistles innocently>
(on every planet Monument + Psi Corps + CoE/HoA, feels like I'm drowning in unity at times)
@anyone else do you use more that 48 slots ever?
It is frustrating that this can't be resolved in a way that is best for everyone. For my mod philosophy, I target the base game with enhancements. Which is why I've stuck to the original limit of 7, but I left the door open for extremely straightforward compatibility. I know that I referenced PD and Gigas before, but they are a good example of this too: they have triggers and other ways for other modders to use to build in compatibility for their mods.
I could publish submods, but I have no idea what common "sizes" of traditions slots are. If users could link which mods they are using here in my comments section, I can easily create and upload a 1-liner submod that will make both the tradition slot mod and this one work together.
If it's only between a pair of mods and not 3 at a time as I though it was, then what's the problem with building that compatibility entirely on ascension perk mod's side?
AFAIK most tradition slot mods come in “packs” one author making several version, AND they are all tied to some kind of UI modification (because vanilla UI doesn't have the means for displaying more than 7).
So it follows that mast majority of them would have to expose their size “setting” as a variable at some point.
For example the one I'm using has:
NGameplay = {
TRADITION_CATEGORIES_MAX = 16
}
Can't variables like those be grabbed from your end?
For some reason I was sure that vanilla check was looking at perk slots not tradition slots which felt weird but I thought “there must be a technical reasons for it if they are doing it”.
But they're not doing it. There are no technical issues there. Both it and your mod check the number of taken tradition trees.
If what I though was actually the case then there'd be serious issues with mods that just add the perk slots in the mix. But it's not the case so there shouldn't be any.
So disregard what I said about 3-way cooperation. It's a 2-way one.
Still don't think it's a good check to keep, but it's only about 66% as bad as I thought it was.
Don't get me I don't think that editing file text file is particularly hard. But:
A) That's steam workshop we're dealing with. Last I checked it doesn't support user configuration files, every time you update they'll have to re-do it. And,
B) You're expecting users to read your instructions and modify a file because you're expecting other users to not read the game's own instructions and take a perk in a rare scenario in which it is useless.
You're... what was that saying again? putting the carriage before the horse?
Sorry I'm bugging you. I'll stop with this.
One is that I've read the comment thread of many similar mods (and consider yours to the best of them btw). I don't remember a single complaint in a mod that disabled that check about the check being disable. However IIRC every mod that left the check in had at least one person reporting being unable to take perks because of it. This is why I'm so sure that the check does more harm than good.
Cheers, Red
Did anyone cooperate since then?
At least flip it around - disable the check by default and re-enable it if some flips your compatibility trigger. That way you can keep the check if someone actually does use your variable, but not give users any trouble otherwise.
Or you could also let users set that variable themselves though event at the star of the game.
The perk slot mod I'm using does something like that.
I'm truly sorry if I'm being annoying... I mean I know it's your mod to do with as you please, it's just... It's a pet peeve of mine. I can't stand it when people are being unreasonable. ... Yeah, I know, not a fun quirk to live with.
Greatswizard was an example of this. He had the slots, but could not use the perk and will not be able to unless he either changes from your mod to someone else's or changes to a slot mod that actually uses your set-up variable (if there even is one, is there? ).
I'm not against cooperation but you'd need cooperation on a global scale for this in order to avoid causing problems for mod users. There's only one PD, and one GIGAS, so it's reasonable for their authors to set up specific compatibility triggers. There are buckets of different tradition slot mods, ascension perk slot mods and ascension perk mods. You can't honestly expect all of their different authors to spontaneously agree on the same common variable to use. And for what? For the sake of one measly fool-proof check?
It is fair to assume that other mod authors might like to support this mod, or that mod-users can fill the gap. And I made the process as easy as possible by providing a single script_variable to overwrite, and provide detailed instructions both in the mod description and in the code. No need for functions of anything, it's one line of code in 1 file:
common/scripted_variables/zz_my_mod_name.txt: @assimilate_all_the_pops_tradition_categories_max = 15
(change the 15 to whatever number the expanded traditions mod supports)
FWIW, I code in support for other mods, such as Planetary Diversity or Gigas, to my mods. And I add support for other mods when users request it, if possible.
Also I meant to say "ascention_perk_slot-related".
OR we could do it the sane way and just let the user himself count his own bloody tradition slots like a responsible adult.
Obvious choice IMHO.
@greatsword
Pick your ascension perks earlier or use different mod that removes this restriction from vanilla.
@corsairmarks
Stop expecting every author of every ascension_perk-related mod out there to play along and just remove that restriction altogether.
Pretty please?
Barely worth it in vanilla and a total nuisance for a modified game.
If you have any combination of mods that lets you either have more ascension perks or more tradition slots it becomes a headache for 3 different mod authors to share.
To actually know "how late is too late?" you have to be responsible for the code in both the tradition slot mods and the extra perk slots mods the user is using (and invoke some kind of interaction between them because those come in many versions EACH).
But to actually remove the restriction you need to be responsible for the tradition mod(s) the user is using.
I am able to assimilate non-hive-minded Pops into a hive mind with only Assimilate All the Pops! active. Check that none of your other mods overwrite citizenship_asssimilation. Screenshot: https://www.screencast.com/t/kncAh1pJg0s5
can_harvest_dna = {
It's adjusted now - all regular and hive empires can harvest DNA regardless of ascension path, and so can Driven Assimilators and Rogue Servitors.