Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
@君の名前 I added a quick patch for
Ultimate Weaponry (Lite) . Note that it was much easier to just modify my existing patch for standard than to rebase off the 3.14 version of Lite: i.e. you need to put the new patch after the base Ultimate Weaponry (Standard). Lite and Standard have all the same techs/components/armies/etc. so I just had to change some values.
If anyone wants a patch for Restriction Break that would be a bit extra effort as there's new techs and assets in it.
Importantly, I made a slight change to utopia infrastructure to align it better with other planet changing decisions: buildings and districts will now be validated after triggering or abolishing. This prevents some issues (and exploits) that can happen with certain combinations of decisions. Note that this means your utopia districts and any contained buildings and specialisations will now be destroyed if you use the abolish decision. .
@Kedi, I've tested on 4.0.15 and things work fine for me. Things should also always be save compatible unless I change something major, in which case I'll mention it. A blank event pop-up will likely mean a corrupted event file, either from vanilla Stellaris (in which case verify file integrity) or a mod. You can get the event ID using the debugtooltip in the tilde (~) menu. Might be a vanilla event, might not. All events in this mod are trigger-only, so they should never cause spam.
@Kedi, should be fixed. I ended up just doing a pass to swap out any remaining noble/ruler job types with politicians. In 4.x they should automatically redistribute based on which specialisations you have unlocked.
Now, I've noticed a bug i think, playing as a technocracy and the Intelligence Laboratory creates a separate Science Director Job