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Credits given to the authors where due, but there hasn't been activity on their part in forever, so here you are!
http://sp.zhabite.com/sharedfiles/filedetails/?id=1321563947
Simply put, find the file '00_on_action.txt' in both the following locations:
[MAIN_STEAM_FOLDER]\steamapps\workshop\content\281990\919110572\tbukv15\common\on_action\00_on_action.txt
and:
[MAIN_STEAM_FOLDER]\steamapps\Stellaris\common\on_action\00_on_action.txt
Then its just a matter of copy and paste the file from the Stellaris to the mod. The only issue I can foresee is that the event chain about picking whether to get the mining or growth bost may not activate as I think that file trigures it and I cant find the line that effects it. which either means I've missed it or its not there. Need to find out from @xl Zema lx what he edited in there. That should fix it... maybe... need to test it.
allowed_archetypes = { BIOLOGICAL }
Add this to the file 'the_belt_00_species_traits.txt' just below 'cost = 1'.
You should find this file in:
[MAIN_STEAM_FOLDER]\steamapps\workshop\content\281990\919110572\tbukv15\common\traits\the_belt_00_species_traits.txt
@kwheeler: I'm sure the machine race glitch is a similar problem (just one line along the same format but with MACHINE instead of BIOLOGICAL, but havent found it yet.
Unfortunatelty these changes conflicts with Real Space. Much Sadness.
I know this isn't really a Belter issue... I miss the option to colonize barren, barren_cold and frozen planets ei. Luna and Mars before learning how to terraform them.
My logic is that mankind can live in the void of space (and the belt) so can man live on planets with no atmo.
I've tinkered with a simple mod which just added 10% habability for these planets to all hab-traits. That allows for colonization (if you get that % up to 40) by picking 'extremely adaptive' trait and research or pick the right traditions. It's not a good life on that barren/cold world for the settlers, but it's possible none the less.
But I can't implement graphics or fix compatibility with this great mod. I'm not much of a coder.
I wonder if that might be something you'd be able to and want to implement. Also, I should probably post this in suggestions thread as well.
Thank you!
Oldstead
[trigger.cpp:453]: Script Error, Checking trigger against an unsupported scope!
Event: asteroid.4
Location: file: events/belter_events_new.txt line: 71
Trigger Type: has_planet_flag
Scope:type=country
id=3
random={ 903078783 903078783 }
root={
type=pop
id=16779164
random={ 903078783 903078783 }
}
from={
type=pop
id=16779164
random={ 903078783 903078783 }
}
prev={
type=planet
id=590
random={ 903078783 903078783 }
root={
type=pop
id=16779164
random={ 903078783 903078783 }
}
from={
type=pop
id=16779164
random={ 903078783 903078783 }
}
prev={
type=pop
id=16779164
random={ 903078783 903078783 }
}
}
Line 71 reads "has_planet_flag = pop_modification"
Any thoughts?
http://sp.zhabite.com/sharedfiles/filedetails/?id=738611313
Which file is used to determine the percentage of habitable asteroids ?