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ExOverhaul: Robots and Machines
   
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1 out. 2017 às 6:13
18 jan. 2018 às 7:15
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ExOverhaul: Robots and Machines

Numa coleção por ExNihil
All ExOverhaul Mods for Stellaris 1.9.*
9 itens
Descrição
ATTENTION: This mod is currently being reworked. It will be republished in combination with ExO traits, and remain in a legacy version for 1.9.

What does this mod do?
The TL;DR version is that it overhauls robotic and machine pops, their traits, and some of their civics. At the same time, this mod reduces the restrictions on spiritualists and robots, and rebalances the materialist robot attractions. For the non-TL;DR version read ----> the CHANGELOG.

Important Info
If you'd like to report a bug, request support or participate in the modding process, please use the ExO discord server[discord.gg].

You might also want to check out the other ExOverhaul Mods.
Discussões Populares Ver todos (1)
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1 out. 2017 às 6:19
AFIXADO: Changelog
ExNihil
42 comentários
ExNihil  [autor] 30 jan. 2018 às 23:58 
The issue is your lack of robomodding points. Only MEs start with points.
Akkadian 4 jan. 2018 às 14:14 
Ok thank you. What about being unable to build anything but basic robots?
ExNihil  [autor] 4 jan. 2018 às 13:38 
Yes they are meant to work together, see this link: http://steamcommunity.com/workshop/filedetails/?id=1185689638

Also thanks for the bug report - i'll check this out as soon as i can (working on the new mod beta).
Akkadian 4 jan. 2018 às 10:43 
I am having the same problem of only being able to build basic robots. I spent hours trying to figure out which mods are conflicting or causing this.

One thing to note, in the Exoverhaul suite you have an addon titled "Reworked buildings and AI" and another one "Technology and AI". Both seem to modify the AI, do they work together?
nightmare.fueler 14 nov. 2017 às 15:30 
Oh, don't worry, I already did the edits. What I would say is that you should instead increase build time for robots (Maybe Synths have Vanillla build time, while Robots and Droids have increased build time), while leaving Droids as colonizers. That way, you can still colonize planets and expand, but be at the woe of slower colony development. Otherwise, if you are surrounded by sub 40% habitability planets you wont be at the risk of being severely gimped for mid to late game.

You could add a technology(ies) that speeds up robot build speed (post Droid or Synth) so that the default build speeds aren't a pain mid/late game. Just suggestions. In the mean time, I'll just do my own edits.
ExNihil  [autor] 14 nov. 2017 às 15:02 
You can easly change the mod if you like or make a sub-mod. You need to copy the mod zip from where stellaris stores it, to you mod directory (look in wiki). Upack it including its directory structure and make sure the .mod file is present. Then in the mod folder open common\buildable_pops\00_buildable_pop.txt with notepad++ or atom and change the field pops_can_be_colonizers = no to pops_can_be_colonizers = yes under buildable_robot_pop_2.
ExNihil  [autor] 14 nov. 2017 às 14:59 
Well, my reason was to make robots less OP but more interesting. Part of it was to make it more challenging. For example, habitability is too easy to bypass in my opinion, so I try to make it universally a bit more difficult. I won't change this for now.
nightmare.fueler 14 nov. 2017 às 11:57 
So it was intentional? I would ask you to reconsider it then. I know it would be hard to balance out every single playstyle, but I am currently playing a Materialist Pacifist and my species has low habitability, so expanding is difficult to begin with without the use of robots. I guess I can somehow get Xenos. I don't see how removing droid colonization helps with the balancing anyway, but I assume you have your reasons?
ExNihil  [autor] 14 nov. 2017 às 7:17 
indeed, I must have forgotten to put it in the changelog.
nightmare.fueler 14 nov. 2017 às 6:34 
It wasn't mentioned in the changelog, but did you intentionally set droids to not be able to colonize? I noticed I can't create a droid colony ship like you can in vanilla.