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And yes, I'm still on a break, and yes, I still want to come back.
before I thought it was a vanilla bug, but after re-reading the body of what this mod adds, I realized it's probably a bug caused by the relativistic modification you added. well, it's probably still a vanilla bug, but only appears once you add in relativity.
I will be back though, when the time is right and my head is clean.
Sol has taken a few breaks before - just like I have with Rising Stars. Just... be patient.
Please rate and favourite the main mod on this page to show support, since the file below is just a copy.
The mod has options for 1 or 5 population at a time, but I've made an edited version that changes that to 1, 3, 8, and 10 at a time.
It won't update automatically with the main mod, and you'll need to manually unzip the file into *\Steam\steamapps\common\Star Ruler 2\mods
It should look like "\Steam\steamapps\common\Star Ruler 2\mods\Shores of Infinity - Mono Edit" once you are done.
https://www.dropbox.com/s/blvk7d4m6079q7h/Shores%20of%20Infinity%20-%20Mono%20Edit.zip?dl=0
"Mechanoid MAss Producgtion"
https://steamcommunity.com/sharedfiles/filedetails/?id=415373322
I got carpal tunnel syndrom and loosing that mod would be a bummer so the question is if it is compatible as i saw you also tweaking the meachnoids.
Have a good one:)
only mods I'm using are this mod and more trait poinst (https://steamcommunity.com/sharedfiles/filedetails/?id=876300201)
only edits I made were to the gamerules file to allow access to all secret projects
also I can't seem to break my fleet at all with going over lightspeed, it's -just- the destroyer that breaks the light barrier lol
I'll upload my save in a second
so I build the destroyer and tell it to head to my opponents and... several minutes later I wonder why it's not there yet. I go to check and it's in the middle of empty space. it was trying to go to the wormhole gate but instead accellerated so fast it ended up going 1.05x the speed of light and slingshotted past it. and for some reason it can't really slow down once it goes past the speed of light. so the ship is utterly uncontrollable. notably, once it does get below the speed of light, it quickly stops moving, so I think the thrust just simply isn't working once it breaks the light barrier
In the future I think I'll just switch over to playing as the AI and have them give up the planet.
I'm not too keen on simply preventing from spawning support ships under siege. That defeats most of the purpose of defense reserve and patriotic surges. It will also break things (like using aforementioned actions and wasting resource with no effect) that I will have to fix as well. It will also break the AI. I'm more in favor of preventing support ships from breaking siege itself, up to a certain threshold depending of the strength of the attacking fleet. As for troop invasion... Well, I smell a complete overhaul coming. Ugh.
The description of broadcast antennae is pretty misleading, but indeed, that Propaganda status only reduces pressure. Troop invasion is also canceled by support ships. Any kind of loyalty loss is interrupted as soon as there is at least one support ship in orbit, whatever the size. And this is the very first check in this process. This... makes no sense.
A planet under siege cannot build and spawn support ships from defense. The AI however can use patriotic surges (not defense reserve, or the code for this is very well hidden). This is vanilla.
Another thing is that lost loyalty is not regained instantly when a siege is broken but over time. This means that in the case we're discussing, the planet should eventually be taken over at some point.
The best solution is probably to prevent defense from spawning ships on a planet that's already under siege. I figured that would already be a thing in vanilla, but I can find very few other explanations for why SoI's AI would be doing it. (I don't think it's smart enough to use defense reserves or Patriotic Surges, is it?.)
In any case I'd be grateful if you could share a saved game, I most probably can tweak that. I'm not a fan of this 'spawn 1 tiny ship, send your multi-million strength fleet back' behavior.
As for the beta, this is mostly because I don't focus too much on balance for now, though I do try to keep the game somewhat balanced. I keep adding things that turn the game upside down with each major version so balancing more than I do is a waste of time until I use a scalpel rather than a hammer to shape this mod... Aside from that I think it is starting to be pretty mature now. Actually there's more done than to do to reach the 1.0 milestone :)
also, "neverending beta" wait this mod's still in beta? lmao. hey at least you're constantly working on it lol
I'll probably pick up the game again soon. glad to see you're still around, m8