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Unfortunately this will take some more time, hopefully I get better so I can use my main computer, but it seems I am not going to able to finish it today or tomorrow.
Yes, these reactor things were/are really buggy that screw up a lot of things. Initially I was not planning to completely relace NSC reactors, but for some reason mines from this mod and theirs never play along well.
I will try something else, trying to update this mod by end of this week. Sorry for no update.
...
I mean, if that is the solution, it would be better to make dragon armor and all of engimatic fortress stuffs researchable anyway for all.
I don't know man, I don't know, this method is definitely going to break a lot of compatibility issues with mods that changes guardians.
1) I tried to make my components to skip those guardian parts, then suddenly the game treated vanilla components and this mod's components as separate stuffs (even if I put proper upgrade paths using 'upgrades to'). Despite it is available, the AI won't update ship design with new one because those components are 'different' and won't use it at all. This is found during actual playtesting. If just use console command and grab all technology at once, it works, but in actual game-session it is broken.
1) breaks auto-build regarding newly added components.
2) Also AI have significant problem using components and upgrade path when they have no access to enigmatic/dragon stuffs.
3) Which also causes problems with starbases.
See, like 99% of the time AIs won't get enigmatic/dragon stuffs, so either I fix this issue, causing almost all of AIs having problems using components, or AIs having no problems but a player is forced to use non-auto-build ship designs.
Well, the choice is rather obvious.
Crystaline plating is not the one causing the problem, dragon armor and enigmatic are.
I am sorry but I have not found better solution to this problem.
I eventually found some methods, but unfortunately those involve in overriding bunch of NSC files... and I am having quite a lot of work on just technology file and reactor file already, so it is not viable long-term solution.
I mean, if what you said is correct, then this mod would had problems with ALL stations from the first place, but it seems the bug only affect that big station added by NSC.
Not to mention some vanilla weapons do not have AI weight tags at all. For instance bombers and fighters do not have any AI weight tags, only rely on 'upgrades to' function.
I'm no expert but it might be AI weighting issues.
It is not that hard to get it, so working on Physics research!
I am afraid you have to start new one.
Thank you for the mods btw, neat stuff :)
So i say sorry ^^ was not your mod , but thanks for answer.
1. Verify Cache of the game.
2. Nuke stellaris workshop folder (it's steam/steamapps/workshop/content/281990), and unsubscribe mods then resubscribe to force steam to re-download the mods.
Also it helps if you completelty remove any unuselected mods (because currently the workshop is so bugged that the game launcher may load unselected mods.) It is getting progressively worse on workshop situation.
See this helps. This will also stabilize your game a lot because workshop frequently fails to properly update subscribed mods.... too frequently.
All Enigmatic Technologies (Clean)
Designable Ion Cannons
[Balance]Colossus Weapon Cooldown
KUROGANE 2.0 ships and stations
UI Overhaul 1080p Plus
(-NSC2 Season 1 - Episode 1 - v1.0-)
!Advanced Ship Components (for NSC2) (2.0+)
Actually these regen numbers will be buffed in the next patch because they are incredibly weak, not to mention now ships cannot ever regen during the battle.