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splinter colony ver 2.2 patch
I wish Aequinoctis would not mind my update and my update revive this mod.
I'm playing a custom human race who use mammalian for my graphical culture , but when the colonies show up, they are using the new humanoid set.
Is it suppose to use your custom races graphical culture, or am I getting this due to how PDX changed humans around to use humanoid rather than mammalian ?
It's not that big of a deal, I can always RP with it. Due to losing communications, the colony would develop differently from us.
Just wanting to make sure it wasn't a bug in the first place.
Also, if I wanted to change this to reflect my ship set, what would need to be changed? If at all it could be changed.
Once again, great mod. Loving the sotry behind it and can't wait to see how it ends up. Will they be friend or foe to me? I dunno, we'll see! hehe
Thanks
They are also affected by every Happiness bonus/malus that's supposed to only hit organics.
@Aequinoctis I've met a rather interesting bug in my last playthrough and can't imagine what other mod causes it.
I've used the "random splinter" start and met a materialist FE which gave me a synth pop in which they saved the crews consciousness. This pop is treated as a robot in most cases (modifing, rights, has upkeep) but it has some weird interactions.
It grows like "normal" organics do, as long as there's space on the planet, getting bonus to growth from food but not from other growth speed modifiers (I have nothing increasing robot buildrate to check this modifier).
It also doesn't migrate on its own, so it's a robot that way again.
[JP localize patch]Splinter Colony
Note: this patch overwrites english .yml files, so original (english) text is unavailable while it is active.
I have updated the splinter_events_setup file as suggested.
May I upload my Japanese localized patch?
Aside from it, I found some country name will be English always.
If player empire is human portrait and sprinter colony is militarist, its name will be changed to "Commonwealth of Man". Even if I didn't select English or my .yml file tell other name.
Would you like to consider to modify line 893 in splinter_events_setup.txt?
Changing "Commonwealth of Man" to "EMPIRE_DESIGN_humans2" will work.
Thanks you in advance.
@MasterOfGrey: Thanks, I will test that out.
@Tavmminqat: Adding in support for Mechanist and some of the other civics is also on my to-do list.
I believe there's an option you can put in the file that will prevent these from appearing on the selection list in empire construction. If you are spawning it specially I think the "usage = custom_empire" line can just be removed and that should achieve the effect.
Contacted Government Overhaul modders about the 'format.slavers.1' error seems GO is causing it.
Encountered a second problem: the Hyacinth Merchant Tribe, which is the last Splinter Colony, who seemed to take place of one of the Merchant Tribes in the game, is not contactable through communications. I can find them in the Contacts screen as 'Other' empire, but the window closes as soon I try to contact them. Are they only able to communicate through scripted dialog?
@Torto: I was happy with how the ambassador character worked for telling a story (especially coming up with various dire fates for them), so if I do another diplomacy-focused mod, I will likely use it or something similar again.
@Kepos: I don't think the "format.slavers.1" error is me. An authoritarian splinter colony would normally get assigned the standard "Despotic Empire" government type, and named accordingly (using the name format "format.imp_gen.1", etc.). It sounds like another mod created a custom government type to apply to slaver empires, and created a name selector for that government type, but is missing the localization for it.
I encountered 'format.slavers.1' as name of the first encountered Slaver Despot splinter colony. Probably it is caused by one of my +90 mods I'm actually running with your mod? Playing with English version actualy, so localization shouldn't be the problem.
Great idea with '0 cost trait' as a switch for the mod.
As for starting systems, well...
First of all, I'm a great fan of Planetary Diversity , which doesn't provide systems, but more planets to choose from. Then one could search for Massive Sol System , which is fantastic in combination with Colonizable Home Systems Revieved .
..part 1
Not tested yet are 2 new ones: 2018 Detailed Sol + Starting on Mars , planned for next start.
Enjoy
@Aequinoctis: Happy to help. Also if you wanna approach Kepos idea:
It might be possible to use a 0 cost trait as a switch. They don't take up any costs, can be restricted to no AI and can be checked on by a day 1 event to trigger the chain.
One question left: Would it be possible to see a version that doesn't base on the two offered (Splinter Colony) starting positions? There are some fine mods out there, which offer some quite interesting systems to choose from. I understand, that you need a ... 'switch' to start the mod, but probably it could be done other way to allow the use of other starting systems. Thx!
@ShadowDragon_79: I'm not sure how it works if it tries to spawn multiple empires with the same custom initializer. From a few tests just now, it seems like it stops the custom AI empire from spawning altogether if it is using the same custom initializer as the player.