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Yeah, you can just bump the version number in .mod file to remove warnings.
But as ton of things changed since 2.1 - whole new planet/pop/economy mechanics, archeology, etc - pretty sure lots of icons techs will need to be re-labelled.
You can do it via ImageMagick tools like I did (described in last paragraph of info text) or use whatever other tools like paint.net or photoshop, if you want to update and release proper version of it.
It's a very simple "icon replacement" mod, one doesn't really need any tech skills to make/update it :)
https://gameplay.tips/guides/4454-stellaris.html
You might have to reboot or something as the first time I did it, nothing changed but I tried again sometime later as I installed another mod and it wasn't labelled as incompatible.
NP Life gets busy, is there a way someone could take what you've done to create the mod and build upon it, I've a developer by trade and I think I'd enjoy having a go.
No idea if that'd change, too many other games to play :)
It will not break anything, as it only replaces bunch of icon .dds files.
Should work for icons that stayed the same in new version, provided that underlying techs using them didn't change too much, in which case numbers might be inaccurate, obviously.
And no replacements for any 2.2-added techs, and I still haven't got around to play the game to learn about these.
So I think it deserves a proper update, but can't do it yet, and feel like I might play factorio 0.17 release first and update mods there before getting back into stellaris.
I think it's more quiet than usual though, which might mean that enough people have wandered off since 2.2, or maybe it's just that time of year, but they'll probably be back anyway :)
Still haven't got around to play 2.2, so haven't even seen the techs there.
From what I've seen on discord lately, sounds like it'd be best to wait for at least 2.2.4 to have ok performance and probably a patch or two after that to have game a bit more balanced.
Should work for same techs as it is though, and I'm sure will get to it once I'll actually set Steam to update my game to 2.2, which will probably happen in a month or few.
Maybe someone else can just grab the pngs with numbers from here, run "convert" a bunch of times on new icons and make same mod for 2.2?
Should not take more than an hour or two, probably less.
I mean, every tech seem to have a tooltop which says something like "Unlocks Thing III", which - while maybe a bit harder to access - seem to do same thing as these numbers on icons already. Not to mention that all tiers of same tech look pretty much the same.
Made icons for lasers initially just because sometimes got multiple tiers at the same time from debris, but that's not the case with most other techs.
I'm still playing 2.1 game though, and can only do that once I'll actually get to 2.2 myself, see the techs there and such, which might take a while (weeks/months) to get around to, as I try to avoid playing pdx games after major releases until at least a few bugfix patches are out.
So this mod might not be updated for a while, but might work ok-ish anyway, just won't affect any new icon that have been added for new economy stuff in 2.2.
I think one can make an opposite argument for less clutter on icons.
It's just tech icons on research screen after all (ship components have separate icons, all with numbers), and you rarely get these out of order.
Though iirc some weapon techs added in 2.0 have tier numbers, so not sure why PDS devs didn't consistently either add or remove them at some point.
Haven't tried, but probably should.
If either of these overwrites same exact icons, they'd likely be used instead of ones here - no big deal.
But non-vanilla techs there will probably have their own icons, so no overlap.
Just in case you feel like making a "spin-off" of sorts.^^