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It's dead?
Are you reviving this Mod?!
The crash at 90% is either happening because or causing itself a memory freeze too, just mentioning it in case it helps.
Also, doing some basic debugging I've narrowed the issue to the file "oo99_shared_mod_global_flag_scripted_triggers.txt" located in the folder "workshop/content/281990/1294720127/originscivics.zip/common/scripted_triggers"
It's a file that apparently checks for wether other mods are activated, I assume for compatibility. Eliminating the file solves the 90% issue.
To take it out you need to find the .zip archive, decompress it, eliminate the file, and compress it again.
Otherwise the mod seems to work well, with the exception of nuclear vault, which doesn't spawn the vault itself.
Still not sure, wether or not the AI is actually capable of making use of it.
According to ASpec on his June 2nd Livestream on Youtube, it should.
@FebHare, yes these are bugs. I'll fix it right away.
@Sythvipers, I have a plan for Voidborne and it involves the rework to habitat districts I included. I hope to get to work on it as soon as finish updating the Eternal Leaders, but my irl job has been consuming too much of my time. Voidborne bonuses are to gather minerals much better and have a reduced consumer good consumption. They will also have Void Habitats (a smaller, 500 alloy structure).
Sorry for the delays all. Since the beginning of the year the company I work at has been ramping up our production, so I've been putting in 60+ hr. work weeks with frequent night meetings to our sister plants and night staff. Hoping by end of Q1 I could catch a break.
So a habitat preference trait that only let's them live on habitats and ring worlds would be cool too.
I checked oc13_origins_civics_leader_scripted_effects.txt. In the file, "do nothing" factor at galaxy_percentage < 0.05 is commented out from 100 to 1. And "death modifier" factor at galaxy_percentage < 0.40 is commented out from 0 to 100.
I am feeling it is in debug-mode to test death event of the Uploaded.
And description of Digitally Eternal civic says $MOD_COUNTRY_ADMIN_CAP_ADD$ has +20% bonus. But in effect it is a flat +20, make 30 to 50. Eternal Leader civic has same issue. I am not sure which (+20 or +20%) is supposed bonus.
1) Bug fix for Eternal & Digital Leader with random leader death spamming screen.
2) Several new events for Eternal & Digital Leader around the leader death chain.
3) New Civic "Clinically Eternal", which grants your leaders +500 more years, but also increases leader cost and upkeep.
Please let me know if you run into any bugs with this build. I'm hoping to add a few more events and maybe one more related civic and finally finish updating for the Eternal Leaders (and move on to Voidborne and compatching).
@Quis Machina, Surprise, troopersmith1, Chosokabe...I hope to fix the issue soon.
@Linkthehobo, can you explain what issue you see?
@thelazygun2001, very soon I hope.
@Archaon the Neverchosen, I hope to not disappoint you.
Except i pickd Eternal Leader, not the digital one.
And He never died.
And it debuffs my whole empire with "eternally mourned" even though my leader is still alive. I love this mod and I hope you can fix it soon.
But leader dont getting eternal trait ._.
It is "origins_civics_on_action_leader_events.111" in events.txt but "origins_civics_random_leader_events.111" (without "on_action") in .yml file.
And I am figuring "Eternal Exhausted" event has same problem.
As a bonus I added my ideas for the habitats rework in preparation for voidborne. Habitat districts are now customizable via planetary decisions. There are 5 unlockable types plus housing, but you can only have 3 unique districts. Focusing on a particular district type also specializes the habitat. Hab districts also provide housing and now have jobs equivalent to tier2 buildings.
Your digitally eternal leader will also start off as a machine. Need to see if that creates problems with Xenophobic empires/no-AI policy empires.
Still need to complete the leader death chains plus figure out a better tooltip for the risks. I also incorporated Xarmydude2x's ideas as passive boons, but still need to debug that system as well.
Thanks for your patience and look forward to your feedback!
@FebHare, thanks for the bug notice. I'll fix it right away. &yes, I am also struggling with the boon system. Thanks to Xarmydude2X I have a new idea which I hope to roll out tomorrow!
@labgnome & everyone, do check out Gwen's mods! They are a lot of fun :D
https://steamcommunity.com/sharedfiles/filedetails/?id=1588234912
Personally, I am felling boon system sounds like a policy, if it is suppoosed to any and ONLY ONE boon should be active.
If has_mechanists_civic = yes, "oc_requires_robot_factory_building_setup" (in oc20_origins_civics_requires_setup_triggers.txt) is yes, and it adds a robot factory. Even if vanilla scrpit added one already.
The main OC mod doesn't add the second, so I figure it is not intentional. Would you like to consider to fix it? Thank you!
Welp im glad you like the idea, i will say i do love your idea for mechanics but when i saw the bonuses my heart nearly stopped XD they were rlly OP but if you like the idea do with it as you will, i agree with the idea of it being very micro heavy so maybe just something in the edict system or maybe a policy where you can select how much psionic power or processing power your leader uses and maybe it has a chance to hurt the leader or uses certain amounts of influence.
@Elidurden123, not sure what the question is, but this mod I think should overwrite the main mod.
@Xarmydude2x, is this idea a replacement of the edict -boon system? Or a supplement to it? I too am rethinking the current boon system since the bonuses feel too unbalanced. I feel a planetary decision system would be too micro for a player in a large empire, but I like the bonuses that you proposed, especially the division between the workers and specialists for the two leader types. I'll play around with this idea while I work through the leader death mechanics.
I was wondering for an idea for the Eternal leader and Digitally Eternal a set of decisions for use on planets.
Eternal Leader:
Small blessing - a boost to Unity output
Medium blessing - a boost to stability, happiness, and unity output
LArge Blessing - a boost to worker output, stability, happiness, and unity output
Digitally Eternal:
Small efficiency boost - a boost to science output
Medium efficiency boost- a boost to stability, happiness, and science output
Large efficiency boost - a boost to specialist output, stability, happiness, and science output
each of the bonuses causes the leader to become exshausted which increases in length dependant on planet size and empire size, costs influence and increasing depending on how large of a boost you want, and can only boost one planet at a time.