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Doesn't a solution like this suggest itself:
For energy - use crystals
For minerals - use stones
For food - use gases
btw thanks for the mod
To reflect the change in role the energy upkeep costs of strategic resource mines has also been increased somewhat.
All tier 2 and 3 resource buildings now require tier 2 and 3 capital buildings to be built.
Changes to habitat strategic resource deposits have been reverted to those of the base game.
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When I have some spare time I'll update the mod page with images of the changed buildings, as well as the sprites I've been working on.
(2/2)
The functionality of strategic resource mines has been changed from an extraction building to an output boosting building to better fit the recent changes to strategic resource mining.
Strategic Resource mines are now limited to one of each type per planet but can be built on any planet regardless of deposits and give regular mining jobs instead of strategic resource miner jobs, they instead give a percentage(%) bonuses to the strategic resource output of miner jobs, this will affect both regular and strategic resource miners, the bonuses are as follows. 10% at tier 1, 25% at tier 2 and 50% at tier 3.
(1/2)
As it is with many mods i have installed they all want to be uniq and add techs and often those are building up on the existing techs with them as prerequisite, but painfully so they have this one at at time aproach which just clutters the techtree and makes it rather painfull to go through them all.
Therefor i would suggest to just have one tech increasing the level of them all.
So in theory one first has to research the vanilla techs as prerequsites in all 3 research areas, but with the first one of any area researched you then provide a tech only addressing the upgrade levels which enables any upgrades for the first tier above vanilla out of any area. Then the next higher and so on, but you wouldn't have to seperatly research every sinvle upgrade, but just a tier level that then becomes active for each vanilla base tech as soon that base tech would have been researched.
Not compatible with additional vanilla building. A patch is required to use them together. Neither is compatible with 3.4 yet.
https://steamcommunity.com/workshop/filedetails/?id=2676382344
I'm not familiar with those mods. But in general my mods don't interfere with others so long as they don't change any of the vanilla files. By necessity this mod changes the vanilla files: 03_resource_buildings and 10_deposit_buildings files (because that's the only way to tell the buildings they have upgrades added to the game).
also thank you for the update
I've also changed the Betharian Power Plant to add +8 jobs so that it is better than a maximum upgraded powerplant.
can't use is_regular_empire when under triggered_planet_modifier
unknow why.
That way you would still make the standard ones as normal but if you have like 5 exotic gas and 4 motes but only 1 crystal mine you can upgrade it to compensate.
@Naik21, That is strange. I'm currently playing a test-game with the Russian settings. Fortunately I played this game so much that I know where everything is by muscle-memory, lol! But as far as I can see all of the energy and mining buildings are there in Russian. All 3 versions. Can you try to uninstall the mod and re-install it immediately to see if that makes a difference?
Also I apologize in advance to anyone who is losing game progress because of this update, should that be the case. But at least this mod is now better than ever before for your new future games.
@ChoSunSpyMan: Yes, you are right. While the new "totems style" buildings look great I will also add some buildable manufactories in the way they worked before (of course at a hefty resource upkeep). But those would be better suited for my mod which changes the refinery buildings in the game. I am slowly going through all of my old mods and that one is next or at least very high on the list. Stay tuned!