Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I tested it with only giga and deadly tempest activated to confirm it was just these to mods. Giga has not undated since the problem occured and deadly tempest has so I'm figuring it must have been one of the recent patches.
(sorry about the wait.)
I can attack them of course, but I'm curious what could have caused this. Any ideas?
We always found ourselves asking "Man, why didn't Paradox let you do X or Y?" and this mod just straight up gave us all those things we were after that we figured were just pipe dreams. Kudos!
@<c=FFFF0000>Diiablox</c>: Maybe i'll add a more clear option, but The submod is fully supported.
@FoLZer: it is related, the mod is for advanced...
Is there a way to still get more than one when I have to open the gates this way?
Is there a debug command or something to cause the gates to open?
I could revert to a save where the project was still there but that was an incredibly long time ago
I think it is for games that were started before latest updates (don't know which exactly).
I have added one gate manually (using this mode) and all initial gates turned to blank megastructures, only added manually opened correctly.
When I checked save file - old gates and new gate had differences:
type="lgate_disabled" - for initial gates
type="lgate_base" - for created manually
Are there any other mods you can recommend?
Love this mod and a greater khan and hope it gets fixed.
All mods enabled: No battleships and Titans in the ship selection during empire cration. No autogenerated designs in game, but manual design of these ships was still possible.
Deadly Tempest disabled, all other mods enabled: battleships and Titans are visible, issue resolved.
Deadly Tempest enabled, all other mods disabled: battleships and Titans are visible, issue resolved.
Conclusion: mod conflict.
Further experimenting showed that (in my case at least) the Sins of the Prophets mod (https://steamcommunity.com/workshop/filedetails/?id=751394361) was the offending mod. Disabling this mod (including the 3.12 patch: https://steamcommunity.com/sharedfiles/filedetails/?id=3306747204 ) fixed the issue for me.
The mod in question is NSC, and it's a naval overhaul that adds a bunch to the game in terms of fleets, ship classes, and fleet customization.
@Inerael: no
@ A Phantom Pain: hm ok, lets take a look