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@Specimen 7 , that's interesting because all weapons in the mod are coded with "target_type = target_enemies". Unless there is some weird issue going on that flips allies and enemies around somewhere, bioweapons should be targeting enemies.
Can you, at least, confirm that it happens only with bio weapons? or all special weapon types are affected?
@jht_89, not per se. You will need to execute "effect = { set_country_flag = ESC_COUNTRY_FLAG_killed_ether_drake }" to make the mod aware that you did kill the dragon (for the cloning building. upgraded dragonscale armor depends on the vanilla one and doesn't need any additional flags)
这个mod有内置汉化啊
I noticed that with Archaeotech, the bonus is never added, making it uncompetitive with the others. I noticed this regardless of whether I'm playing with Vanilla or NPC3.
It's interesting to note that if I activate the BetterArcheotech mod after your mod, I get the bonus.
But I'd like to play with just your mod. :-)
- Add gravitic weapons for domesticated space fauna and bioships.
- Buff gravitic torpeodoes slightly as they were a little weaker than other special-weapon-type torpedoes.
- Adjust technology prerequisites for gravitic torpedoes to allow bioship empires access to them.
With this, I should be done updating components for bioships. I plan to update technologies to use alternative icons and text for bioship empires, but I feel like I need a break first before attempting something like that.
https://steamcommunity.com/sharedfiles/filedetails/?id=3498553777
I also plan to update technologies to use alternative art and text for bioship empires, but that will probably be something I'll attempt after some break - pushing an content update every 3-4 days for a month has been rather exhausting, to be honest.
Also love the work
- Add advanced mandibles.
- Add nanite weapons for domesticated space fauna and bioships.
- Adjust technology prerequisites for nanite torpedoes to allow bioship empires access to them.
- Add bioship versions of tier 3 afterburners, repair drones, advanced auxiliary fire control and standardtized warheads.
- Adjust technology prerequisites to allow empires using bioships access to repair drones technology.
- Add bioship versions for vanilla tier 1 and tier 2 afterburners and auxiliary fire control.
- Allow ESC titan auras for bioships.
- Fix missing weapon tags.
@FiauraTheTankGirl, Aux components have only just being updated. Have no idea about the latter, even do-nothing techs should be able to be researched. If you're truly stuck, does manually switching techs not let you "unstuck" research? Either way, that sounds more like a bug with the game itself.
Auxiliary Thursters, Structural Reinforcement
Have NO tech for biological ships and you can't seem to finish research for them at all.
Just check tech tree images on this page.
So what's next?
- Add Tesla weapons for domesticated space fauna and bioships.
- Add Nanite Thought Matrix computers for bioships.
- Add Gigapredator Instincts Neural Implant 'computer' for bioships (Automated Dreadnought Protocols computer equivalent).
- Fix AI having a wrong conditions on Reprocessing Plant technology weights.
- Update resource costs for gravitic weapons.
- Update resource costs for nanite weapons.
- Fix some errors in localisation.
Arc-en-ciel Cannon.
You can check out the concept arts and the official trailer:
https://www.artstation.com/artwork/1NOAkG
https://www.youtube.com/watch?v=pID5tLk1r70&ab_channel=Stellaris
- SCD will still add vanilla-tier extra-types of strikecraft
- ESC will still add its types of extra-tier strikecrafts
https://steamcommunity.com/sharedfiles/filedetails/?id=2945629971
or is it not even worth asking, and I should instead just go see what happens
- Add tier 2 and 3 Extradimensional weapons for domesticated space fauna.
- Add leviathan components for domesticated space fauna and bioships.
- Add advanced Energy Syphons.
- Allow construction of Stellar Energy Towers in generator zones.
- Fix a bug with nanite weapon on-hit effects.
- Update resource costs for missile weapons.
- Update resource costs for strikecrafts.
building_sets = { farming urban }
Well, it will go in ringworld urban zones too. Just not the ones on normal worlds.
@Exasperation , the main purpose of the stellar energy tower is a food production booster. as such, it's primary build area is *farming*. Allowance for urban was made in case of planets that do not have farming zones.
- Add Wave-Motion Guns, Chrono-Vortex Cannons and Arc-en-Ciel Cannon for domesticated space fauna and bioship.
- Add kinetic weapons for domesticated space fauna and bioship.
- Add psionic torpedoes and strikecraft for domesticated space fauna, update resource costs for psionic components.
- Update resource costs for sensors, thrusters, ftl dirves and combat computers.
- Update resource costs for crystalline components.
- Update resource costs for energy weapons.
- Fix Stinger tier 4 swarmer missiles being assigned to wrong component set.
@DisasterAhead , maybe.... ESC only adds projectile GFX as far as visuals go. Those might not scale properly in all cases by themselves.