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But if you say things are now working as they should...
@Edorathino, I don't really have much time at the moment with the end-of-year push at the work, but I'll see to that (and the new set of armors) when I do get some time.
@Handepsilon, go right ahead (don't forget to drop a link here). If you scroll down to the latest ESC update notification, you'll see that I even made some provisions for such compatibility patch (unfortunately, you can't use script_value for weapon damage, or armor/shield values)
I've just checked the game and now it's fine so is not necessary for you to search for problems.
I'm sorry if I bothered you for this
- Update for Stellaris 4.2
- Update scripted triggers that determine access to biological, psionic and nanite weapon technologies and amoeba upgrades.
- Add global cost and upkeep multiplier scripted variables for easier component cost overwrites.
- Some buffs to Reinforced Crystalline Plating.
- Update vanilla component overwrites (submod).
---------------
@Videorider , I'll see if I can find something about that
Basically, if the mod is enabled, the ships act in a very weird way, like ramming into the enemy fleet without shooting a single bullet or run away from them until it reaches the system extreme borders
Anyhow, thanks for your time, hope you have a wonderful day!
There was an edge-case that could forever block the event chain leading to the Unbidden spawn: grace period and dice rolling events fired in the unintended country scope (specifically, in the scope of a playable country, rather than the ambient country), and if that country ceased to exist before the crisis could be spawned, the chain of events would break, preventing the spawning of ESC Unbidden.
I somehow doubt it was what had happened in your case, but...
Fixed this for the next mod update.
Note: Could you alert me to the event id for console inputs (For the unbidden wave)? I'd kinda like to spawn some unbidden attacks just to spice stuff up.
The custom crisis setup has always been a bit wonky so it *is* possible that something has quietly broken recently
Is it possible to make ESC compatible with "Priceless Stellar Ships" more easily, or is it possible that it is already compatible?
Do note that I have both base costs and multipliers for components and thus you should edit only one of the two.
The first one should allow easy cost/upkeep scaling via the first 9 variables. The second one has values for armor/shield/hull flat modifiers. You'll have to update pretty much all of them. For the last two, you should be able to just jack up the damage multipliers (e.g. laser vs hull from vanilla 1.25 to 12.5 or whatever) and since only ESC uses those, it shouldn't affect other weapons.
When I try to autoretrofit my ships it doesn't take into account the new power cells
@你猜猜我叫啥, if you have access only to basic versions of the weapons (you haven't completed relevant ascension), the repeating techs are limited to 5, otherwise you have much higher limit.
2. What is the tech path for nano weapons' X-slot weapons? The fourth tech diagram on the homepage is missing and cannot be opened. Is this the related tech path explanation?
Thanks, think I got it working. Does adding a ship size to the adc computer section give it everything as well (not just automated dreadnought computer)?
I noticed it gave the nanite thought matrix as well and didn't see a difference when I added a ship class to both the adc and non-adc computer sections.
common\scripted_triggers\esc_ship_size_triggers.txt
In the old v3.12 version of the mod, this was done by patching \common\component_templates\esc_components_computers.txt.txt and adding the custom ship class variable to the "size_restriction" list.
However, in v4 of this mod, the structure of this file changed completely and I don't see ship classes in this file anymore.
- you've encountered crystalline space fauna and completed "first contact" with them.
- you're are lithoid empire
- you've access to the tier 2 crystal plants
Is any of those true for you?
it will require at least two separate mods (which I don't really want to support in addition to the main set -- as the situation with psionic weapons just below demonstrates, I can't quite do it already at this point)
I do have a variables file for component costs (and use inline scripts to generate costs based on component type and tier), which you can reasonably easy to overwrite. Then you need to overwrite weapon's damage output. I think the fastest way to do it would probably be to write a small app that would just go through all files and multiply the damage values.
Alternatively, have you thought about applying a multiplier over vanilla settings instead of straight-up overwriting them? That would've been a more scalable (in terms of mod compatibility) solution, though I'm not quite sure how well that would last into endgame where you can get huge multipliers from technologies.
- Try-fix advanced psionic weapons research-permission trigger.
Yeah, it seems that the update to psionics has indeed messed up with the trigger for advanced psionic research. This should fix it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3576670054 =^^=