Stellaris

Stellaris

Umamusume - Stellar Derby
222 Comments
Cheval Grand  [author] 23 hours ago 
@RR 嗯,可是在最近(11月25号)的测试里没有发现这个现象欸
RR Nov 24 @ 7:49pm 
不使用赛马娘政体也会触发赛马娘初始通讯,但弹窗后通讯列表没有显示,且地图上同时出现了两个虚空教会,但通讯定位追踪只有一个。此外,使用赛马娘政体后传统似乎也点不了
sezze Nov 21 @ 5:02am 
手机上养马、steam上养马、现在群星里也能养了,我这辈子有了:gbvs_lyria:
Cheval Grand  [author] Nov 14 @ 11:30pm 
@Stoned Industries Thank you!
Stoned Industries Nov 14 @ 9:33pm 
@Cheval Grand ah thank you! btw i really liked the astral rift cheval grand event, it was a very pleasant surprise for me (i mightve screamed a bit when i saw her)
Cheval Grand  [author] Nov 14 @ 8:57pm 
@Stoned Industries Yes, the condition of this building will add three goddesses researchers are this building is in your capital.
Stoned Industries Nov 14 @ 10:45am 
hey, so the tracen peak institute (the final upgrade of the umamusume research lab)
it's supposed to give +100 jobs to three goddess researcher right?
the technology tooltip says so and even the upgrade button says so, but when i upgrade to that i only get the normal uma researcher +700 jobs and +100 director researcher jobs, but no three goddess researcher at all.
is there something that prevents me from getting three goddess researchers from that building in the mod?
Cheval Grand  [author] Nov 11 @ 1:23am 
Curious too, normally it should be same experience in different machine. Maybe it is a mysteries.

Bad experience to you, sorry that.😵‍💫
Tyrex Nov 10 @ 11:13pm 
I'm very curious why my version of your mod is doing this then.
Cheval Grand  [author] Nov 10 @ 9:01pm 
@Tyrex No, when I run the testing only with UIOD mod and using fast_forward, most of the AI country only have 1 fleet and 1 army in 5 years, and it's same with install this mod + UIOD. I have no time to run a 10-year test, the result maybe same with yours.

I also ask our community about this issue, most of them reported this mod work well (also have some bugs, but it not effects AI behaviors).
Tyrex Nov 10 @ 6:08pm 
The thing is you aren't just seeing this with JUST bio-ships. I am seeing this with all ship sets. I've been doing some more extensive testing and have let the game run in observer mode for 10 years. Not one country has built more then 1 army when in an unmodded game most have built closer to 8-10.

Are you seeing the same when you simply let the game run with only your mod installed?
Cheval Grand  [author] Nov 9 @ 7:34am 
@Tyrex I check again, a report mentioned that the bug you said will happened when an AI country who use bio-ship. In other words, some country using bio-ship could not build their ship because the designs not appeared in their build list correctly. However, some country that using bio-ship will not appeared this, quite strange.

Unfortunately, I have no idea how to fix it, because I have never change or add something about bio-ship. This problems are might caused by ship component? Anyway, I will tried to find it out if possible. 😵‍💫
Tyrex Nov 9 @ 7:04am 
I am still doing my testings on this. I have a set of 60+ mods and I think multiple are causing the same issue.

When this is ran on it's own it does cause the problem though.
Cheval Grand  [author] Nov 8 @ 11:39pm 
@Tyrex Oh.... it's quiet strange, let's double check, you mean when you playing as Umamusume, the AI show the action you mention(Not build > 1 army...) or when Umamusume as an AI country the AI of umamusume country will show that?

BTW, I have no idea how to change the content of AI LOL, it's so complex and uncontrollable, so, maybe this bug might not caused by this mod. 🤔
Tyrex Nov 8 @ 8:14pm 
Back again with another weird bug. When this mod is active, the AI will not build more then 1 army. Because it can not build more then 1, it will never declare war........

I think you changed their priorities somewhere and set the making of armies way lower then it should be.
Catgirl Oct 31 @ 5:55am 
Umazing! :Hearthian_Smile:
di3bao Oct 19 @ 3:02am 
dingdingding gogogo:TokaiTeio:
Cheval Grand  [author] Oct 8 @ 8:30am 
@Stoned Industries Thank you! By the way, seems we both love Cheval too. How a great coincidence LOL :steamthumbsup:
Stoned Industries Oct 8 @ 7:35am 
Finally ... Cheval Grand and Stellaris crossover !!!
ts umazing :TokaiTeio:
Cheval Grand  [author] Oct 7 @ 6:20am 
@-=EDF=- Kouta Seto Yeah, sure, now we adjust the cooldown from 7300 days to 3750 days
-=EDF=- Kouta Seto Oct 7 @ 4:16am 
After playing with this mod a bit... can we please have not 20 but 10 or 5 years cooldown between Planetary Races? I dont want to have 100 planets just to have the soundeffect of the G1 every year XD
-=EDF=- Kouta Seto Sep 24 @ 1:42pm 
I only ♥♥♥ this because of Haru Urara... I'm not crying... YOU ARE CRYING!
Cheval Grand  [author] Sep 23 @ 9:09pm 
@T Well, numbers are always a topic in our group. You know, our mod is NOT COMPLETE yet. It's our consensus that we may tweak the numbers when we finish our end crises. By the way, maybe I can add an option to control the resources produced, like the buildings will produce 1/2 or 1/4 of the resources than the original?
Tyrex Sep 23 @ 2:07pm 
Do you think we could tweak the numbers on..... well everything? It's difficult to have the Pretty derby countries as AI because they run away with the game and playing as them means I will never have a valid challenge. The research, unity, and resources produced could probably be halved and they would still be strong, but not overpowering.

Maybe a setting or something so the power players can have their high numbers while others can enjoy the challenge?
Concubine Moon Sep 23 @ 4:04am 
好诶!
Cheval Grand  [author] Sep 22 @ 11:45pm 
对4.1版本的适配已经完成,附带修复了一些bug。终末天灾现在还在调试中,相信很快随下一个大机制更新与大家见面,本次天灾更新内容量较大,所以耗时较长,感谢支持与等待

The Compatibility Patch for 4.1 is complete and available now; it fixes some bugs. Additionally, End Crises is still debugging; I believe it will be released soon. This time, the end crisis update has lots of content to prepare, so it will take me a lot of time. In a word, thanks for waiting and support.
Cheval Grand  [author] Sep 17 @ 5:28am 
@hsbjim 如果是點擊了鑄星飛升之後出現的因子加點界面的話,在點擊確定(那個三角形按鈕)之後是沒有辦法再次打開的,這個我似乎在確認按鈕上有寫,但是它似乎顯示不出來
hsbjim Sep 17 @ 4:14am 
謝謝,看完wiki之後重新開一把規劃完之後好多了。不過請問一下點了鑄星飛升跟因子傳統之後那個因子介面要怎麼重新打開?
Cheval Grand  [author] Sep 16 @ 8:58am 
@hsbjim 如果你對這些內容感興趣,不妨看看我們的wiki(它就在設置界面左下角),裏面詳細寫了不少東西。我很高興我們的點子被人喜歡,謝謝!
hsbjim Sep 16 @ 8:51am 
開了一把被我自己給醜死了
想說竟然有貿易換三個一產的政策實在是太強大了於是打算星球都建貿易球,鑄造跟工業星球意思意思,基因飛升後衝三槽理念用平民產科研,人口規模還能衝到0這樣連突觸都不用建
結果點到最後發現不能基因飛升整個規劃直接崩盤(笑死
不過很感謝作者設計這麼有趣的東西,我會再摸索看看怎麼打
Cheval Grand  [author] Sep 14 @ 8:35am 
Maybe I should decrease the value of some modifiers. LOL
Tyrex Sep 14 @ 8:32am 
Ohhhhh, I see what you mean. That's what you meant by bug.

That makes more sense. Yeah, you have something like 40-50% pop growth increases naturally.
Cheval Grand  [author] Sep 14 @ 8:29am 
@T Oh, I know what you mean. Yes, I agree with you, it's a feature. But before Sep. 14, ANY modifiers of pop growth were NOT applied correctly; Sep.14 actually fixed this bug.

However, it seems this fix lets pop growth too fast in colonies. Is it?
Tyrex Sep 14 @ 7:51am 
@cheval - Pop growth in colonies being slow is actually a feature of version 4.0, not a bug.

Population growth speed below about 500-600 is reduced massively. You need to resettle population from the capital to the colonies in order to boost that initial speed from .25 to around 2. They normally tend to carry themselves from there.

This is true for ANY game, not just this mod. That is why I was confused what you meant about growth speeds being bugged. This mod had actually been INCREASING the pop speeds massively due to all the percentage pop growth increases prior to September 14th.
Cheval Grand  [author] Sep 14 @ 7:18am 
My English might not very good, but I will try my best to explain clearly. Actually, we noticed the issue that you mentioned, so I'm looking for a good balance value for every modifier for pop growth. However, I'm actually a full-time university student, and I'm still making the end crises of this mod. So it may need some time......
Cheval Grand  [author] Sep 14 @ 7:11am 
@T Yes, before the update on Sep.14, any colonies in this mod had a too-slow growth speed, which prevented them from filling some jobs and prevented them from producing civilians.

The issue I mentioned happened even though we chose the pop grow speed modifier. ↑

That slow growth speed in colonies is what I want to fix. But it seems these patches made the pops grow too fast. LOL

Well, the update in (UTC+8) 14:29 today, I decreased the pop growth caused by UMA Idlo. From 1.5 pop pre-job a month to 0.05 pre-job a month.

From my testing, when we build 7 idol buildings in capital, we will get around 40 growth pre month.
Tyrex Sep 14 @ 5:39am 
@cheval I'm not sure what you mean about slow pop growth. Before the recent changes it seemed in line with other civs with around 8.

Are you talking about the slow pop growth for colonies?
Cheval Grand  [author] Sep 13 @ 8:53pm 
@Tyrex Nono, it seems abnormal. At first, I was actually confused by Paradox's new pop group system. They added 3 new modifiers to control pop growth, so extremely slow pop growth speed is actually a bug of this mod, and it has existed for a long time. Yes, I recognise it's a little issue about toooo fast growth speed, so we are still finding a balance point. Maybe the newest update will alleviate this issue.
Tyrex Sep 13 @ 12:55pm 
I just did some testing and removed all mods other then the horse girl mod. I was still getting 100 pops a month with 4 idol buildings.
Tyrex Sep 13 @ 12:16pm 
In one of the newer updates, it looks like you added some pop growth to the idol building. It seems like something is wrong with the math because I am getting upwards of 80 pops a month on my capital by 2210.
Cheval Grand  [author] Sep 7 @ 9:32pm 
@lukimuki Would you mind point out this issue for me?
lukimuki Sep 7 @ 10:51am 
@Cheval Grand thats was the point there is a missing [ in the description ^^ didnt felt that its a bug so

anyway great mod btw
Tyrex Aug 22 @ 2:52pm 
Whatever you did also fixed the lab issue. Thank you very much my man!
Cheval Grand  [author] Aug 21 @ 10:31pm 
Don't worry, I will fix it immediately
Cheval Grand  [author] Aug 21 @ 10:31pm 
Yep, maybe you can try to show me at the discussion area? At Bugs Report.
I just checked the district's issue, it happened. I got what you mean, thank you. By the way, I just confused districts with deposits. lol
Tyrex Aug 21 @ 10:18pm 
I am also finding that the Traincent Laboratory building has some image artifacting. I am only using this mod and it's dependencies so there should be no conflicts. I can show an image, but I am not sure where/how to get it to you.
Tyrex Aug 21 @ 9:58pm 
@cheval - Yep, that is what I mean. For whatever reason it seems to not recognize the features you replace them with as giving basic district slots.
Cheval Grand  [author] Aug 21 @ 9:48pm 
@Tyrex If you mean this issue has happened on the 6th day since the game started, it's a normal situation. To replace the original vanilla districts correctly, we set a 6-day delay to promise that.
Tyrex Aug 21 @ 9:19pm 
I think there has been an issue with the newest update. The basic resource districts on the main planet for the "Illuminated by the light of the three goddess" origin disappear half way through the first month. I'm not sure why or how that is happening but it only seems to happen for the planet on that origin.
Cheval Grand  [author] Aug 20 @ 6:11pm 
@lukimuki Yes? I cannot see anything you want to show me, because Steam will remove the URL on comments. Could you pls tell me what I should fix? OR move to the discussion area called Bug Report to try again. By the way, the correct format to show image is [img]URL[/img]