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
(Intel Expanded isn't listed as a supported mod since it doesn't have any content of the sort this mod could fail to support)
What I mean by the list of *supported* mods is; in Intel Expanded, technologies, traditions and so on *from the supported mods* will be visible in the custom interface but ones *from other mods* won't be. And other mods relying on this one would have similar issues.
Either at the top or immediately after Scripted Trigger Undercoat.
Error at line: 1225 column: 16 file: common\inline_scripts\foreach\technology\physics.txt.
Please report this error to the author of the mod: ~Repeating Script Templates.
Error message says:
Error in common\inline_scripts\foreach\technology\physics.txt: Ln: 1225 Col: 23
(UTF16-Col: 16)
CASE = @[ 1 * (1-has_stellaris_evolved) ]
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: closing brace or statement
Other error messages:
The clause opened at
("common\\inline_scripts\\foreach\\technology\\physics.txt", Ln: 1223, Col:
17) was not closed.
The same error is found in several inline_scripts.
I've also comprehensively reworked this mod:
- Thanks to innovations by TTFTCUTS, Compatibility modules are no longer necessary- content from supported mods will be included automatically if those mods are installed. However, this means several mods such as Forgotten Queens and Secrets of the Fallen Empires can no longer be supported until they're upgraded to support TTFTCUTS's compatibility method.
- For the sake of space and since inline scripts now work in effect and trigger blocks, I've cut the scripted effects and triggers.
This mod *doesn't overwrite anything*; the only thing that goes wrong if this mod doesn't have a module for mod M is that any *content* from mod M gets *ignored by* stuff that relies on this mod (currently just Intel Expanded, probably), and the Merger *doesn't add new content*.
Repeating Script Template *compat modules* need to go *after* the Repeating Script Templates *main mod*. Other than that, it doesn't actually matter where RST or its modules go in load order and this will almost certainly remain true no matter what other mods you use them with; any order will work.
Intel Expanded doesn't overwrite any of the same objects as ACOT, Gigas, or NSC2, so it doesn't matter what order you load it in relative to those mods; any order will work.
However, if you're using NSC2 you should probably also use UI Overhal Dynamic. The compatibility patch between Intel Expanded and UI Overhaul Dynamic needs to go after both the mods it patches, as is normally the rule with patches. So long as they go before the patch, UIOD and IE can go in any order relative to each other.
I also use the Playable Katzenartig Imperium it depends on Gigas, hopefully it doesn't need a patch or you can make one.
Since this mod was running into RAM limits, I've disabled the features I didn't personally plan on using. If any other modders have specific features they want me to re-enable, please let me know.