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UIOD usually publishes old versions. here is UIOD for 3.14.* . ACG + ACG Icons UI Addition are all only available for 3.14. the only mod that is unclear if it works or if there is a version for 3.14 is UIOD Extended Topbar. For this mod i recommend to contact Orrie the mod author for getting the necessary information. i hope this helps
this is a submod for ACG and can't be used without ACG. this submod has the same update and version status like ACG and ACG does not receive a new update for the new Stellaris version atm. so if you want to use this mod (with ACG), then you need to revert stellaris to 3.14 via choosing the proper stellaris beta (steam properties)
thank you very much for your positive feedback! i appreciate it!
regarding your question about the collection: if you want to use this mod with my "How i play Aesthetic Cinematic Gameplay" collection, then simply put it directly after Aesthetic Cinematic Gameplay when it comes to mod loading order. that should do it just fine :)
like stated within the mod description:
the following mods are required and mandatory to use with ACG Return of the Ancients:
ACG + UIOD + UIOD Extended Topbar
this mod however:
ACG Icons UI Addition
is not required to use with ACG Return of the Ancients (or ACG). this mod is completely optional.
that said some UI and icon changes are included into the main mod. so the ACG Icons UI Addition mod does only cover the part that is optional. the other adjustments and changes that have been made and included into ACG main mod can't be excluded
i hope i could help. have fun!
there are two kind of new buildings for ACG fallen empires that are playable with this mod. the first ones are the ones you start with. you basically don't unlock those and they are part of ACG Return of the Ancients mod content. the second type of fallen empire buildings are buildings that you unlock during late game, which are part of stellaris itself (introduced with machine age and with vanilla are usually available to cosmogenesis). i made those fallen empire buildings available to ancient fallen empires. but you won't start with them. you unlock them over time while researching the system efficiency for your fallen empire ships. once you reached a late game stage you will receive the first level of fallen empire buildings. the second level will be received later on. this is only part of late game because those buildings would be overpowered if you received them early on
Just wondering, how do you unlock those new building please ?
no there is no custom AI interaction like you are a fallen empire, also because it's a different approach. with this mod you are basically developing and evolving into becoming a stronger empire like another empire even though you are starting with a lot of tech and ships etc. but other empires do pose a threat to you because your fallen empire got huge nerfs and you need to overcome them over time. it's not like you could help other nations or like you would dominate other nations more than other empires could in their stage of development. this mod was meant to offer an alternative gameplay but at the same time it's meant to be balanced and offer a kind of similar development curve like other empires
yes
if you f.e. chose to have slower pop growth, less colonizable planets, slower research speed, all of that would benefit the ancient ACG empires of this mod because their progression for ship strength is vastly based on events that are based on time. in addition there is a RNG element to it. so if you are super lucky then you will get better ship efficiencies through the event chain earlier, and if you are unlucky, it would be later. i will make some more testruns to see if adjustments are needed when i have more time again. unfortunately i am very busy with my job and family right now. thanks for your feedback though
during early game ancient empire ships should be worse. during late game they get better. however, i balanced this mod before some changes to slower research progression have been made that might also have influenced ACG. so what i want to say is: maybe the progression of how fast event-based you are able to unlock better ships would need to be prolonged. that said, it also highly depends on other game settings you chose.
I really liked the origins of becoming a fallen empire, anywho keep up the awesome work :3
that's not going to happen. ACG is a total overhaul and this mod is made for ACG mod users who want to play as some kind of fallen empire. just like ACG can not be used together with other such mods, it would also not make sense to try to use this mod without ACG. besides this mod does only include a very tiny part in order to activate the fallen empire origins for ACG mod users. the main part of this mod's content is basically included and built-in with ACG.
no they do not. this mod's content has nothing to do with the archaeo engineering content (the only similarity might be that both contents are relying on minor artifacts)
UI Overhaul Dynamic - Extended Topbar ++ make sure to subscribe to this mod and follow mod loading order, see ACG mod description ++
this mod + major new ACG update was just released - i highly recommend to check out the ACG changelog/join the ACG discord server for more information. Have fun and happy Christmas holidays to all of you!**
all my mods are tested and there are no features that they AI won't use. during my test runs the AI was using this mod just fine (like all my other mods as well). regarding your question if you can get ship designs without taking one of the origins offered by this mod: no. those origins offer unique content for those players/empires that took those origins
if you are speaking about additional buildings, then like i said i would consider potentially adding some more in the future when i feel like they fit well into it and meet certain criteria (balance, compatibility and so on). i am not creating mods that i feel like are unbalanced.
right now - by using your words - you are doomed. maybe i will add more buildings and features in the future. however, when i created this mod i wanted to keep in mind that those new origins are as compatible with other mods as possible, while also making sure that the AI knows how to use all those features properly (which is a core pillar of ACG) and i also wanted to make sure that this mod's content can also be used in combination with as many vanilla features as possible for providing potential variety. i hope this helps to understand why those design decisions have been taken in the first place :)
thank you for your positive feedback. i am happy if you are enjoying ACG and ACG Return of the Ancients. Regarding your feedback: thank you very much! i appreciate it and i think you are right! there could be better names indeed. unless Kusanagi (ACG Team member who helped with better flavor text in the past but did not have time to take a look at the ACG Return of the Ancient localisation afaik) already created new names. i am open-minded for implementing your suggestions :)
Now we even have special gameplay *designed* for it. Ajey just keeps delivers.
ACG + ACG Icons UI Addition + ACG Return of the Ancients - mods have been fully updated for 3.8.* + Paragon DLC + most current version of UIOD
thank you for your patience and support! have fun!
*************
first of all thank you for your report! i just released a new update for ACG (main mod) that will include a fix to this issue (minor artifact stockpile reset), as well as a new update for the most current UIOD update. that said, please use the ☎️ Bug Report Thread if you want to let me know about any other potential bugs in the future. thank you in advance!
PS: you will get a new notification and event window once the next milestone was reached. so just let your researchers do their work. they will let you know once they found a way to improve your ships :P