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Ive just had a lot going on but I appreciate it. It is slowly coming along.
I want to update this pre-4.0 version one final time with a few new things and some fixes.
After that I can take what I have and work on making a compatible version for post 4.0 and that will be its own mod.
No timeline outside of hopefully less than 2 months
But I am getting more into it again recently after a "break"
"Break" because technically I have been working on it just not as consistently as I wanted.
I told myself last comment not to give any time frames because I can never meet them but I was (overly) confident that I would have it ready. But that burn out just sorta hit v.v
So no time frames this time. I did just finish a major part of what caused the burn out in the first place so I am hopeful to be more energized to work on it
I have not tested but I think most of the mod should still work. But with the change to the planet building/district system, progressing past supercharge/contain will probably need some reworking of the building I imagine.
That (probably) should not take too long but there is some other stuff I wanna try working in and that might take a little longer.
But I am hoping to get it done within the first 2 weeks of the update at least. This upcoming update will also be its own mod and this will remain up for compatibility of older versions.
Thank you for your patience
If he wants to continue on the development, just run that event.
Appreciate the report
This should trigger the event after finishing the archaeology site when the Emissary returns.
I dont see anything in the archaeology site events that should prevent them from continuing as normal without having done it.
So long as they talk to the Emissary and so long as the planet has the specific deposit, they should be allowed to build the structure.
For a run with the story anyway. If you are having issues in the alt path again just let me know.
I am so sorry for the inconvenience. I know how annoying it is to have a match break... I will try to get some sorta fix out before the next update
For the time being, for multiplayer games, it would be best if both players did the alternate tech based path instead of the story based one until I can get something working for it.
Now if you both do the tech path and an issue comes back up, please let me know. Like if you both get the system but one of you doesnt get any choice when colonizing.
Also it doesnt matter which planet you colonize during the tech path. any of the 3 will prompt the ability to contain or charge it. So if one of you colonize a world and it doesnt pop up asking or doesnt give you the option to build either of the structures, let me know.
I will look into making the story path work out but that might not be a quick fix.
Where you both going down the same path? Like both talking to Emissary or both taking the alternate route? Or was one doing one and the other the other. Idk if any of that is relevant but figured doesnt hurt to ask.
Your friends system did spawn though right? Its just they did not get the archeology site?
These modifiers used to be 30% upkeep reduction and production modifiers of +60%
Some feedback gave me a push to rebalance them and reign them back a little bit.
Cant garuntee I will change anything but I dont mind hearing how things could be balanced
10 years after the player has finished first special project, if they have yet to research psionic theory, an event will pop up to basically inform the player that psionic theory can be researched.
It has some powerful stuff but its fair in that everyone gets it so it doesnt give psionics a huge boost or anything (ironically)
It could be seen as OP but that has nothing to do with psionics.
Stat wise, the 3 starter civics give you 4 modifiers each and these civics slowly improve overtime.
I have tried to make the projects to do them costly so you dont just get everything quickly all at once.
But it just varies by what ethic you use.
Modifiers that mult in a positive start at 5%
Modifiers that mult in a reduction (ie upkeep) start at 2.5%
By then you also get a variety of weaker civics that could stack. Just depends on ethics.
The ship you can get is weaker than an attack moon in gigas but is still decently powerful but you do only get the one. It likely needs a rebalance.
But again, none of this relies purely on anything psionic outside of psionic theory and even then I made a variation for machines and hives so everyone can use stuff from this mod.
Ai will not always use it however. They have an 20/80 chance to either do or dont go down the path this mod provides
But the answer is there are no compatibility issues about what you ask. Machines and hive can use everything from this mod without issue for the time being and there are no conflicts with other mods because as counter paradoxical as it sounds, you don't need to take psionic ascension. Vanilla shows non psionics can utilize psionic technology and this sorta builds on that idea
Regardless, I hope you have an excellent day!
There actually isnt a Psionic Ship Set in atm outside of the story bits in end game. I wanted to rework it a little bit so left it out long ago.
I may try to get it in before the next update but I imagine it would probably be a few days of work at least for me. I would really like to get it done though so I may try sometime this week or next week.
If I do manage to work it in, I will make it so vanilla megastructures are effected but for Gigastructures that will have be its own patch so I can try to keep the error log tidy
Psi-Tri/Ethics & Civics Classic 3.12
Psi-Tri/Ethics & Civics Bug Branch 3.12
This update will not include unbidden style psionic ships, components, ability to get psi shields, or the other stuff I wanted to do.
But does add some new districts and techs and for those who use one of the Ethics & Civic mods then you'll find new civics and stats to be acquired. May need to redo said civics at some point, not sure how useful they are but thematically I think they fit
In such text file are lines such as "greeting_sound = "space_cloud_death"
Inside the file path gfx/models/portraits/unbidden is a text file "_psionic_ascended_portrait_entities.asset"
This file also includes 3 potential sounds.
I am not sure which sound specifically is the one that is bothering.
At the end of "state" segment for the second file is "next_state = idle" and to me it reads like it runs the idle animation and sfx and then run the idle animation again. So you might want to remove the sound effects from that file and see if that makes it quiet.
I cannot look into a proper calming right now. I think I almost got the update ready but I dont want to go adding new things to do to it.
I have another question.
After choosing "Psionic Being" ascension perk and transforming all my leaders and main species into psionic beings, every time I open the window where the new portrait is shown a sound of (I assume) unbidden starts to play on repeat, to the point that it is difficult to even collect ones thoughts lol
I was trying to look into the mod, to see if I could disable that sound somehow, but I couldn't find anything related to it.
So my question is: Is there any chance to make that sound limited so it plays just once instead of playing on repeat?
I guess not? I would think it would be an issue but I just tested it and the final event set triggered correctly.
I would have expected if it was beyond the allowed number of lines it wouldnt run the event at all but it spawned in all the fleets and applied all their modifiers.
Unless there is some niche case that could cause a problem but I cant really speak for niche cases until one comes up. I dont see the point in having an allowed number of lines if the game is just gonna run it like normal though which is why I suggest it maybe could be a niche thing cause otherwise its a pointless error as far as I can see.
There are events in game that force authority shifts or require certain authorities to take effect. And there are some mods that also make use of specific authorities.
The authority technically still exists just not as an authority. I made authority based civics (that I have since converted to empire modifiers) that kept most of if not all the stats of the original authority (albeit tweaked) and included some different effects per authority that way players could have access to a variety of psonized authorities.
My last tests I did on it a few days ago before my eyes made it to hard to work currently seemed to be good. As far as I could tell, everything was applying, changing, operating as it should. But I still have other things I wanna include in the update before I consider it ready.
I am hoping to get the update out sometime next month (eye irritation permitting) And then when 4.0 comes out I'll update a new version of the mod.
I have been working on stuff to make it compatible with a couple other mods that add extra ethics.
After I finish and bug test that I will see about potentially adding something that gives them shields and jump.
I wouldnt likely balance the weapons around being as powerful as those. I try not to balance around other mods because there are just to many of those. If I was to do that then id risk making something too powerful for some people or not fair for others.
I do have some ideas for how I want Psionic weapons to be and have had them since before working on this so I will probably try to incorporate that into it.
This extra ethic addon patch has just been a lot of rework and I've had to take some breaks between the dullness. Maybe if I had a Kofi or Cashapp thing I would be more invested in finish the project or maybe I would be more stressed that the project will break lol
Are Dark Matter weapons a thing in vanilla? I know there are reactors and shields. I rarely ever get any of them.
I do wanna add components. I dont want all the techs to just be modifiers or building unlocks. It is just a lot.
After this addon stuff for the Ethic mods is done I will see about readding shipsets and making some components